- Spoiler:
- Diana Winchester wrote:Magic
Magic Name: Silent Reaper
Magic Type: Re-Equip (Primary Benefit), Caster (Auxiliary)
Description: Diana uses Silent Reaper magic to make quiet and quick kills, preferably from a distance. Most of her Re-Equip weapons have suppressors that keep noise to a minimum. She also has non-lethal means of taking down people that she does not have to kill, like less-than-lethal munitions or martial arts. At higher levels Diana can tap into her lineage for a handful of special spells that allow her to simultaneously deal damage and reduce the MP supply of enemy mages. These spells can also harm supernatural entities without the use of special items or weapons.
Unique Abilities:- Ability: Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
- Ability: Fleeting Shadows: Whenever Diana moves in natural shadows, she gets a 60% increase to Speed. She is also harder to spot with the naked eye because the shadows warp to help her blend in with the background. This UA works best at night, but any sufficiently shadowy place during the daytime works. The shadows must be natural, not artificial, in origin. This UA works indoors or outdoors.
- Ability: Reaper's Blessing: Diana was gifted with a small but powerful portion of the essence of the Grim Reaper when she was born. For a period of three posts, Diana can use this UA to increase her Spell Damage by 70%. While it is in use Diana's clothing takes on the appearance of a black robe that covers her entire body, her face is shrouded in shadow, and her hands take on a skeletal appearance, but the robe and skeletal hands are only an illusion granted by the UA. Once three posts have elapsed, Diana must wait for a cooldown period of six posts to be able to use the UA again.
- Ascendant Ability (X-Rank):
Name: Eagle Vision
Description: In an ancient civilization, there were three enormous eagles that carried wisdom and knowledge. They shared it with those who were worthy and intelligent enough not to abuse it. When they felt their life was almost coming to an end, they bestowed their gifts onto three young mages who they deemed worthy. The mages and their descendants gained the ability to see incredibly far, but also to gain incredible sudden insight. They can read body language like no other and find hidden messages in conversations.
Ability: User can see through lies, has extended vision range (telescopic vision) and capabilities, and can further understand a person through the minute movements and twitches of the living body.
Usage: Passive
- Story/Plot Ability:
- No Prints: Using this ability, Diana can handle objects without leaving fingerprints. This includes weapons, doorknobs, and all manner of everyday objects. This is a Plot/Story ability.
- Story/Plot Ability:
- Without A Trace: Using this ability, Diana can use a spell that muffles her footsteps and prevents her from leaving footprints, covering her tracks for a clean entrance into a restricted area or a clean getaway. This is a Plot/Story ability.
- Story/Plot Ability:
- Digital Ghost: Using this ability, Diana effectively becomes invisible to electronic devices. The image captured is "smoothed" over to make it look like she was never there, thus making her image unable to be captured on film, digital or lacrima media. She can active and deactivate this ability at will.
- Story/Plot Ability:
- Just Another Face In The Crowd: Using this ability, Diana can blend in with a crowd by making herself look and "feel" ordinary. She accomplishes this by exuding an aura that makes people simply uninterested in her appearance and thus unlikely to notice any distinguishing characteristics. NPCs of her rank and lower are fooled by this ability. PCs below and at her rank can be fooled (requires OOC permission), but PCs of higher rank cannot be deceived. PC mages of any rank with Truth, Eagle Vision, or other truth-detecting Lineages are also not deceived by the UA. This ability can be activated and deactivated at will.
Signature Spells:
Name: Requip: Silent Hunter
Rank: S
Requip Type: Weapon
Grade: Refined
Linked Equipment: N/A
Requip Damage: 55 HP
Requip Durability: N/A
Range: 100 Meters
Speed: 100 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Silent Hunter:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 400 Meters and travels at 400 Meters per second. If it hits an opponent wearing armor or using a magical shield, it deals 60 HP of damage. If it hits an unarmored opponent, it does its full damage of 120 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. The Ability cannot surpass the duration of one post.
- Suppressor:
Name: Suppressor
Rank: S
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 70% increase to Spell Range. This ability is always active.
Name: Stun Burst
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Forming a golf ball-sized ball of golden energy in her hand, Diana extends her open palm towards the target and fires. The ball travels up to 400 meters and travels at 400 meters per second. If it hits, the target takes 120 HP in damage and can experience numbness in their body, usually in the legs. This spell makes moving the legs difficult and is a good way to incapacitate targets without killing them. The incapacitation effect lasts only one post unless it is removed sooner by a healing spell, UA, or magic item effect.
Name: Reaper's Sprint
Rank: S
Category: Auxiliary
Type: Burst
Damage: N/A
Range: 100 Meters
Speed: 100 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Focusing magic energy into her legs, Diana leans down and performs a "flash step" that travels up to 100 meters and at 100 meters per second. Diana can use this to close the distance with targets or to facilitate a getaway. Diana can use spells after completing the dash. This dash is completely silent and can be performed once per post.
Spells:
Name: Jab
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her fist, Diana does a short, quick punch to the target. If it hits, the target takes 40 HP in damage.
Name: Low Kick
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Diana focuses magic into a leg, then performs a quick low kick to the target. It allows her to attack or defend without needing a weapon. It comes in handy for close encounters when a weapon cannot be brought to bear or it would be inadvisable to use one. If it hits, the target takes 40 HP in damage.
Name: Rubber Bullet
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana forms her fingers into the shape of a gun and fires a solid projectile of magic. It hits like a rubber bullet, giving her a painful but less-than-lethal option if she needs to incapacitate a target. It has a range of 90 meters and travels at a speed of 90 Meters per Second. If it hits, it deals 60 HP in damage.
Name: Elbow Strike
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her elbow to focus the impact of the blow outward, Diana jabs backwards or to one side with her elbow. If it hits, the target takes 60 HP in damage and may be staggered. OOC permission is required to stagger and move a PC or Event NPC.
Name: Leg Sweep
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her foot, Diana does a quick leg sweep. If it hits, the target takes 60 HP in damage and is knocked down. OOC permission is required to stagger and move a PC or Event NPC.
Name: Requip: Suppressed Handgun
Rank: C+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 21 HP
Requip Durability: N/A
Range: 45 Meters
Speed: 45 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Suppressed Handgun:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Full Metal Jacket- Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 180 Meters and travels at 180 Meters per second. If it hits an opponent using armor or magical shields, it deals 45 HP of damage. If it hits an unarmored opponent, it does its full damage of 90 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. This Ability cannot surpass the one-post duration.
- Suppressor:
Name: Suppressor
Rank: C+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds an 85% increase in Spell Range. This ability is always active.
Name: Palm Thrust
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into the palm of her hand, Diana then thrusts outward, striking with the heel of her hand. If it hits, the target takes 80 HP in damage and may be staggered. OOC permission is required to stagger and move a PC or Event NPC.
Name: Roundhouse Kick
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her foot, Diana then performs a roundhouse kick. If it hits, the target takes 80 HP in damage and may be knocked down. OOC permission is required to knock down and move a PC or Event NPC.
Name: Requip: Suppressed Submachine Gun
Rank: B+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 32 HP
Requip Durability: N/A
Range: 75 Meters
Speed: 75 Meters per Second
Duration: 8 Posts
Downside: N/A
Description:- Suppressed Submachine Gun:
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 300 Meters
Speed: 300 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 300 Meters and travels 300 Meters per second. if all three bullets hit, each bullet does 40 damage for a total of 120 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: B+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magic barrel reinforcement, Suppressor also adds a 90% increase to Spell Range. This ability is always active.
Name: Front Kick
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Single Target
Damage: 100 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into the heel of her foot, Diana performs a front kick. If it hits, the target takes 100 HP in damage and is knocked down from the force of the kick. OOC permission is required to knock down and move a PC or Event NPC.
Name: Dash Punch
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Burst
Damage: 100 HP
Range: 75 Meters
Speed: 75 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her hand and legs, Diana leans down and performs a "flash step" that reaches up to 75 meters and travels at 75 meters per second. At the end of the "flash step" Diana performs a straight punch. If it hits, the momentum from the dash is transferred to the opponent via the punch. The opponent takes 100 HP in damage and is knocked back. OOC permission is required to knock back and move an PC or Event NPC.
Name: Requip: Suppressed Assault Rifle
Rank: A+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 45 HP
Requip Durability: N/A
Range: 110 Meters
Speed: 110 Meters per Second
Duration: 9 Posts
Downside: N/A
Description:- Suppressed Assault Rifle:
Holding her hands out and focusing magic, the weapon drops into Diana's hands and is ready for use. It features selectable full-auto, three-round burst, and semi-automatic fire modes.
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 450 Meters and travels 450 Meters per second. if all three bullets hit, each bullet does 50 damage for a total of 150 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: A+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 100% increase to Spell Range. This ability is always active.
Name: Spirit Drain Punch
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: Melee
Speed: Melee
Duration: 3 Posts
Downside: N/A
Description: Focusing the magic from her special lineage into her hand, Diana's fist is wreathed in blue flame. She then punches at the target. If the punch hits, the target takes 120 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this punch can harm supernatural entities.
Name: Spirit Dome
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Area Of Effect
Damage: 60 HP
Range: 200 Meters
Speed: 100 Meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into both of her hands, Diana kneels and slams them palms-down onto the ground. A dome of pale blue magic with a range of up to 200 meters and a speed of 100 meters per second emanates from her position. If the dome hits, the target takes 60 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Beam
Rank: S+
MP Cost: 90 MP
Category: Offensive
Type: Single Target
Damage: 180 HP
Range: 600 meters
Speed: 600 meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into her hands, Diana points her index and middle fingers at a target and fires a beam of pale blue light with a range of up to 600 meters and a speed of 600 meters per second. If the beam hits, the target takes 180 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Bolt
Rank: H
MP Cost: 70 MP
Category: Offensive
Type: Single Target
Damage: 140 HP
Range: 600 Meters
Speed: 450 Meters per second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into either her left or right hand, Diana punches at the target and fires a fist-sized bolt of pale blue light with a range of up to 600 meters and a speed of 450 meters per second. If the wave hits, the target takes 140 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: The Touch Of Death
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Burst
Damage: 210 HP
Range: 500 Meters
Speed: 400 Meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic into either her left or right hand and throughout her body, Diana then performs a "flash step" that is completely silent and causes her to disappear from view. The "flash step" moves at a speed of 400 meters per second and reaches up to 500 meters. At the end of it, Diana reappears in her target's view as a typical portrayal of the Grim Reaper (skeletal face with empty eye sockets, skeletal hands, black robe, etc.) and attempts to touch the target with a skeletal hand that is wreathed in pale blue flame. Whether The Touch Of Death hits or not, Diana resumes her normal appearance after the spell is used.
If the hand makes contact with any part of the target's body, the target suffers from a sudden chill (this is strictly cosmetic: the chill does no damage), takes 210 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities. - Ability: Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
Silent Reaper
Nessa Cordelia LuxStarlight Maiden
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Vassal of the Cosmos
Position : None
Posts : 6990
Guild : Fairy Tail
Cosmic Coins : 145
Dungeon Tokens : 0
Experience : 26,209
Character Sheet
First Skill: Starlight Maiden
Second Skill: Valkyrie Summoner
Third Skill: Moon Goddess Slayer
- Post n°26
Re: Silent Reaper
Shen Kadokawa- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Assassin's Shadow
Position : None
Faction : The Rune Knights
Posts : 11951
Guild : Guildless
Cosmic Coins : 505
Dungeon Tokens : 0
Age : 27
Experience : 3,283,767
Character Sheet
First Skill: Infinite Arcana
Second Skill: Vox Universum
Third Skill: Disciple of War
- Post n°27
Re: Silent Reaper
Moved and unlocked at the user's request
- Spoiler:
- Diana Winchester wrote:Magic
Magic Name: Silent Reaper
Magic Type: Re-Equip (Primary Benefit), Caster (Auxiliary)
Description: Diana uses Silent Reaper magic to make quiet and quick kills, preferably from a distance. Most of her Re-Equip weapons have suppressors that keep noise to a minimum. She also has non-lethal means of taking down people that she does not have to kill, like less-than-lethal munitions or martial arts. At higher levels Diana can tap into her lineage for a handful of special spells that allow her to simultaneously deal damage and reduce the MP supply of enemy mages. These spells can also harm supernatural entities without the use of special items or weapons.
Unique Abilities:- Ability: Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
- Ability: Fleeting Shadows: Whenever Diana moves in natural shadows, she gets a 60% increase to Speed. She is also harder to spot with the naked eye because the shadows warp to help her blend in with the background. This UA works best at night, but any sufficiently shadowy place during the daytime works. The shadows must be natural, not artificial, in origin. This UA works indoors or outdoors.
- Ability: Reaper's Blessing: Diana was gifted with a small but powerful portion of the essence of the Grim Reaper when she was born. For a period of three posts, Diana can use this UA to increase her Spell Damage by 70%. While it is in use Diana's clothing takes on the appearance of a black robe that covers her entire body, her face is shrouded in shadow, and her hands take on a skeletal appearance, but the robe and skeletal hands are only an illusion granted by the UA. Once three posts have elapsed, Diana must wait for a cooldown period of six posts to be able to use the UA again.
- Ascendant Ability (X-Rank):
Name: Eagle Vision
Description: In an ancient civilization, there were three enormous eagles that carried wisdom and knowledge. They shared it with those who were worthy and intelligent enough not to abuse it. When they felt their life was almost coming to an end, they bestowed their gifts onto three young mages who they deemed worthy. The mages and their descendants gained the ability to see incredibly far, but also to gain incredible sudden insight. They can read body language like no other and find hidden messages in conversations.
Ability: User can see through lies, has extended vision range (telescopic vision) and capabilities, and can further understand a person through the minute movements and twitches of the living body.
Usage: Passive
- Story/Plot Ability:
- No Prints: Using this ability, Diana can handle objects without leaving fingerprints. This includes weapons, doorknobs, and all manner of everyday objects. This is a Plot/Story ability.
- Story/Plot Ability:
- Without A Trace: Using this ability, Diana can use a spell that muffles her footsteps and prevents her from leaving footprints, covering her tracks for a clean entrance into a restricted area or a clean getaway. This is a Plot/Story ability.
- Story/Plot Ability:
- Digital Ghost: Using this ability, Diana effectively becomes invisible to electronic devices. The image captured is "smoothed" over to make it look like she was never there, thus making her image unable to be captured on film, digital or lacrima media. She can active and deactivate this ability at will.
- Story/Plot Ability:
- Just Another Face In The Crowd: Using this ability, Diana can blend in with a crowd by making herself look and "feel" ordinary. She accomplishes this by exuding an aura that makes people simply uninterested in her appearance and thus unlikely to notice any distinguishing characteristics. NPCs of her rank and lower are fooled by this ability. PCs below and at her rank can be fooled (requires OOC permission), but PCs of higher rank cannot be deceived. PC mages of any rank with Truth, Eagle Vision, or other truth-detecting Lineages are also not deceived by the UA. This ability can be activated and deactivated at will.
Signature Spells:
Name: Requip: Silent Hunter
Rank: S
Requip Type: Weapon
Grade: Refined
Linked Equipment: N/A
Requip Damage: 55 HP
Requip Durability: N/A
Range: 100 Meters
Speed: 100 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Silent Hunter:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 400 Meters and travels at 400 Meters per second. If it hits an opponent wearing armor or using a magical shield, it deals 60 HP of damage. If it hits an unarmored opponent, it does its full damage of 120 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. The Ability cannot surpass the duration of one post.
- Suppressor:
Name: Suppressor
Rank: S
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 70% increase to Spell Range. This ability is always active.
Name: Stun Burst
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Forming a golf ball-sized ball of golden energy in her hand, Diana extends her open palm towards the target and fires. The ball travels up to 400 meters and travels at 400 meters per second. If it hits, the target takes 120 HP in damage and can experience numbness in their body, usually in the legs. This spell makes moving the legs difficult and is a good way to incapacitate targets without killing them. The incapacitation effect lasts only one post unless it is removed sooner by a healing spell, UA, or magic item effect.
Name: Reaper's Sprint
Rank: S
Category: Auxiliary
Type: Burst
Damage: N/A
Range: 100 Meters
Speed: 100 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Focusing magic energy into her legs, Diana leans down and performs a "flash step" that travels up to 100 meters and at 100 meters per second. Diana can use this to close the distance with targets or to facilitate a getaway. Diana can use spells after completing the dash. This dash is completely silent and can be performed once per post.
Spells:
Name: Jab
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her fist, Diana does a short, quick punch to the target. If it hits, the target takes 40 HP in damage.
Name: Low Kick
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Diana focuses magic into a leg, then performs a quick low kick to the target. It allows her to attack or defend without needing a weapon. It comes in handy for close encounters when a weapon cannot be brought to bear or it would be inadvisable to use one. If it hits, the target takes 40 HP in damage.
Name: Rubber Bullet
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana forms her fingers into the shape of a gun and fires a solid projectile of magic. It hits like a rubber bullet, giving her a painful but less-than-lethal option if she needs to incapacitate a target. It has a range of 90 meters and travels at a speed of 90 Meters per Second. If it hits, it deals 60 HP in damage.
Name: Elbow Strike
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her elbow to focus the impact of the blow outward, Diana jabs backwards or to one side with her elbow. If it hits, the target takes 60 HP in damage and may be staggered. OOC permission is required to stagger and move a PC or Event NPC.
Name: Leg Sweep
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her foot, Diana does a quick leg sweep. If it hits, the target takes 60 HP in damage and is knocked down. OOC permission is required to stagger and move a PC or Event NPC.
Name: Requip: Suppressed Handgun
Rank: C+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 21 HP
Requip Durability: N/A
Range: 45 Meters
Speed: 45 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Suppressed Handgun:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Full Metal Jacket- Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 180 Meters and travels at 180 Meters per second. If it hits an opponent using armor or magical shields, it deals 45 HP of damage. If it hits an unarmored opponent, it does its full damage of 90 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. This Ability cannot surpass the one-post duration.
- Suppressor:
Name: Suppressor
Rank: C+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds an 85% increase in Spell Range. This ability is always active.
Name: Palm Thrust
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into the palm of her hand, Diana then thrusts outward, striking with the heel of her hand. If it hits, the target takes 80 HP in damage and may be staggered. OOC permission is required to stagger and move a PC or Event NPC.
Name: Roundhouse Kick
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her foot, Diana then performs a roundhouse kick. If it hits, the target takes 80 HP in damage and may be knocked down. OOC permission is required to knock down and move a PC or Event NPC.
Name: Requip: Suppressed Submachine Gun
Rank: B+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 32 HP
Requip Durability: N/A
Range: 75 Meters
Speed: 75 Meters per Second
Duration: 8 Posts
Downside: N/A
Description:- Suppressed Submachine Gun:
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 300 Meters
Speed: 300 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 300 Meters and travels 300 Meters per second. if all three bullets hit, each bullet does 40 damage for a total of 120 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: B+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magic barrel reinforcement, Suppressor also adds a 90% increase to Spell Range. This ability is always active.
Name: Front Kick
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Single Target
Damage: 100 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into the heel of her foot, Diana performs a front kick. If it hits, the target takes 100 HP in damage and is knocked down from the force of the kick. OOC permission is required to knock down and move a PC or Event NPC.
Name: Dash Punch
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Burst
Damage: 100 HP
Range: 75 Meters
Speed: 75 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her hand and legs, Diana leans down and performs a "flash step" that reaches up to 75 meters and travels at 75 meters per second. At the end of the "flash step" Diana performs a straight punch. If it hits, the momentum from the dash is transferred to the opponent via the punch. The opponent takes 100 HP in damage and is knocked back. OOC permission is required to knock back and move an PC or Event NPC.
Name: Requip: Suppressed Assault Rifle
Rank: A+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 45 HP
Requip Durability: N/A
Range: 110 Meters
Speed: 110 Meters per Second
Duration: 9 Posts
Downside: N/A
Description:- Suppressed Assault Rifle:
Holding her hands out and focusing magic, the weapon drops into Diana's hands and is ready for use. It features selectable full-auto, three-round burst, and semi-automatic fire modes.
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 450 Meters and travels 450 Meters per second. if all three bullets hit, each bullet does 50 damage for a total of 150 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: A+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 100% increase to Spell Range. This ability is always active.
Name: Spirit Drain Punch
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: Melee
Speed: Melee
Duration: 3 Posts
Downside: N/A
Description: Focusing the magic from her special lineage into her hand, Diana's fist is wreathed in blue flame. She then punches at the target. If the punch hits, the target takes 120 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this punch can harm supernatural entities.
Name: Spirit Dome
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Area Of Effect
Damage: 60 HP
Range: 200 Meters
Speed: 100 Meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into both of her hands, Diana kneels and slams them palms-down onto the ground. A dome of pale blue magic with a range of up to 200 meters and a speed of 100 meters per second emanates from her position. If the dome hits, the target takes 60 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Beam
Rank: S+
MP Cost: 90 MP
Category: Offensive
Type: Single Target
Damage: 180 HP
Range: 600 meters
Speed: 600 meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into her hands, Diana points her index and middle fingers at a target and fires a beam of pale blue light with a range of up to 600 meters and a speed of 600 meters per second. If the beam hits, the target takes 180 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Bolt
Rank: H
MP Cost: 70 MP
Category: Offensive
Type: Single Target
Damage: 140 HP
Range: 600 Meters
Speed: 450 Meters per second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into either her left or right hand, Diana punches at the target and fires a fist-sized bolt of pale blue light with a range of up to 600 meters and a speed of 450 meters per second. If the wave hits, the target takes 140 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: The Touch Of Death
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Burst
Damage: 210 HP
Range: 500 Meters
Speed: 400 Meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic into either her left or right hand and throughout her body, Diana then performs a "flash step" that is completely silent and causes her to disappear from view. The "flash step" moves at a speed of 400 meters per second and reaches up to 500 meters. At the end of it, Diana reappears in her target's view as a typical portrayal of the Grim Reaper (skeletal face with empty eye sockets, skeletal hands, black robe, etc.) and attempts to touch the target with a skeletal hand that is wreathed in pale blue flame. Whether The Touch Of Death hits or not, Diana resumes her normal appearance after the spell is used.
If the hand makes contact with any part of the target's body, the target suffers from a sudden chill (this is strictly cosmetic: the chill does no damage), takes 210 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities. - Ability: Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
Shen Kadokawa- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Assassin's Shadow
Position : None
Faction : The Rune Knights
Posts : 11951
Guild : Guildless
Cosmic Coins : 505
Dungeon Tokens : 0
Age : 27
Experience : 3,283,767
Character Sheet
First Skill: Infinite Arcana
Second Skill: Vox Universum
Third Skill: Disciple of War
- Post n°28
Re: Silent Reaper
- Spoiler:
- Diana Winchester wrote:Magic
Magic Name: Silent Reaper
Magic Type: Requip (Primary Benefit- Can have up to 3 Requip spells active at once), Caster (Auxiliary-+10% to MP Cost reduction)
Description: Diana uses Silent Reaper magic to make quiet and quick kills, preferably from a distance. Most of her Requip weapons have suppressors that keep noise to a minimum. She also has non-lethal means of taking down people that she does not have to kill, like less-than-lethal munitions or martial arts. At higher levels Diana can tap into her lineage for a handful of special spells that allow her to simultaneously deal damage and reduce the MP supply of enemy mages. These spells can also harm supernatural entities without the use of special items or weapons.
Unique Abilities:- Ability: Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
- Ability: Fleeting Shadows: Whenever Diana moves in natural shadows, she gets a 60% increase to Speed. She is also harder to spot with the naked eye because the shadows warp to help her blend in with the background. This UA works best at night, but any sufficiently shadowy place during the daytime works. The shadows must be natural, not artificial, in origin. This UA works indoors or outdoors.
- Ability: Reaper's Blessing: Diana was gifted with a small but powerful portion of the essence of the Grim Reaper when she was born. For a period of three posts, Diana can use this UA to increase her Spell Damage by 70%. While it is in use Diana's clothing takes on the appearance of a black robe that covers her entire body, her face is shrouded in shadow, and her hands take on a skeletal appearance, but the robe and skeletal hands are only an illusion granted by the UA. Once three posts have elapsed, Diana must wait for a cooldown period of six posts to be able to use the UA again.
- Ascendant Ability (X-Rank):
Name: Eagle Vision
Description: In an ancient civilization, there were three enormous eagles that carried wisdom and knowledge. They shared it with those who were worthy and intelligent enough not to abuse it. When they felt their life was almost coming to an end, they bestowed their gifts onto three young mages who they deemed worthy. The mages and their descendants gained the ability to see incredibly far, but also to gain incredible sudden insight. They can read body language like no other and find hidden messages in conversations.
Ability: User can see through lies, has extended vision range (telescopic vision) and capabilities, and can further understand a person through the minute movements and twitches of the living body.
Usage: Passive
- Ascendant Ability (Y-Rank):
Name: Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Story/Plot Ability:
- No Prints: Using this ability, Diana can handle objects without leaving fingerprints. This includes weapons, doorknobs, and all manner of everyday objects. This is a Plot/Story ability.
- Story/Plot Ability:
- Without A Trace: Using this ability, Diana can use a spell that muffles her footsteps and prevents her from leaving footprints, covering her tracks for a clean entrance into a restricted area or a clean getaway. This is a Plot/Story ability.
- Story/Plot Ability:
- Digital Ghost: Using this ability, Diana effectively becomes invisible to electronic devices. The image captured is "smoothed" over to make it look like she was never there, thus making her image unable to be captured on film, digital or lacrima media. She can active and deactivate this ability at will.
- Story/Plot Ability:
- Just Another Face In The Crowd: Using this ability, Diana can blend in with a crowd by making herself look and "feel" ordinary. She accomplishes this by exuding an aura that makes people simply uninterested in her appearance and thus unlikely to notice any distinguishing characteristics. NPCs of her rank and lower are fooled by this ability. PCs below and at her rank can be fooled (requires OOC permission), but PCs of higher rank cannot be deceived. PC mages of any rank with Truth, Eagle Vision, or other truth-detecting Lineages are also not deceived by the UA. This ability can be activated and deactivated at will.
Signature Spells:
Name: Requip: Silent Hunter
Rank: S
Requip Type: Weapon
Grade: Refined
Linked Equipment: N/A
Requip Damage: 55 HP
Requip Durability: N/A
Range: 100 Meters
Speed: 100 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Silent Hunter:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 400 Meters and travels at 400 Meters per second. If it hits an opponent wearing armor or using a magical shield, it deals 60 HP of damage. If it hits an unarmored opponent, it does its full damage of 120 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. The Ability cannot surpass the duration of one post.
- Suppressor:
Name: Suppressor
Rank: S
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 70% increase to Spell Range. This ability is always active.
Name: Stun Burst
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Forming a golf ball-sized ball of golden energy in her hand, Diana extends her open palm towards the target and fires. The ball travels up to 400 meters and travels at 400 meters per second. If it hits, the target takes 120 HP in damage and can experience numbness in their body, usually in the legs. This spell makes moving the legs difficult and is a good way to incapacitate targets without killing them. The incapacitation effect lasts only one post unless it is removed sooner by a healing spell, UA, or magic item effect.
Name: Reaper's Sprint
Rank: S
Category: Auxiliary
Type: Burst
Damage: N/A
Range: 100 Meters
Speed: 100 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Focusing magic energy into her legs, Diana leans down and performs a "flash step" that travels up to 100 meters and at 100 meters per second. Diana can use this to close the distance with targets or to facilitate a getaway. Diana can use spells after completing the dash. This dash is completely silent and can be performed once per post.
Spells:
Name: Jab
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her fist, Diana does a short, quick punch to the target. If it hits, the target takes 40 HP in damage.
Name: Low Kick
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Diana focuses magic into a leg, then performs a quick low kick to the target. It allows her to attack or defend without needing a weapon. It comes in handy for close encounters when a weapon cannot be brought to bear or it would be inadvisable to use one. If it hits, the target takes 40 HP in damage.
Name: Rubber Bullet
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana forms her fingers into the shape of a gun and fires a solid projectile of magic. It hits like a rubber bullet, giving her a painful but less-than-lethal option if she needs to incapacitate a target. It has a range of 90 meters and travels at a speed of 90 Meters per Second. If it hits, it deals 60 HP in damage.
Name: Elbow Strike
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her elbow to focus the impact of the blow outward, Diana jabs backwards or to one side with her elbow. If it hits, the target takes 60 HP in damage and may be staggered. OOC permission is required to stagger and move a PC or Event NPC.
Name: Leg Sweep
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her foot, Diana does a quick leg sweep. If it hits, the target takes 60 HP in damage and is knocked down. OOC permission is required to stagger and move a PC or Event NPC.
Name: Requip: Suppressed Handgun
Rank: C+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 21 HP
Requip Durability: N/A
Range: 45 Meters
Speed: 45 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Suppressed Handgun:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Full Metal Jacket- Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 180 Meters and travels at 180 Meters per second. If it hits an opponent using armor or magical shields, it deals 45 HP of damage. If it hits an unarmored opponent, it does its full damage of 90 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. This Ability cannot surpass the one-post duration.
- Suppressor:
Name: Suppressor
Rank: C+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds an 85% increase in Spell Range. This ability is always active.
Name: Palm Thrust
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into the palm of her hand, Diana then thrusts outward, striking with the heel of her hand. If it hits, the target takes 80 HP in damage and may be staggered. OOC permission is required to stagger and move a PC or Event NPC.
Name: Roundhouse Kick
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her foot, Diana then performs a roundhouse kick. If it hits, the target takes 80 HP in damage and may be knocked down. OOC permission is required to knock down and move a PC or Event NPC.
Name: Requip: Suppressed Submachine Gun
Rank: B+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 32 HP
Requip Durability: N/A
Range: 75 Meters
Speed: 75 Meters per Second
Duration: 8 Posts
Downside: N/A
Description:- Suppressed Submachine Gun:
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 300 Meters
Speed: 300 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 300 Meters and travels 300 Meters per second. if all three bullets hit, each bullet does 40 damage for a total of 120 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: B+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magic barrel reinforcement, Suppressor also adds a 90% increase to Spell Range. This ability is always active.
Name: Front Kick
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Single Target
Damage: 100 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into the heel of her foot, Diana performs a front kick. If it hits, the target takes 100 HP in damage and is knocked down from the force of the kick. OOC permission is required to knock down and move a PC or Event NPC.
Name: Dash Punch
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Burst
Damage: 100 HP
Range: 75 Meters
Speed: 75 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her hand and legs, Diana leans down and performs a "flash step" that reaches up to 75 meters and travels at 75 meters per second. At the end of the "flash step" Diana performs a straight punch. If it hits, the momentum from the dash is transferred to the opponent via the punch. The opponent takes 100 HP in damage and is knocked back. OOC permission is required to knock back and move an PC or Event NPC.
Name: Requip: Suppressed Assault Rifle
Rank: A+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 45 HP
Requip Durability: N/A
Range: 110 Meters
Speed: 110 Meters per Second
Duration: 9 Posts
Downside: N/A
Description:- Suppressed Assault Rifle:
Holding her hands out and focusing magic, the weapon drops into Diana's hands and is ready for use. It features selectable full-auto, three-round burst, and semi-automatic fire modes.
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 450 Meters and travels 450 Meters per second. if all three bullets hit, each bullet does 50 damage for a total of 150 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: A+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 100% increase to Spell Range. This ability is always active.
Name: Spirit Drain Punch
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: Melee
Speed: Melee
Duration: 3 Posts
Downside: N/A
Description: Focusing the magic from her special lineage into her hand, Diana's fist is wreathed in blue flame. She then punches at the target. If the punch hits, the target takes 120 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this punch can harm supernatural entities.
Name: Spirit Dome
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Area Of Effect
Damage: 60 HP
Range: 200 Meters
Speed: 100 Meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into both of her hands, Diana kneels and slams them palms-down onto the ground. A dome of pale blue magic with a range of up to 200 meters and a speed of 100 meters per second emanates from her position. If the dome hits, the target takes 60 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Beam
Rank: S+
MP Cost: 90 MP
Category: Offensive
Type: Single Target
Damage: 180 HP
Range: 600 meters
Speed: 600 meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into her hands, Diana points her index and middle fingers at a target and fires a beam of pale blue light with a range of up to 600 meters and a speed of 600 meters per second. If the beam hits, the target takes 180 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Bolt
Rank: H
MP Cost: 70 MP
Category: Offensive
Type: Single Target
Damage: 140 HP
Range: 600 Meters
Speed: 450 Meters per second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into either her left or right hand, Diana punches at the target and fires a fist-sized bolt of pale blue light with a range of up to 600 meters and a speed of 450 meters per second. If the wave hits, the target takes 140 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: The Touch Of Death
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Burst
Damage: 210 HP
Range: 500 Meters
Speed: 400 Meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic into either her left or right hand and throughout her body, Diana then performs a "flash step" that is completely silent and causes her to disappear from view. The "flash step" moves at a speed of 400 meters per second and reaches up to 500 meters. At the end of it, Diana reappears in her target's view as a typical portrayal of the Grim Reaper (skeletal face with empty eye sockets, skeletal hands, black robe, etc.) and attempts to touch the target with a skeletal hand that is wreathed in pale blue flame. Whether The Touch Of Death hits or not, Diana resumes her normal appearance after the spell is used.
If the hand makes contact with any part of the target's body, the target suffers from a sudden chill (this is strictly cosmetic: the chill does no damage), takes 210 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities. - Ability: Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
Guest- Guest
- Post n°29
Re: Silent Reaper
- Magic:
- Diana Winchester wrote:Magic
Magic Name: Silent Reaper
Magic Type: Requip (Primary Benefit- Can have up to 3 Requip spells active at once), Caster (Auxiliary-+10% to MP Cost reduction)
Description: Diana uses Silent Reaper magic to make quiet and quick kills, preferably from a distance. Most of her Requip weapons have suppressors that keep noise to a minimum. She also has non-lethal means of taking down people that she does not have to kill, like less-than-lethal munitions or martial arts. At higher levels Diana can tap into her lineage for a handful of special spells that allow her to simultaneously deal damage and reduce the MP supply of enemy mages. These spells can also harm supernatural entities without the use of special items or weapons.
Unique Abilities:- Ability: Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
- Ability: Fleeting Shadows: Whenever Diana moves in natural shadows, she gets a 60% increase to Speed. She is also harder to spot with the naked eye because the shadows warp to help her blend in with the background. This UA works best at night, but any sufficiently shadowy place during the daytime works. The shadows must be natural, not artificial, in origin. This UA works indoors or outdoors.
- Ability: Reaper's Blessing: Diana was gifted with a small but powerful portion of the essence of the Grim Reaper when she was born. For a period of three posts, Diana can use this UA to increase her Spell Damage by 70%. While it is in use Diana's clothing takes on the appearance of a black robe that covers her entire body, her face is shrouded in shadow, and her hands take on a skeletal appearance, but the robe and skeletal hands are only an illusion granted by the UA. Once three posts have elapsed, Diana must wait for a cooldown period of six posts to be able to use the UA again.
- Ascendant Ability (X-Rank):
Name: Eagle Vision
Description: In an ancient civilization, there were three enormous eagles that carried wisdom and knowledge. They shared it with those who were worthy and intelligent enough not to abuse it. When they felt their life was almost coming to an end, they bestowed their gifts onto three young mages who they deemed worthy. The mages and their descendants gained the ability to see incredibly far, but also to gain incredible sudden insight. They can read body language like no other and find hidden messages in conversations.
Ability: User can see through lies, has extended vision range (telescopic vision) and capabilities, and can further understand a person through the minute movements and twitches of the living body.
Usage: Passive
- Ascendant Ability (Y-Rank):
Name: Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Story/Plot Ability:
- No Prints: Using this ability, Diana can handle objects without leaving fingerprints. This includes weapons, doorknobs, and all manner of everyday objects. This is a Plot/Story ability.
- Story/Plot Ability:
- Without A Trace: Using this ability, Diana can use a spell that muffles her footsteps and prevents her from leaving footprints, covering her tracks for a clean entrance into a restricted area or a clean getaway. This is a Plot/Story ability.
- Story/Plot Ability:
- Digital Ghost: Using this ability, Diana effectively becomes invisible to electronic devices. The image captured is "smoothed" over to make it look like she was never there, thus making her image unable to be captured on film, digital or lacrima media. She can active and deactivate this ability at will.
- Story/Plot Ability:
- Just Another Face In The Crowd: Using this ability, Diana can blend in with a crowd by making herself look and "feel" ordinary. She accomplishes this by exuding an aura that makes people simply uninterested in her appearance and thus unlikely to notice any distinguishing characteristics. NPCs of her rank and lower are fooled by this ability. PCs below and at her rank can be fooled (requires OOC permission), but PCs of higher rank cannot be deceived. PC mages of any rank with Truth, Eagle Vision, or other truth-detecting Lineages are also not deceived by the UA. This ability can be activated and deactivated at will.
Signature Spells:
Name: Requip: Silent Hunter
Rank: S
Requip Type: Weapon
Grade: Refined
Linked Equipment: N/A
Requip Damage: 55 HP
Requip Durability: N/A
Range: 100 Meters
Speed: 100 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Silent Hunter:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 400 Meters and travels at 400 Meters per second. If it hits an opponent wearing armor or using a magical shield, it deals 60 HP of damage. If it hits an unarmored opponent, it does its full damage of 120 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. The Ability cannot surpass the duration of one post.
- Suppressor:
Name: Suppressor
Rank: S
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 70% increase to Spell Range. This ability is always active.
Name: Stun Burst
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Forming a golf ball-sized ball of golden energy in her hand, Diana extends her open palm towards the target and fires. The ball travels up to 400 meters and travels at 400 meters per second. If it hits, the target takes 120 HP in damage and can experience numbness in their body, usually in the legs. This spell makes moving the legs difficult and is a good way to incapacitate targets without killing them. The incapacitation effect lasts only one post unless it is removed sooner by a healing spell, UA, or magic item effect.
Name: Reaper's Sprint
Rank: S
Category: Auxiliary
Type: Burst
Damage: N/A
Range: 100 Meters
Speed: 100 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Focusing magic energy into her legs, Diana leans down and performs a "flash step" that travels up to 100 meters and at 100 meters per second. Diana can use this to close the distance with targets or to facilitate a getaway. Diana can use spells after completing the dash. This dash is completely silent and can be performed once per post.
Spells:
Name: Jab
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her fist, Diana does a short, quick punch to the target. If it hits, the target takes 40 HP in damage.
Name: Low Kick
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Diana focuses magic into a leg, then performs a quick low kick to the target. It allows her to attack or defend without needing a weapon. It comes in handy for close encounters when a weapon cannot be brought to bear or it would be inadvisable to use one. If it hits, the target takes 40 HP in damage.
Name: Rubber Bullet
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana forms her fingers into the shape of a gun and fires a solid projectile of magic. It hits like a rubber bullet, giving her a painful but less-than-lethal option if she needs to incapacitate a target. It has a range of 90 meters and travels at a speed of 90 Meters per Second. If it hits, it deals 60 HP in damage.
Name: Elbow Strike
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her elbow to focus the impact of the blow outward, Diana jabs backwards or to one side with her elbow. If it hits, the target takes 60 HP in damage and may be staggered. OOC permission is required to stagger and move a PC or Event NPC.
Name: Leg Sweep
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her foot, Diana does a quick leg sweep. If it hits, the target takes 60 HP in damage and is knocked down. OOC permission is required to stagger and move a PC or Event NPC.
Name: Requip: Suppressed Handgun
Rank: C+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 21 HP
Requip Durability: N/A
Range: 45 Meters
Speed: 45 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Suppressed Handgun:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Full Metal Jacket- Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 180 Meters and travels at 180 Meters per second. If it hits an opponent using armor or magical shields, it deals 45 HP of damage. If it hits an unarmored opponent, it does its full damage of 90 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. This Ability cannot surpass the one-post duration.
- Suppressor:
Name: Suppressor
Rank: C+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds an 85% increase in Spell Range. This ability is always active.
Name: Palm Thrust
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into the palm of her hand, Diana then thrusts outward, striking with the heel of her hand. If it hits, the target takes 80 HP in damage and may be staggered. OOC permission is required to stagger and move a PC or Event NPC.
Name: Roundhouse Kick
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her foot, Diana then performs a roundhouse kick. If it hits, the target takes 80 HP in damage and may be knocked down. OOC permission is required to knock down and move a PC or Event NPC.
Name: Requip: Suppressed Submachine Gun
Rank: B+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 32 HP
Requip Durability: N/A
Range: 75 Meters
Speed: 75 Meters per Second
Duration: 8 Posts
Downside: N/A
Description:- Suppressed Submachine Gun:
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 300 Meters
Speed: 300 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 300 Meters and travels 300 Meters per second. if all three bullets hit, each bullet does 40 damage for a total of 120 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: B+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magic barrel reinforcement, Suppressor also adds a 90% increase to Spell Range. This ability is always active.
Name: Front Kick
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Single Target
Damage: 100 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into the heel of her foot, Diana performs a front kick. If it hits, the target takes 100 HP in damage and is knocked down from the force of the kick. OOC permission is required to knock down and move a PC or Event NPC.
Name: Dash Punch
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Burst
Damage: 100 HP
Range: 75 Meters
Speed: 75 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her hand and legs, Diana leans down and performs a "flash step" that reaches up to 75 meters and travels at 75 meters per second. At the end of the "flash step" Diana performs a straight punch. If it hits, the momentum from the dash is transferred to the opponent via the punch. The opponent takes 100 HP in damage and is knocked back. OOC permission is required to knock back and move an PC or Event NPC.
Name: Requip: Suppressed Assault Rifle
Rank: A+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 45 HP
Requip Durability: N/A
Range: 110 Meters
Speed: 110 Meters per Second
Duration: 9 Posts
Downside: N/A
Description:- Suppressed Assault Rifle:
Holding her hands out and focusing magic, the weapon drops into Diana's hands and is ready for use. It features selectable full-auto, three-round burst, and semi-automatic fire modes.
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 450 Meters and travels 450 Meters per second. if all three bullets hit, each bullet does 50 damage for a total of 150 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: A+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 100% increase to Spell Range. This ability is always active.
Name: Spirit Drain Punch
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: Melee
Speed: Melee
Duration: 3 Posts
Downside: N/A
Description: Focusing the magic from her special lineage into her hand, Diana's fist is wreathed in blue flame. She then punches at the target. If the punch hits, the target takes 120 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this punch can harm supernatural entities.
Name: Spirit Dome
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Area Of Effect
Damage: 60 HP
Range: 200 Meters
Speed: 100 Meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into both of her hands, Diana kneels and slams them palms-down onto the ground. A dome of pale blue magic with a range of up to 200 meters and a speed of 100 meters per second emanates from her position. If the dome hits, the target takes 60 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Beam
Rank: S+
MP Cost: 90 MP
Category: Offensive
Type: Single Target
Damage: 180 HP
Range: 600 meters
Speed: 600 meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into her hands, Diana points her index and middle fingers at a target and fires a beam of pale blue light with a range of up to 600 meters and a speed of 600 meters per second. If the beam hits, the target takes 180 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Bolt
Rank: H
MP Cost: 70 MP
Category: Offensive
Type: Single Target
Damage: 140 HP
Range: 600 Meters
Speed: 450 Meters per second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into either her left or right hand, Diana punches at the target and fires a fist-sized bolt of pale blue light with a range of up to 600 meters and a speed of 450 meters per second. If the wave hits, the target takes 140 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: The Touch Of Death
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Burst
Damage: 210 HP
Range: 500 Meters
Speed: 400 Meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic into either her left or right hand and throughout her body, Diana then performs a "flash step" that is completely silent and causes her to disappear from view. The "flash step" moves at a speed of 400 meters per second and reaches up to 500 meters. At the end of it, Diana reappears in her target's view as a typical portrayal of the Grim Reaper (skeletal face with empty eye sockets, skeletal hands, black robe, etc.) and attempts to touch the target with a skeletal hand that is wreathed in pale blue flame. Whether The Touch Of Death hits or not, Diana resumes her normal appearance after the spell is used.
If the hand makes contact with any part of the target's body, the target suffers from a sudden chill (this is strictly cosmetic: the chill does no damage), takes 210 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities. - Ability: Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
Grappa & Jellisha- - - - - - -
Lineage : Ancient Sealer
Position : None
Faction : The Rune Knights
Posts : 326
Cosmic Coins : 200
Dungeon Tokens : 0
Mentor : Serilda Sinclair
Experience : 19,341
Character Sheet
First Skill: Twin Storms
Second Skill:
Third Skill:
- Post n°30
Re: Silent Reaper
Hello @Diana Winchester
Just one quick correction needs to be made!
Under Requip: Silent Hunter - Full Metal Jacket
• Signature Abilities don't get MP costs and should be put at 0.
Just one quick correction needs to be made!
Under Requip: Silent Hunter - Full Metal Jacket
• Signature Abilities don't get MP costs and should be put at 0.
- Spoiler:
- Diana Winchester wrote:Magic
Magic Name: Silent Reaper
Magic Type: Requip (Primary Benefit- Can have up to 3 Requip spells active at once), Caster (Auxiliary-+10% to MP Cost reduction)
Description: Diana uses Silent Reaper magic to make quiet and quick kills, preferably from a distance. Most of her Requip weapons have suppressors that keep noise to a minimum. She also has non-lethal means of taking down people that she does not have to kill, like less-than-lethal munitions or martial arts. At higher levels Diana can tap into her lineage for a handful of special spells that allow her to simultaneously deal damage and reduce the MP supply of enemy mages. These spells can also harm supernatural entities without the use of special items or weapons.
Unique Abilities:- Ability: Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
- Ability: Swift Movement: Diana gets a 60% boost to Speed.
- Ability: Reaper's Blessing: Diana was gifted with a small but powerful portion of the essence of the Grim Reaper when she was born. For a period of three posts, Diana can use this UA to increase her Spell Damage by 70%. While it is in use Diana's clothing takes on the appearance of a black robe that covers her entire body, her face is shrouded in shadow, and her hands take on a skeletal appearance, but the robe and skeletal hands are only an illusion granted by the UA. Once three posts have elapsed, Diana must wait for a cooldown period of six posts to be able to use the UA again.
- Ability: Swift Magic: Diana gets a 60% boost to Spell Speed.
- Ascendant Ability (X-Rank):
Name: Eagle Vision
Description: In an ancient civilization, there were three enormous eagles that carried wisdom and knowledge. They shared it with those who were worthy and intelligent enough not to abuse it. When they felt their life was almost coming to an end, they bestowed their gifts onto three young mages who they deemed worthy. The mages and their descendants gained the ability to see incredibly far, but also to gain incredible sudden insight. They can read body language like no other and find hidden messages in conversations.
Ability: User can see through lies, has extended vision range (telescopic vision) and capabilities, and can further understand a person through the minute movements and twitches of the living body.
Usage: Passive
- Ascendant Ability (Y-Rank):
Name: Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Ascendant Ability (Z-Rank):
Name: Marksman's Aim
Description: One of Fiore's legends talks about a great hunter who chased an infamous predator for forty years. The predator brought death with it everywhere it went. It was so fast that all other hunters that had attempted to kill it could not even hit it once. Instead, it feasted on their bodies. The great hunter was the only one who had survived a fight with the beast. During the fight the predator's blood got into his eyes, and as if dark magic had something to do with it, his eyes became the eyes of the beast and a strange rush of adrenaline went through his body. Both escaped the fight with serious wounds, but survived. Thirty-eight years the hunter finally stuck an arrow through the beast's skull. According to the legend, he used the eyes and blood-rush of the the monster to gain incredible aim and accuracy, unlike any other man. Which is why he was able to kill it. It is only now that historians made the link between other hunters in history, and even in modern times, of equal reputation and the great hunter by retracing their bloodlines back to the great hunter himself.
Ability: One of the user's attacks cannot miss and home in for a post when used. They can still be blocked. The user also has a passive effect of improved sight, being able to see twice as far as other people, and incredible natural aim.
Usage: Duration: 1 spell used in a post. Cool-down: 5 posts and can only be used 2 times per post. Passive sight/aim.
- Story/Plot Ability:
- No Prints: Using this ability, Diana can handle objects without leaving fingerprints. This includes weapons, doorknobs, and all manner of everyday objects. This is a Plot/Story ability.
- Story/Plot Ability:
- Without A Trace: Using this ability, Diana can use a spell that muffles her footsteps and prevents her from leaving footprints, covering her tracks for a clean entrance into a restricted area or a clean getaway. This is a Plot/Story ability.
- Story/Plot Ability:
- Digital Ghost: Using this ability, Diana effectively becomes invisible to electronic devices. The image captured is "smoothed" over to make it look like she was never there, thus making her image unable to be captured on film, digital or lacrima media. She can active and deactivate this ability at will.
- Story/Plot Ability:
- Just Another Face In The Crowd: Using this ability, Diana can blend in with a crowd by making herself look and "feel" ordinary. She accomplishes this by exuding an aura that makes people simply uninterested in her appearance and thus unlikely to notice any distinguishing characteristics. NPCs of her rank and lower are fooled by this ability. PCs below and at her rank can be fooled (requires OOC permission), but PCs of higher rank cannot be deceived. PC mages of any rank with Truth, Eagle Vision, or other truth-detecting Lineages are also not deceived by the UA. This ability can be activated and deactivated at will.
Signature Spells:
Name: Requip: Silent Hunter
Rank: S
Requip Type: Weapon
Grade: Refined
Linked Equipment: N/A
Requip Damage: 55 HP
Requip Durability: N/A
Range: 100 Meters
Speed: 100 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Silent Hunter:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 400 Meters and travels at 400 Meters per second. If it hits an opponent wearing armor or using a magical shield, it deals 60 HP of damage. If it hits an unarmored opponent, it does its full damage of 120 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. The Ability cannot surpass the duration of one post.
- Suppressor:
Name: Suppressor
Rank: S
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 70% increase to Spell Range. This ability is always active.
Name: Soul Spark
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 4 Posts
Downside: N/A
Description: Forming a golf ball-sized ball of pale blue energy in her hand, Diana extends her open palm towards the target and fires. The ball travels up to 400 meters and travels at 400 meters per second. If it hits, the target takes 120 HP in damage on the first turn and suffers from a 5% Drain to HP for the next three posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Reaper's Sprint
Rank: S
Category: Auxiliary
Type: Burst
Damage: N/A
Range: 100 Meters
Speed: 200 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Focusing magic energy into her legs, Diana leans down and performs a "flash step" that travels up to 100 meters and at 200 meters per second. Diana can use this to close the distance with targets or to facilitate a getaway. Diana can use spells after completing the dash. This dash is completely silent and can be performed once per post.
Spells:
Name: Jab
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her fist, Diana does a short, quick punch to the target. If it hits, the target takes 40 HP in damage.
Name: Low Kick
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Diana focuses magic into a leg, then performs a quick low kick to the target. It allows her to attack or defend without needing a weapon. It comes in handy for close encounters when a weapon cannot be brought to bear or it would be inadvisable to use one. If it hits, the target takes 40 HP in damage.
Name: Rubber Bullet
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana forms her fingers into the shape of a gun and fires a solid projectile of magic. It hits like a rubber bullet, giving her a painful but less-than-lethal option if she needs to incapacitate a target. It has a range of 90 meters and travels at a speed of 90 Meters per Second. If it hits, it deals 60 HP in damage.
Name: Spirit Bullet (D+ Prestige Spell)
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 3 Posts
Downside: N/A
Description: Forming the fingers of her right hand into the shape of a gun, Diana prepares and fires a bullet of pale blue magic at the target. The bullet has a range of 90 meters and travels at 90 Meters per Second. If the Spirit Bullet hits the target, the target takes 90 HP in damage on the first post and suffers a 5% Drain to MP for the next two posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Elbow Strike
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her elbow to focus the impact of the blow outward, Diana jabs backwards or to one side with her elbow. If it hits, the target takes 60 HP in damage and may be staggered. OOC permission is required to stagger and move a PC or Event NPC.
Name: Leg Sweep
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her foot, Diana does a quick leg sweep. If it hits, the target takes 60 HP in damage and is knocked down. OOC permission is required to stagger and move a PC or Event NPC.
Name: Requip: Suppressed Handgun
Rank: C+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 21 HP
Requip Durability: N/A
Range: 45 Meters
Speed: 45 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Suppressed Handgun:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Full Metal Jacket- Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 180 Meters and travels at 180 Meters per second. If it hits an opponent using armor or magical shields, it deals 45 HP of damage. If it hits an unarmored opponent, it does its full damage of 90 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. This Ability cannot surpass the one-post duration.
- Suppressor:
Name: Suppressor
Rank: C+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds an 85% increase in Spell Range. This ability is always active.
Name: Soul Sphere (C+ Prestige Spell)
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling pale blue magic into both her hands, Diana forms a ball of shimmering pale blue magic the size of a basketball. She then pushes her hands outward and fires the sphere at her target. If the Soul Sphere hits the target, it takes 90 HP in damage on the first post and suffers from a 5% Drain to HP for the next two posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Palm Thrust
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into the palm of her hand, Diana then thrusts outward, striking with the heel of her hand. If it hits, the target takes 80 HP in damage and may be staggered. OOC permission is required to stagger and move a PC or Event NPC.
Name: Roundhouse Kick
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her foot, Diana then performs a roundhouse kick. If it hits, the target takes 80 HP in damage and may be knocked down. OOC permission is required to knock down and move a PC or Event NPC.
Name: Requip: Suppressed Submachine Gun
Rank: B+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 32 HP
Requip Durability: N/A
Range: 75 Meters
Speed: 75 Meters per Second
Duration: 8 Posts
Downside: N/A
Description:- Suppressed Submachine Gun:
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 300 Meters
Speed: 300 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 300 Meters and travels 300 Meters per second. if all three bullets hit, each bullet does 40 damage for a total of 120 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: B+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magic barrel reinforcement, Suppressor also adds a 90% increase to Spell Range. This ability is always active.
Name: Soul Wave (B+ Prestige Spell)
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Multiple Target
Damage: 90 HP
Range: 225 Meters
Speed: 165 Meters per Second
Duration: 4 Posts
Downside: N/A
Description: Forming a baseball sized ball of shimmering pale blue magic in her right hand, Diana then raises her right hand and waves it from left to right, releasing a wave of shimmering pale blue magic. The Soul Wave has a range of 150 Meters and travels at a speed of 75 Meters per Second. If targets are hit by the Soul Wave, they suffer 90 HP in damage on the first post and suffer a 5% HP drain for the next three posts afterward. Up to six targets standing together can be hit by a single Soul Wave.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Front Kick
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Single Target
Damage: 100 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into the heel of her foot, Diana performs a front kick. If it hits, the target takes 100 HP in damage and is knocked down from the force of the kick. OOC permission is required to knock down and move a PC or Event NPC.
Name: Dash Punch
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Burst
Damage: 100 HP
Range: 75 Meters
Speed: 75 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her hand and legs, Diana leans down and performs a "flash step" that reaches up to 75 meters and travels at 75 meters per second. At the end of the "flash step" Diana performs a straight punch. If it hits, the momentum from the dash is transferred to the opponent via the punch. The opponent takes 100 HP in damage and is knocked back. OOC permission is required to knock back and move an PC or Event NPC.
Name: Requip: Suppressed Assault Rifle
Rank: A+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 45 HP
Requip Durability: N/A
Range: 110 Meters
Speed: 110 Meters per Second
Duration: 9 Posts
Downside: N/A
Description:- Suppressed Assault Rifle:
Holding her hands out and focusing magic, the weapon drops into Diana's hands and is ready for use. It features selectable full-auto, three-round burst, and semi-automatic fire modes.
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 450 Meters and travels 450 Meters per second. if all three bullets hit, each bullet does 50 damage for a total of 150 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: A+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 100% increase to Spell Range. This ability is always active.
Name: Soul Sniper (A+ Prestige Spell)
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 4 Posts
Downside: N/A
Description: Channeling pale blue magic into her body, Diana then channels it until her right arm begins to flicker. When the spell is ready Diana thrusts her arm towards the target with her hand open, firing a shimmering beam of pale blue energy at the target. If the Soul Sniper hits the target, the target takes 150 HP in damage on the first post and suffers a 5% drain to HP for the next three posts afterward.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Spirit Drain Punch
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: Melee
Speed: Melee
Duration: 3 Posts
Downside: N/A
Description: Focusing the magic from her special lineage into her hand, Diana's fist is wreathed in blue flame. She then punches at the target. If the punch hits, the target takes 120 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this punch can harm supernatural entities.
Name: Spirit Dome
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Area Of Effect
Damage: 60 HP
Range: 200 Meters
Speed: 100 Meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into both of her hands, Diana kneels and slams them palms-down onto the ground. A dome of pale blue magic with a range of up to 200 meters and a speed of 100 meters per second emanates from her position. If the dome hits, the target takes 60 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Beam
Rank: S+
MP Cost: 90 MP
Category: Offensive
Type: Single Target
Damage: 180 HP
Range: 600 meters
Speed: 600 meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into her hands, Diana points her index and middle fingers at a target and fires a beam of pale blue light with a range of up to 600 meters and a speed of 600 meters per second. If the beam hits, the target takes 180 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Indomitable Spirit (S+ Prestige Spell)
Rank: S+
MP Cost: 90 MP
Category: Supportive
Type: Single Target
Healing: 180 HP
Range: Self
Speed: Self
Duration: 7 Posts
Downside: N/A
Description: Channeling pale blue magic into her body, Diana channels it until her body begins to flicker. When the spell is ready Diana raises her arms above her head, causing the aura to suddenly disappear in a burst of pale blue light that instantly restores 180 HP on the first post. Diana also gains a counter to Immobilization buffs that that reduces their potency by a maximum of 50% for the next six posts during the spell's duration.
Name: Spirit Drain Bolt
Rank: H
MP Cost: 70 MP
Category: Offensive
Type: Single Target
Damage: 140 HP
Range: 600 Meters
Speed: 450 Meters per second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into either her left or right hand, Diana punches at the target and fires a fist-sized bolt of pale blue light with a range of up to 600 meters and a speed of 450 meters per second. If the bolt hits, the target takes 140 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: The Touch Of Death
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Burst
Damage: 210 HP
Range: 500 Meters
Speed: 400 Meters per Second
Duration: 5 Posts
Downside: N/A
Description: Channeling magic into either her left or right hand and throughout her body, Diana then performs a "flash step" that is completely silent and causes her to disappear from view. The "flash step" moves at a speed of 400 meters per second and reaches up to 500 meters. At the end of it, Diana reappears in her target's view as a typical portrayal of the Grim Reaper (skeletal face with empty eye sockets, skeletal hands, black robe, etc.) and attempts to touch the target with a skeletal hand that is wreathed in pale blue flame. Whether The Touch Of Death hits or not, Diana resumes her normal appearance after the spell is used.
If the hand makes contact with any part of the target's body, the target suffers from a sudden chill (this is strictly cosmetic: the chill does no damage), takes 210 HP in damage the first turn and loses 5% of their MP every turn after the first for up to four consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Seekers (H+ Prestige Spell)
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Multiple Target
Damage: 160 HP
Range: 700 Meters
Speed: 600 Meters per Second
Duration: 5 Posts
Downside: N/A
Description: Channeling pale blue magic into her body and forming a pale blue aura around her, Diana then jabs her right index finger towards the targets. The aura erupts, sending out a swarm of projectiles the size of a basketball towards her targets. Each projectile can home in on a target within its range of 700 Meters: if it has to travel any further the projectiles vanish on the spot without doing damage. The projectiles travel up to 700 Meters and travel at speeds of 600 Meters per Second. If they hit the target(s), the targets take 160 HP on the first post and then suffer a 5% drain to MP for the next four posts afterward.
Due to the nature of the magic involved, this spell can harm supernatural entities. - Ability: Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
Diana Winchester- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Divine Huntress
Position : None
Faction : The Luminous Covenant
Posts : 1366
Guild : Guildless
Cosmic Coins : 0
Dungeon Tokens : 0
Experience : 5,121,019
Character Sheet
First Skill: Silent Reaper
Second Skill:
Third Skill:
- Post n°31
Re: Silent Reaper
The requested edit has been made. Let me know if anything else needs changing.
Bump.
Bump.
Grappa & Jellisha- - - - - - -
Lineage : Ancient Sealer
Position : None
Faction : The Rune Knights
Posts : 326
Cosmic Coins : 200
Dungeon Tokens : 0
Mentor : Serilda Sinclair
Experience : 19,341
Character Sheet
First Skill: Twin Storms
Second Skill:
Third Skill:
- Post n°32
Re: Silent Reaper
- Spoiler:
- Diana Winchester wrote:Magic
Magic Name: Silent Reaper
Magic Type: Requip (Primary Benefit- Can have up to 3 Requip spells active at once), Caster (Auxiliary-+10% to MP Cost reduction)
Description: Diana uses Silent Reaper magic to make quiet and quick kills, preferably from a distance. Most of her Requip weapons have suppressors that keep noise to a minimum. She also has non-lethal means of taking down people that she does not have to kill, like less-than-lethal munitions or martial arts. At higher levels Diana can tap into her lineage for a handful of special spells that allow her to simultaneously deal damage and reduce the MP supply of enemy mages. These spells can also harm supernatural entities without the use of special items or weapons.
Unique Abilities:- Ability: Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
- Ability: Swift Movement: Diana gets a 60% boost to Speed.
- Ability: Reaper's Blessing: Diana was gifted with a small but powerful portion of the essence of the Grim Reaper when she was born. For a period of three posts, Diana can use this UA to increase her Spell Damage by 70%. While it is in use Diana's clothing takes on the appearance of a black robe that covers her entire body, her face is shrouded in shadow, and her hands take on a skeletal appearance, but the robe and skeletal hands are only an illusion granted by the UA. Once three posts have elapsed, Diana must wait for a cooldown period of six posts to be able to use the UA again.
- Ability: Swift Magic: Diana gets a 60% boost to Spell Speed.
- Ascendant Ability (X-Rank):
Name: Eagle Vision
Description: In an ancient civilization, there were three enormous eagles that carried wisdom and knowledge. They shared it with those who were worthy and intelligent enough not to abuse it. When they felt their life was almost coming to an end, they bestowed their gifts onto three young mages who they deemed worthy. The mages and their descendants gained the ability to see incredibly far, but also to gain incredible sudden insight. They can read body language like no other and find hidden messages in conversations.
Ability: User can see through lies, has extended vision range (telescopic vision) and capabilities, and can further understand a person through the minute movements and twitches of the living body.
Usage: Passive
- Ascendant Ability (Y-Rank):
Name: Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Ascendant Ability (Z-Rank):
Name: Marksman's Aim
Description: One of Fiore's legends talks about a great hunter who chased an infamous predator for forty years. The predator brought death with it everywhere it went. It was so fast that all other hunters that had attempted to kill it could not even hit it once. Instead, it feasted on their bodies. The great hunter was the only one who had survived a fight with the beast. During the fight the predator's blood got into his eyes, and as if dark magic had something to do with it, his eyes became the eyes of the beast and a strange rush of adrenaline went through his body. Both escaped the fight with serious wounds, but survived. Thirty-eight years the hunter finally stuck an arrow through the beast's skull. According to the legend, he used the eyes and blood-rush of the the monster to gain incredible aim and accuracy, unlike any other man. Which is why he was able to kill it. It is only now that historians made the link between other hunters in history, and even in modern times, of equal reputation and the great hunter by retracing their bloodlines back to the great hunter himself.
Ability: One of the user's attacks cannot miss and home in for a post when used. They can still be blocked. The user also has a passive effect of improved sight, being able to see twice as far as other people, and incredible natural aim.
Usage: Duration: 1 spell used in a post. Cool-down: 5 posts and can only be used 2 times per post. Passive sight/aim.
- Story/Plot Ability:
- No Prints: Using this ability, Diana can handle objects without leaving fingerprints. This includes weapons, doorknobs, and all manner of everyday objects. This is a Plot/Story ability.
- Story/Plot Ability:
- Without A Trace: Using this ability, Diana can use a spell that muffles her footsteps and prevents her from leaving footprints, covering her tracks for a clean entrance into a restricted area or a clean getaway. This is a Plot/Story ability.
- Story/Plot Ability:
- Digital Ghost: Using this ability, Diana effectively becomes invisible to electronic devices. The image captured is "smoothed" over to make it look like she was never there, thus making her image unable to be captured on film, digital or lacrima media. She can active and deactivate this ability at will.
- Story/Plot Ability:
- Just Another Face In The Crowd: Using this ability, Diana can blend in with a crowd by making herself look and "feel" ordinary. She accomplishes this by exuding an aura that makes people simply uninterested in her appearance and thus unlikely to notice any distinguishing characteristics. NPCs of her rank and lower are fooled by this ability. PCs below and at her rank can be fooled (requires OOC permission), but PCs of higher rank cannot be deceived. PC mages of any rank with Truth, Eagle Vision, or other truth-detecting Lineages are also not deceived by the UA. This ability can be activated and deactivated at will.
Signature Spells:
Name: Requip: Silent Hunter
Rank: S
Requip Type: Weapon
Grade: Refined
Linked Equipment: N/A
Requip Damage: 55 HP
Requip Durability: N/A
Range: 100 Meters
Speed: 100 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Silent Hunter:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 400 Meters and travels at 400 Meters per second. If it hits an opponent wearing armor or using a magical shield, it deals 60 HP of damage. If it hits an unarmored opponent, it does its full damage of 120 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. The Ability cannot surpass the duration of one post.
- Suppressor:
Name: Suppressor
Rank: S
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 70% increase to Spell Range. This ability is always active.
Name: Soul Spark
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 4 Posts
Downside: N/A
Description: Forming a golf ball-sized ball of pale blue energy in her hand, Diana extends her open palm towards the target and fires. The ball travels up to 400 meters and travels at 400 meters per second. If it hits, the target takes 120 HP in damage on the first turn and suffers from a 5% Drain to HP for the next three posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Reaper's Sprint
Rank: S
Category: Auxiliary
Type: Burst
Damage: N/A
Range: 100 Meters
Speed: 200 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Focusing magic energy into her legs, Diana leans down and performs a "flash step" that travels up to 100 meters and at 200 meters per second. Diana can use this to close the distance with targets or to facilitate a getaway. Diana can use spells after completing the dash. This dash is completely silent and can be performed once per post.
Spells:
Name: Jab
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her fist, Diana does a short, quick punch to the target. If it hits, the target takes 40 HP in damage.
Name: Low Kick
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Diana focuses magic into a leg, then performs a quick low kick to the target. It allows her to attack or defend without needing a weapon. It comes in handy for close encounters when a weapon cannot be brought to bear or it would be inadvisable to use one. If it hits, the target takes 40 HP in damage.
Name: Rubber Bullet
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana forms her fingers into the shape of a gun and fires a solid projectile of magic. It hits like a rubber bullet, giving her a painful but less-than-lethal option if she needs to incapacitate a target. It has a range of 90 meters and travels at a speed of 90 Meters per Second. If it hits, it deals 60 HP in damage.
Name: Spirit Bullet (D+ Prestige Spell)
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 3 Posts
Downside: N/A
Description: Forming the fingers of her right hand into the shape of a gun, Diana prepares and fires a bullet of pale blue magic at the target. The bullet has a range of 90 meters and travels at 90 Meters per Second. If the Spirit Bullet hits the target, the target takes 90 HP in damage on the first post and suffers a 5% Drain to MP for the next two posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Elbow Strike
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her elbow to focus the impact of the blow outward, Diana jabs backwards or to one side with her elbow. If it hits, the target takes 60 HP in damage and may be staggered. OOC permission is required to stagger and move a PC or Event NPC.
Name: Leg Sweep
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her foot, Diana does a quick leg sweep. If it hits, the target takes 60 HP in damage and is knocked down. OOC permission is required to stagger and move a PC or Event NPC.
Name: Requip: Suppressed Handgun
Rank: C+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 21 HP
Requip Durability: N/A
Range: 45 Meters
Speed: 45 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Suppressed Handgun:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Full Metal Jacket- Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 180 Meters and travels at 180 Meters per second. If it hits an opponent using armor or magical shields, it deals 45 HP of damage. If it hits an unarmored opponent, it does its full damage of 90 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. This Ability cannot surpass the one-post duration.
- Suppressor:
Name: Suppressor
Rank: C+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds an 85% increase in Spell Range. This ability is always active.
Name: Soul Sphere (C+ Prestige Spell)
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling pale blue magic into both her hands, Diana forms a ball of shimmering pale blue magic the size of a basketball. She then pushes her hands outward and fires the sphere at her target. If the Soul Sphere hits the target, it takes 90 HP in damage on the first post and suffers from a 5% Drain to HP for the next two posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Palm Thrust
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into the palm of her hand, Diana then thrusts outward, striking with the heel of her hand. If it hits, the target takes 80 HP in damage and may be staggered. OOC permission is required to stagger and move a PC or Event NPC.
Name: Roundhouse Kick
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her foot, Diana then performs a roundhouse kick. If it hits, the target takes 80 HP in damage and may be knocked down. OOC permission is required to knock down and move a PC or Event NPC.
Name: Requip: Suppressed Submachine Gun
Rank: B+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 32 HP
Requip Durability: N/A
Range: 75 Meters
Speed: 75 Meters per Second
Duration: 8 Posts
Downside: N/A
Description:- Suppressed Submachine Gun:
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 300 Meters
Speed: 300 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 300 Meters and travels 300 Meters per second. if all three bullets hit, each bullet does 40 damage for a total of 120 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: B+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magic barrel reinforcement, Suppressor also adds a 90% increase to Spell Range. This ability is always active.
Name: Soul Wave (B+ Prestige Spell)
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Multiple Target
Damage: 90 HP
Range: 225 Meters
Speed: 165 Meters per Second
Duration: 4 Posts
Downside: N/A
Description: Forming a baseball sized ball of shimmering pale blue magic in her right hand, Diana then raises her right hand and waves it from left to right, releasing a wave of shimmering pale blue magic. The Soul Wave has a range of 150 Meters and travels at a speed of 75 Meters per Second. If targets are hit by the Soul Wave, they suffer 90 HP in damage on the first post and suffer a 5% HP drain for the next three posts afterward. Up to six targets standing together can be hit by a single Soul Wave.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Front Kick
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Single Target
Damage: 100 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into the heel of her foot, Diana performs a front kick. If it hits, the target takes 100 HP in damage and is knocked down from the force of the kick. OOC permission is required to knock down and move a PC or Event NPC.
Name: Dash Punch
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Burst
Damage: 100 HP
Range: 75 Meters
Speed: 75 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her hand and legs, Diana leans down and performs a "flash step" that reaches up to 75 meters and travels at 75 meters per second. At the end of the "flash step" Diana performs a straight punch. If it hits, the momentum from the dash is transferred to the opponent via the punch. The opponent takes 100 HP in damage and is knocked back. OOC permission is required to knock back and move an PC or Event NPC.
Name: Requip: Suppressed Assault Rifle
Rank: A+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 45 HP
Requip Durability: N/A
Range: 110 Meters
Speed: 110 Meters per Second
Duration: 9 Posts
Downside: N/A
Description:- Suppressed Assault Rifle:
Holding her hands out and focusing magic, the weapon drops into Diana's hands and is ready for use. It features selectable full-auto, three-round burst, and semi-automatic fire modes.
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 450 Meters and travels 450 Meters per second. if all three bullets hit, each bullet does 50 damage for a total of 150 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: A+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 100% increase to Spell Range. This ability is always active.
Name: Soul Sniper (A+ Prestige Spell)
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 4 Posts
Downside: N/A
Description: Channeling pale blue magic into her body, Diana then channels it until her right arm begins to flicker. When the spell is ready Diana thrusts her arm towards the target with her hand open, firing a shimmering beam of pale blue energy at the target. If the Soul Sniper hits the target, the target takes 150 HP in damage on the first post and suffers a 5% drain to HP for the next three posts afterward.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Spirit Drain Punch
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: Melee
Speed: Melee
Duration: 3 Posts
Downside: N/A
Description: Focusing the magic from her special lineage into her hand, Diana's fist is wreathed in blue flame. She then punches at the target. If the punch hits, the target takes 120 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this punch can harm supernatural entities.
Name: Spirit Dome
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Area Of Effect
Damage: 60 HP
Range: 200 Meters
Speed: 100 Meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into both of her hands, Diana kneels and slams them palms-down onto the ground. A dome of pale blue magic with a range of up to 200 meters and a speed of 100 meters per second emanates from her position. If the dome hits, the target takes 60 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Beam
Rank: S+
MP Cost: 90 MP
Category: Offensive
Type: Single Target
Damage: 180 HP
Range: 600 meters
Speed: 600 meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into her hands, Diana points her index and middle fingers at a target and fires a beam of pale blue light with a range of up to 600 meters and a speed of 600 meters per second. If the beam hits, the target takes 180 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Indomitable Spirit (S+ Prestige Spell)
Rank: S+
MP Cost: 90 MP
Category: Supportive
Type: Single Target
Healing: 180 HP
Range: Self
Speed: Self
Duration: 7 Posts
Downside: N/A
Description: Channeling pale blue magic into her body, Diana channels it until her body begins to flicker. When the spell is ready Diana raises her arms above her head, causing the aura to suddenly disappear in a burst of pale blue light that instantly restores 180 HP on the first post. Diana also gains a counter to Immobilization buffs that that reduces their potency by a maximum of 50% for the next six posts during the spell's duration.
Name: Spirit Drain Bolt
Rank: H
MP Cost: 70 MP
Category: Offensive
Type: Single Target
Damage: 140 HP
Range: 600 Meters
Speed: 450 Meters per second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into either her left or right hand, Diana punches at the target and fires a fist-sized bolt of pale blue light with a range of up to 600 meters and a speed of 450 meters per second. If the bolt hits, the target takes 140 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: The Touch Of Death
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Burst
Damage: 210 HP
Range: 500 Meters
Speed: 400 Meters per Second
Duration: 5 Posts
Downside: N/A
Description: Channeling magic into either her left or right hand and throughout her body, Diana then performs a "flash step" that is completely silent and causes her to disappear from view. The "flash step" moves at a speed of 400 meters per second and reaches up to 500 meters. At the end of it, Diana reappears in her target's view as a typical portrayal of the Grim Reaper (skeletal face with empty eye sockets, skeletal hands, black robe, etc.) and attempts to touch the target with a skeletal hand that is wreathed in pale blue flame. Whether The Touch Of Death hits or not, Diana resumes her normal appearance after the spell is used.
If the hand makes contact with any part of the target's body, the target suffers from a sudden chill (this is strictly cosmetic: the chill does no damage), takes 210 HP in damage the first turn and loses 5% of their MP every turn after the first for up to four consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Seekers (H+ Prestige Spell)
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Multiple Target
Damage: 160 HP
Range: 700 Meters
Speed: 600 Meters per Second
Duration: 5 Posts
Downside: N/A
Description: Channeling pale blue magic into her body and forming a pale blue aura around her, Diana then jabs her right index finger towards the targets. The aura erupts, sending out a swarm of projectiles the size of a basketball towards her targets. Each projectile can home in on a target within its range of 700 Meters: if it has to travel any further the projectiles vanish on the spot without doing damage. The projectiles travel up to 700 Meters and travel at speeds of 600 Meters per Second. If they hit the target(s), the targets take 160 HP on the first post and then suffer a 5% drain to MP for the next four posts afterward.
Due to the nature of the magic involved, this spell can harm supernatural entities. - Ability: Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
Shen Kadokawa- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Assassin's Shadow
Position : None
Faction : The Rune Knights
Posts : 11951
Guild : Guildless
Cosmic Coins : 505
Dungeon Tokens : 0
Age : 27
Experience : 3,283,767
Character Sheet
First Skill: Infinite Arcana
Second Skill: Vox Universum
Third Skill: Disciple of War
- Post n°33
Re: Silent Reaper
- Spoiler:
- Diana Winchester wrote:Magic
Magic Name: Silent Reaper
Magic Type: Requip (Primary Benefit- Can have up to 3 Requip spells active at once), Caster (Auxiliary-+10% to MP Cost reduction)
Description: Diana uses Silent Reaper magic to make quiet and quick kills, preferably from a distance. Most of her Requip weapons have suppressors that keep noise to a minimum. She also has non-lethal means of taking down people that she does not have to kill, like less-than-lethal munitions or martial arts. At higher levels Diana can tap into her lineage for a handful of special spells that allow her to simultaneously deal damage and reduce the MP supply of enemy mages. These spells can also harm supernatural entities without the use of special items or weapons.
Unique Abilities:- Ability: Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
- Ability: Swift Movement: Diana gets a 60% boost to Speed.
- Ability: Reaper's Blessing: Diana was gifted with a small but powerful portion of the essence of the Grim Reaper when she was born. For a period of three posts, Diana can use this UA to increase her Spell Damage by 70%. While it is in use Diana's clothing takes on the appearance of a black robe that covers her entire body, her face is shrouded in shadow, and her hands take on a skeletal appearance, but the robe and skeletal hands are only an illusion granted by the UA. Once three posts have elapsed, Diana must wait for a cooldown period of six posts to be able to use the UA again.
- Ability: Swift Magic: Diana gets a 60% boost to Spell Speed.
- Ascendant Ability (X-Rank):
Name: Eagle Vision
Description: In an ancient civilization, there were three enormous eagles that carried wisdom and knowledge. They shared it with those who were worthy and intelligent enough not to abuse it. When they felt their life was almost coming to an end, they bestowed their gifts onto three young mages who they deemed worthy. The mages and their descendants gained the ability to see incredibly far, but also to gain incredible sudden insight. They can read body language like no other and find hidden messages in conversations.
Ability: User can see through lies, has extended vision range (telescopic vision) and capabilities, and can further understand a person through the minute movements and twitches of the living body.
Usage: Passive
- Ascendant Ability (Y-Rank):
Name: Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Ascendant Ability (Z-Rank):
Name: Marksman's Aim
Description: One of Fiore's legends talks about a great hunter who chased an infamous predator for forty years. The predator brought death with it everywhere it went. It was so fast that all other hunters that had attempted to kill it could not even hit it once. Instead, it feasted on their bodies. The great hunter was the only one who had survived a fight with the beast. During the fight the predator's blood got into his eyes, and as if dark magic had something to do with it, his eyes became the eyes of the beast and a strange rush of adrenaline went through his body. Both escaped the fight with serious wounds, but survived. Thirty-eight years the hunter finally stuck an arrow through the beast's skull. According to the legend, he used the eyes and blood-rush of the the monster to gain incredible aim and accuracy, unlike any other man. Which is why he was able to kill it. It is only now that historians made the link between other hunters in history, and even in modern times, of equal reputation and the great hunter by retracing their bloodlines back to the great hunter himself.
Ability: One of the user's attacks cannot miss and home in for a post when used. They can still be blocked. The user also has a passive effect of improved sight, being able to see twice as far as other people, and incredible natural aim.
Usage: Duration: 1 spell used in a post. Cool-down: 5 posts and can only be used 2 times per post. Passive sight/aim.
- Story/Plot Ability:
- No Prints: Using this ability, Diana can handle objects without leaving fingerprints. This includes weapons, doorknobs, and all manner of everyday objects. This is a Plot/Story ability.
- Story/Plot Ability:
- Without A Trace: Using this ability, Diana can use a spell that muffles her footsteps and prevents her from leaving footprints, covering her tracks for a clean entrance into a restricted area or a clean getaway. This is a Plot/Story ability.
- Story/Plot Ability:
- Digital Ghost: Using this ability, Diana effectively becomes invisible to electronic devices. The image captured is "smoothed" over to make it look like she was never there, thus making her image unable to be captured on film, digital or lacrima media. She can active and deactivate this ability at will.
- Story/Plot Ability:
- Just Another Face In The Crowd: Using this ability, Diana can blend in with a crowd by making herself look and "feel" ordinary. She accomplishes this by exuding an aura that makes people simply uninterested in her appearance and thus unlikely to notice any distinguishing characteristics. NPCs of her rank and lower are fooled by this ability. PCs below and at her rank can be fooled (requires OOC permission), but PCs of higher rank cannot be deceived. PC mages of any rank with Truth, Eagle Vision, or other truth-detecting Lineages are also not deceived by the UA. This ability can be activated and deactivated at will.
Signature Spells:
Name: Requip: Silent Hunter
Rank: S
Requip Type: Weapon
Grade: Refined
Linked Equipment: N/A
Requip Damage: 55 HP
Requip Durability: N/A
Range: 100 Meters
Speed: 100 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Silent Hunter:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 400 Meters and travels at 400 Meters per second. If it hits an opponent wearing armor or using a magical shield, it deals 60 HP of damage. If it hits an unarmored opponent, it does its full damage of 120 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. The Ability cannot surpass the duration of one post.
- Suppressor:
Name: Suppressor
Rank: S
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 70% increase to Spell Range. This ability is always active.
Name: Soul Spark
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 4 Posts
Downside: N/A
Description: Forming a golf ball-sized ball of pale blue energy in her hand, Diana extends her open palm towards the target and fires. The ball travels up to 400 meters and travels at 400 meters per second. If it hits, the target takes 120 HP in damage on the first turn and suffers from a 5% Drain to HP for the next three posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Reaper's Sprint
Rank: S
Category: Auxiliary
Type: Burst
Damage: N/A
Range: 100 Meters
Speed: 200 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Focusing magic energy into her legs, Diana leans down and performs a "flash step" that travels up to 100 meters and at 200 meters per second. Diana can use this to close the distance with targets or to facilitate a getaway. Diana can use spells after completing the dash. This dash is completely silent and can be performed once per post.
Spells:
Name: Jab
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her fist, Diana does a short, quick punch to the target. If it hits, the target takes 40 HP in damage.
Name: Low Kick
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Diana focuses magic into a leg, then performs a quick low kick to the target. It allows her to attack or defend without needing a weapon. It comes in handy for close encounters when a weapon cannot be brought to bear or it would be inadvisable to use one. If it hits, the target takes 40 HP in damage.
Name: Rubber Bullet
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana forms her fingers into the shape of a gun and fires a solid projectile of magic. It hits like a rubber bullet, giving her a painful but less-than-lethal option if she needs to incapacitate a target. It has a range of 90 meters and travels at a speed of 90 Meters per Second. If it hits, it deals 60 HP in damage.
Name: Spirit Bullet (D+ Prestige Spell)
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 3 Posts
Downside: N/A
Description: Forming the fingers of her right hand into the shape of a gun, Diana prepares and fires a bullet of pale blue magic at the target. The bullet has a range of 90 meters and travels at 90 Meters per Second. If the Spirit Bullet hits the target, the target takes 90 HP in damage on the first post and suffers a 5% Drain to MP for the next two posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Elbow Strike
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her elbow to focus the impact of the blow outward, Diana jabs backwards or to one side with her elbow. If it hits, the target takes 60 HP in damage and may be staggered. OOC permission is required to stagger and move a PC or Event NPC.
Name: Leg Sweep
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her foot, Diana does a quick leg sweep. If it hits, the target takes 60 HP in damage and is knocked down. OOC permission is required to stagger and move a PC or Event NPC.
Name: Requip: Suppressed Handgun
Rank: C+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 21 HP
Requip Durability: N/A
Range: 45 Meters
Speed: 45 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Suppressed Handgun:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Full Metal Jacket- Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 180 Meters and travels at 180 Meters per second. If it hits an opponent using armor or magical shields, it deals 45 HP of damage. If it hits an unarmored opponent, it does its full damage of 90 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. This Ability cannot surpass the one-post duration.
- Suppressor:
Name: Suppressor
Rank: C+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds an 85% increase in Spell Range. This ability is always active.
Name: Soul Sphere (C+ Prestige Spell)
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling pale blue magic into both her hands, Diana forms a ball of shimmering pale blue magic the size of a basketball. She then pushes her hands outward and fires the sphere at her target. If the Soul Sphere hits the target, it takes 90 HP in damage on the first post and suffers from a 5% Drain to HP for the next two posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Palm Thrust
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into the palm of her hand, Diana then thrusts outward, striking with the heel of her hand. If it hits, the target takes 80 HP in damage and may be staggered. OOC permission is required to stagger and move a PC or Event NPC.
Name: Roundhouse Kick
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her foot, Diana then performs a roundhouse kick. If it hits, the target takes 80 HP in damage and may be knocked down. OOC permission is required to knock down and move a PC or Event NPC.
Name: Requip: Suppressed Submachine Gun
Rank: B+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 32 HP
Requip Durability: N/A
Range: 75 Meters
Speed: 75 Meters per Second
Duration: 8 Posts
Downside: N/A
Description:- Suppressed Submachine Gun:
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 300 Meters
Speed: 300 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 300 Meters and travels 300 Meters per second. if all three bullets hit, each bullet does 40 damage for a total of 120 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: B+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magic barrel reinforcement, Suppressor also adds a 90% increase to Spell Range. This ability is always active.
Name: Soul Wave (B+ Prestige Spell)
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Multiple Target
Damage: 90 HP
Range: 225 Meters
Speed: 165 Meters per Second
Duration: 4 Posts
Downside: N/A
Description: Forming a baseball sized ball of shimmering pale blue magic in her right hand, Diana then raises her right hand and waves it from left to right, releasing a wave of shimmering pale blue magic. The Soul Wave has a range of 150 Meters and travels at a speed of 75 Meters per Second. If targets are hit by the Soul Wave, they suffer 90 HP in damage on the first post and suffer a 5% HP drain for the next three posts afterward. Up to six targets standing together can be hit by a single Soul Wave.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Front Kick
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Single Target
Damage: 100 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into the heel of her foot, Diana performs a front kick. If it hits, the target takes 100 HP in damage and is knocked down from the force of the kick. OOC permission is required to knock down and move a PC or Event NPC.
Name: Dash Punch
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Burst
Damage: 100 HP
Range: 75 Meters
Speed: 75 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her hand and legs, Diana leans down and performs a "flash step" that reaches up to 75 meters and travels at 75 meters per second. At the end of the "flash step" Diana performs a straight punch. If it hits, the momentum from the dash is transferred to the opponent via the punch. The opponent takes 100 HP in damage and is knocked back. OOC permission is required to knock back and move an PC or Event NPC.
Name: Requip: Suppressed Assault Rifle
Rank: A+
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 45 HP
Requip Durability: N/A
Range: 110 Meters
Speed: 110 Meters per Second
Duration: 9 Posts
Downside: N/A
Description:- Suppressed Assault Rifle:
Holding her hands out and focusing magic, the weapon drops into Diana's hands and is ready for use. It features selectable full-auto, three-round burst, and semi-automatic fire modes.
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 450 Meters and travels 450 Meters per second. if all three bullets hit, each bullet does 50 damage for a total of 150 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: A+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 100% increase to Spell Range. This ability is always active.
Name: Soul Sniper (A+ Prestige Spell)
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 4 Posts
Downside: N/A
Description: Channeling pale blue magic into her body, Diana then channels it until her right arm begins to flicker. When the spell is ready Diana thrusts her arm towards the target with her hand open, firing a shimmering beam of pale blue energy at the target. If the Soul Sniper hits the target, the target takes 150 HP in damage on the first post and suffers a 5% drain to HP for the next three posts afterward.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Spirit Drain Punch
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: Melee
Speed: Melee
Duration: 3 Posts
Downside: N/A
Description: Focusing the magic from her special lineage into her hand, Diana's fist is wreathed in blue flame. She then punches at the target. If the punch hits, the target takes 120 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this punch can harm supernatural entities.
Name: Spirit Dome
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Area Of Effect
Damage: 60 HP
Range: 200 Meters
Speed: 100 Meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into both of her hands, Diana kneels and slams them palms-down onto the ground. A dome of pale blue magic with a range of up to 200 meters and a speed of 100 meters per second emanates from her position. If the dome hits, the target takes 60 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Beam
Rank: S+
MP Cost: 90 MP
Category: Offensive
Type: Single Target
Damage: 180 HP
Range: 600 meters
Speed: 600 meters per Second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into her hands, Diana points her index and middle fingers at a target and fires a beam of pale blue light with a range of up to 600 meters and a speed of 600 meters per second. If the beam hits, the target takes 180 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Indomitable Spirit (S+ Prestige Spell)
Rank: S+
MP Cost: 90 MP
Category: Supportive
Type: Single Target
Healing: 180 HP
Range: Self
Speed: Self
Duration: 7 Posts
Downside: N/A
Description: Channeling pale blue magic into her body, Diana channels it until her body begins to flicker. When the spell is ready Diana raises her arms above her head, causing the aura to suddenly disappear in a burst of pale blue light that instantly restores 180 HP on the first post. Diana also gains a counter to Immobilization buffs that that reduces their potency by a maximum of 50% for the next six posts during the spell's duration.
Name: Spirit Drain Bolt
Rank: H
MP Cost: 70 MP
Category: Offensive
Type: Single Target
Damage: 140 HP
Range: 600 Meters
Speed: 450 Meters per second
Duration: 3 Posts
Downside: N/A
Description: Channeling magic from her special lineage into either her left or right hand, Diana punches at the target and fires a fist-sized bolt of pale blue light with a range of up to 600 meters and a speed of 450 meters per second. If the bolt hits, the target takes 140 HP in damage the first turn and loses 5% of their MP every turn after the first for up to two consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: The Touch Of Death
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Burst
Damage: 210 HP
Range: 500 Meters
Speed: 400 Meters per Second
Duration: 5 Posts
Downside: N/A
Description: Channeling magic into either her left or right hand and throughout her body, Diana then performs a "flash step" that is completely silent and causes her to disappear from view. The "flash step" moves at a speed of 400 meters per second and reaches up to 500 meters. At the end of it, Diana reappears in her target's view as a typical portrayal of the Grim Reaper (skeletal face with empty eye sockets, skeletal hands, black robe, etc.) and attempts to touch the target with a skeletal hand that is wreathed in pale blue flame. Whether The Touch Of Death hits or not, Diana resumes her normal appearance after the spell is used.
If the hand makes contact with any part of the target's body, the target suffers from a sudden chill (this is strictly cosmetic: the chill does no damage), takes 210 HP in damage the first turn and loses 5% of their MP every turn after the first for up to four consecutive turns. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Seekers (H+ Prestige Spell)
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Multiple Target
Damage: 160 HP
Range: 700 Meters
Speed: 600 Meters per Second
Duration: 5 Posts
Downside: N/A
Description: Channeling pale blue magic into her body and forming a pale blue aura around her, Diana then jabs her right index finger towards the targets. The aura erupts, sending out a swarm of projectiles the size of a basketball towards her targets. Each projectile can home in on a target within its range of 700 Meters: if it has to travel any further the projectiles vanish on the spot without doing damage. The projectiles travel up to 700 Meters and travel at speeds of 600 Meters per Second. If they hit the target(s), the targets take 160 HP on the first post and then suffer a 5% drain to MP for the next four posts afterward.
Due to the nature of the magic involved, this spell can harm supernatural entities. - Ability: Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
Shen Kadokawa- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Assassin's Shadow
Position : None
Faction : The Rune Knights
Posts : 11951
Guild : Guildless
Cosmic Coins : 505
Dungeon Tokens : 0
Age : 27
Experience : 3,283,767
Character Sheet
First Skill: Infinite Arcana
Second Skill: Vox Universum
Third Skill: Disciple of War
- Post n°34
Re: Silent Reaper
Heya Diana, Nero here to grade your magic. As usual, you will find all of my edits in this color
- Spoiler:
- Diana Winchester wrote:Magic
Magic Name: Silent Reaper
Magic Type: Requip (Primary Benefit- Can have up to 3 Requip spells active at once), Caster (Auxiliary-+10% to MP Cost reduction)
Description: Diana uses Silent Reaper magic to make quiet and quick kills, preferably from a distance. Most of her Requip weapons have suppressors that keep noise to a minimum. She also has non-lethal means of taking down people that she does not have to kill, like less-than-lethal munitions or martial arts. At higher levels Diana can tap into her lineage for a handful of special spells that allow her to simultaneously deal damage and reduce the MP supply of enemy mages. These spells can also harm supernatural entities without the use of special items or weapons.
Unique Abilities:- Ability: Deadly Reach: Diana gets a 60% boost to Spell Damage and a 60% Boost to Spell Range.
- Ability: Swift Movement: Diana gets a 60% boost to Movement Speed and a 60% boost to Spell Speed.
- Ability: Reaper's Blessing: Diana was gifted with a small but powerful portion of the essence of the Grim Reaper when she was born. For a period of three posts, Diana can use this UA to increase her Spell Damage by 70%. While it is in use Diana's clothing takes on the appearance of a black robe that covers her entire body, her face is shrouded in shadow, and her hands take on a skeletal appearance, but the robe and skeletal hands are only an illusion granted by the UA. Once three posts have elapsed, Diana must wait for a cooldown period of six posts to be able to use the UA again.
- Ability: Swift Magic: Diana gets a 60% boost to Spell Speed and a 60% boost to Spell Range.
- Ascendant Ability (X-Rank):
Name: Eagle Vision
Description: In an ancient civilization, there were three enormous eagles that carried wisdom and knowledge. They shared it with those who were worthy and intelligent enough not to abuse it. When they felt their life was almost coming to an end, they bestowed their gifts onto three young mages who they deemed worthy. The mages and their descendants gained the ability to see incredibly far, but also to gain incredible sudden insight. They can read body language like no other and find hidden messages in conversations.
Ability: User can see through lies, has extended vision range (telescopic vision) and capabilities, and can further understand a person through the minute movements and twitches of the living body.
Usage: Passive
- Ascendant Ability (Y-Rank):
Name: Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Ascendant Ability (Z-Rank):
Name: Marksman's Aim
Description: One of Fiore's legends talks about a great hunter who chased an infamous predator for forty years. The predator brought death with it everywhere it went. It was so fast that all other hunters that had attempted to kill it could not even hit it once. Instead, it feasted on their bodies. The great hunter was the only one who had survived a fight with the beast. During the fight the predator's blood got into his eyes, and as if dark magic had something to do with it, his eyes became the eyes of the beast and a strange rush of adrenaline went through his body. Both escaped the fight with serious wounds, but survived. Thirty-eight years the hunter finally stuck an arrow through the beast's skull. According to the legend, he used the eyes and blood-rush of the the monster to gain incredible aim and accuracy, unlike any other man. Which is why he was able to kill it. It is only now that historians made the link between other hunters in history, and even in modern times, of equal reputation and the great hunter by retracing their bloodlines back to the great hunter himself.
Ability: One of the user's attacks cannot miss and home in for a post when used. They can still be blocked. The user also has a passive effect of improved sight, being able to see twice as far as other people, and incredible natural aim.
Usage: Duration: 1 spell used in a post. Cool-down: 5 posts and can only be used 2 times per post. Passive sight/aim.
- Story/Plot Ability:
- Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
- Story/Plot Ability:
- No Prints: Using this ability, Diana can handle objects without leaving fingerprints. This includes weapons, doorknobs, and all manner of everyday objects. This is a Plot/Story ability.
- Story/Plot Ability:
- Without A Trace: Using this ability, Diana can use a spell that muffles her footsteps and prevents her from leaving footprints, covering her tracks for a clean entrance into a restricted area or a clean getaway. This is a Plot/Story ability.
- Story/Plot Ability:
- Digital Ghost: Using this ability, Diana effectively becomes invisible to electronic devices. The image captured is "smoothed" over to make it look like she was never there, thus making her image unable to be captured on film, digital or lacrima media. She can active and deactivate this ability at will.
- Story/Plot Ability:
- Just Another Face In The Crowd: Using this ability, Diana can blend in with a crowd by making herself look and "feel" ordinary. She accomplishes this by exuding an aura that makes people simply uninterested in her appearance and thus unlikely to notice any distinguishing characteristics. NPCs of her rank and lower are fooled by this ability. PCs below and at her rank can be fooled (requires OOC permission), but PCs of higher rank cannot be deceived. PC mages of any rank with Truth, Eagle Vision, or other truth-detecting Lineages are also not deceived by the UA. This ability can be activated and deactivated at will.
Signature Spells:
Name: Requip: Silent Hunter
Rank: S
Requip Type: Weapon
Grade: Refined
Linked Equipment: N/A
Requip Damage: 55 HP
Requip Durability: N/A
Range: 100 Meters
Speed: 200 Meters per Second
Duration: 10 Posts
Downside: N/A
Description:- Silent Hunter:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: S
MP Cost: 60 MP (As this is a signature spell ability, you can remove the MP cost from this ability)
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 400 Meters and travels at 400 Meters per second. If it hits an opponent wearing armor or using a magical shield, it deals 60 HP of damage. If it hits an unarmored opponent, it does its full damage of 120 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. The Ability cannot surpass the duration of one post.
- Suppressor:
Name: Suppressor
Rank: S
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 70% increase to Spell Range. This ability is always active.
Name: Soul Spark
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 10 Posts
Downside: N/A
Description: Forming a golf ball-sized ball of shimmering pale blue energy in her hand, Diana extends her open palm towards the target and fires. The ball travels up to 400 meters and travels at 400 meters per second. If it hits, the target takes 120 HP in damage on the first turn and suffers from a 5% Drain to HP for the next nine posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Reaper's Sprint
Rank: S
Category: Auxiliary
Type: Burst
Damage: N/A
Range: 100 Meters
Speed: 200 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Focusing magic energy into her legs, Diana leans down and performs a "flash step" that travels up to 100 meters and at 200 meters per second. Diana can use this to close the distance with targets or to facilitate a getaway. Diana can use spells after completing the dash. This dash is completely silent and can be performed once per post.
Spells:
Name: Jab
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her fist, Diana does a short, quick punch to the target. If it hits, the target takes 40 HP in damage.
Name: Low Kick
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Diana focuses magic into a leg, then performs a quick low kick to the target. It allows her to attack or defend without needing a weapon. It comes in handy for close encounters when a weapon cannot be brought to bear or it would be inadvisable to use one. If it hits, the target takes 40 HP in damage.
Name: Rubber Bullet
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana forms her fingers into the shape of a gun and fires a solid projectile of magic. It hits like a rubber bullet, giving her a painful but less-than-lethal option if she needs to incapacitate a target. It has a range of 90 meters and travels at a speed of 90 Meters per Second. If it hits, it deals 60 HP in damage.
Name: Spirit Bullet (D+ Prestige Spell)
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 5 Posts
Downside: N/A
Description: Forming the fingers of her right hand into the shape of a gun, Diana prepares and fires a bullet of pale blue magic at the target. The bullet has a range of 90 meters and travels at 90 Meters per Second. If the Spirit Bullet hits the target, the target takes 90 HP in damage on the first post and suffers a 5% Drain to MP for the next four posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Elbow Strike
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her elbow to focus the impact of the blow outward, Diana jabs backwards or to one side with her elbow. If it hits, the target takes 60 HP in damage and is knocked back. OOC permission is required to knock back and move a PC or Event NPC.
Name: Leg Sweep
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her foot, Diana does a quick leg sweep. If it hits, the target takes 60 HP in damage and is knocked down. OOC permission is required to knock down and move a PC or Event NPC.
Name: Requip: Suppressed Handgun
Rank: C+
(As this Requip Weapon possesses a passive ability, I must ask you to add an MP cost to the activation of this requip, which is equal to 50% of the MP cost of an active spell of the passive ability's rank)
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 21 HP
Requip Durability: N/A
Range: 45 Meters
Speed: 90 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Suppressed Handgun:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Full Metal Jacket- Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 180 Meters and travels at 180 Meters per second. If it hits an opponent using armor or magical shields, it deals 45 HP of damage. If it hits an unarmored opponent, it does its full damage of 90 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. This Ability cannot surpass the one-post duration.
- Suppressor:
Name: Suppressor
Rank: C+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds an 85% increase in Spell Range. This ability is always active.
Name: Soul Sphere (C+ Prestige Spell)
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 6 Posts
Downside: N/A
Description: Channeling pale blue magic into both her hands, Diana forms a ball of shimmering pale blue magic the size of a basketball. She then pushes her hands outward and fires the sphere at her target. If the Soul Sphere hits the target, it takes 90 HP in damage on the first post and suffers from a 5% Drain to HP for the next five posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Palm Thrust
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into the palm of her hand, Diana then thrusts outward, striking with the heel of her hand. If it hits, the target takes 80 HP in damage and is knocked back. OOC permission is required to knock back and move a PC or Event NPC.
Name: Roundhouse Kick
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her foot, Diana then performs a roundhouse kick. If it hits, the target takes 80 HP in damage and is knocked down. OOC permission is required to knock down and move a PC or Event NPC.
Name: Requip: Suppressed Submachine Gun
Rank: B+
(As this Requip Weapon possesses a passive ability, I must ask you to add an MP cost to the activation of this requip, which is equal to 50% of the MP cost of an active spell of the passive ability's rank)
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 32 HP
Requip Durability: N/A
Range: 75 Meters
Speed: 150 Meters per Second
Duration: 8 Posts
Downside: N/A
Description:- Suppressed Submachine Gun:
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 300 Meters
Speed: 300 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 300 Meters and travels 300 Meters per second. if all three bullets hit, each bullet does 40 damage for a total of 120 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: B+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magic barrel reinforcement, Suppressor also adds a 90% increase to Spell Range. This ability is always active.
Name: Soul Wave (B+ Prestige Spell)
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Multiple Target
Damage: 90 HP
Range: 225 Meters
Speed: 165 Meters per Second
Duration: 8 Posts
Downside: N/A
Description: Forming a baseball sized ball of shimmering pale blue magic in her right hand, Diana then raises her right hand and waves it from left to right, releasing a wave of shimmering pale blue magic. The Soul Wave has a range of 150 Meters and travels at a speed of 75 Meters per Second. If targets are hit by the Soul Wave, they suffer 90 HP in damage on the first post and suffer a 5% HP drain for the next seven posts afterward. Up to eight targets standing together can be hit by a single Soul Wave.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Front Kick
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Single Target
Damage: 100 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into the heel of her foot, Diana performs a front kick. If it hits, the target takes 100 HP in damage and is knocked down from the force of the kick. OOC permission is required to knock down and move a PC or Event NPC.
Name: Dash Punch
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Burst
Damage: 100 HP
Range: 75 Meters
Speed: 150 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her hand and legs, Diana leans down and performs a "flash step" that reaches up to 75 meters and travels at 150 meters per second. At the end of the "flash step" Diana performs a straight punch. If it hits, the momentum from the dash is transferred to the opponent via the punch while Diana remains unharmed. The opponent takes 100 HP in damage and is knocked down. OOC permission is required to knock down and move an PC or Event NPC.
Name: Requip: Suppressed Assault Rifle
Rank: A+
(As this Requip Weapon possesses a passive ability, I must ask you to add an MP cost to the activation of this requip, which is equal to 50% of the MP cost of an active spell of the passive ability's rank)
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 45 HP
Requip Durability: N/A
Range: 110 Meters
Speed: 225 Meters per Second
Duration: 9 Posts
Downside: N/A
Description:- Suppressed Assault Rifle:
Holding her hands out and focusing magic, the weapon drops into Diana's hands and is ready for use. It features selectable full-auto, three-round burst, and semi-automatic fire modes.
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 450 Meters and travels 450 Meters per second. if all three bullets hit, each bullet does 50 damage for a total of 150 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: A+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 100% increase to Spell Range. This ability is always active.
Name: Soul Sniper (A+ Prestige Spell)
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 9 Posts
Downside: N/A
Description: Channeling shimmering pale blue magic into her body, Diana then channels it until her right arm begins to flicker. When the spell is ready Diana thrusts her arm towards the target with her hand open, firing a shimmering beam of pale blue energy at the target. If the Soul Sniper hits the target, the target takes 150 HP in damage on the first post and suffers a 5% drain to HP for the next eight posts afterward.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Spirit Drain Punch
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: Melee
Speed: Melee
Duration: 10 Posts
Downside: N/A
Description: Focusing the magic from her special lineage into her hand, Diana's fist is wreathed in blue flame. She then punches at the target. If the punch hits, the target takes 120 HP in damage the first post and loses 5% of their MP every turn after the first for the next nine posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this punch can harm supernatural entities.
Name: Spirit Dome
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Area Of Effect
Damage: 60 HP
Range: 200 Meters
Speed: 100 Meters per Second
Duration: 10 Posts
Downside: N/A
Description: Channeling magic from her special lineage into both of her hands, Diana kneels and slams them palms-down onto the ground. A dome of pale blue magic with a range of up to 200 meters and a speed of 100 meters per second emanates from her position. If the dome hits, the target takes 60 HP in damage the first post and loses 5% of their MP every post after the first for the next nine posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Up to ten targets surrounding Diana can be hit in a single casting. (You can omit this, as the number of targets that can be hit is not limited in AoE type spells)
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Beam
Rank: S+
MP Cost: 90 MP
Category: Offensive
Type: Single Target
Damage: 180 HP
Range: 600 meters
Speed: 600 meters per Second
Duration: 12 Posts
Downside: N/A
Description: Channeling pale blue magic into her hands, Diana points her index and middle fingers at a target and fires a beam of pale blue light with a range of up to 600 meters and a speed of 600 meters per second. If the beam hits, the target takes 180 HP in damage the first post and loses 5% of their MP every post after the first for the next eleven posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Indomitable Spirit (S+ Prestige Spell)
Rank: S+
MP Cost: 90 MP
Category: Supportive
Type: Single Target
Healing: 180 HP
Range: Self
Speed: Self
Duration: 12 Posts
Downside: N/A
Description: Channeling pale blue magic into her body, Diana channels it until her body begins to flicker. When the spell is ready Diana raises her arms above her head, causing the aura to suddenly disappear in a burst of pale blue light that instantly restores 180 HP on the first post. Diana also gains a counter to Immobilization buffs that that reduces their potency by a maximum of 50% for the next eleven posts during the spell's duration.
Name: Spirit Drain Bolt
Rank: H
MP Cost: 70 MP
Category: Offensive
Type: Single Target
Damage: 140 HP
Range: 600 Meters
Speed: 450 Meters per second
Duration: 13 Posts
Downside: N/A
Description: Channeling pale blue magic into either her left or right hand, Diana punches at the target and fires a fist-sized bolt of pale blue light with a range of up to 600 meters and a speed of 450 meters per second. If the bolt hits, the target takes 140 HP in damage the first post and loses 5% of their MP every post after the first for the next twelve posts afterward. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: The Touch Of Death
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Burst
Damage: 210 HP
Range: 500 Meters
Speed: 600 Meters per Second
Duration: 13 Posts
Downside: N/A
Description: Channeling magic into either her left or right hand and throughout her body, Diana then performs a "flash step" that is completely silent and causes her to disappear from view. The "flash step" moves at a speed of 600 meters per second and reaches up to 500 meters. At the end of it, Diana reappears in her target's view as a typical Western portrayal of the Grim Reaper (skeletal face with empty eye sockets, skeletal hands, black robe, etc.) and attempts to touch the target with a skeletal hand that is wreathed in pale blue flame. Whether The Touch Of Death hits or not, Diana resumes her normal appearance after the spell is used.
If the hand makes contact with any part of the target's body, the target suffers from a sudden chill (this is strictly cosmetic: the chill does no damage), takes 210 HP in damage the first post and loses 5% of their MP every post after the first for the next twelve posts afterward. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Seekers (H+ Prestige Spell)
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Multiple Target
Damage: 160 HP
Range: 700 Meters
Speed: 600 Meters per Second
Duration: 13 Posts
Downside: N/A
Description: Channeling pale blue magic into her body and forming a pale blue aura around her, Diana then jabs her right index finger towards the targets. The aura erupts, sending out a swarm of projectiles the size of a human head towards her targets. Each projectile can home in on a target within its range of 700 Meters: if it has to travel any further the projectiles vanish on the spot without doing damage. The projectiles travel up to 700 Meters and travel at speeds of 600 Meters per Second. If they hit the target(s), the targets take 160 HP on the first post and then suffer a 5% drain to MP for the next twelve posts afterward. (Please additionally clarify that a maximum of 25 projectiles may be created in any single post this spell is active)
Due to the nature of the magic involved, this spell can harm supernatural entities. - Ability: Deadly Reach: Diana gets a 60% boost to Spell Damage and a 60% Boost to Spell Range.
Diana Winchester- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Divine Huntress
Position : None
Faction : The Luminous Covenant
Posts : 1366
Guild : Guildless
Cosmic Coins : 0
Dungeon Tokens : 0
Experience : 5,121,019
Character Sheet
First Skill: Silent Reaper
Second Skill:
Third Skill:
- Post n°35
Re: Silent Reaper
The requested edits have been made. Let me know if anything else needs changing.
Bump.
Bump.
Shen Kadokawa- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Assassin's Shadow
Position : None
Faction : The Rune Knights
Posts : 11951
Guild : Guildless
Cosmic Coins : 505
Dungeon Tokens : 0
Age : 27
Experience : 3,283,767
Character Sheet
First Skill: Infinite Arcana
Second Skill: Vox Universum
Third Skill: Disciple of War
- Post n°36
Re: Silent Reaper
- Spoiler:
- Diana Winchester wrote:Magic
Magic Name: Silent Reaper
Magic Type: Requip (Primary Benefit- Can have up to 3 Requip spells active at once), Caster (Auxiliary-+10% to MP Cost reduction)
Description: Diana uses Silent Reaper magic to make quiet and quick kills, preferably from a distance. Most of her Requip weapons have suppressors that keep noise to a minimum. She also has non-lethal means of taking down people that she does not have to kill, like less-than-lethal munitions or martial arts. At higher levels Diana can tap into her lineage for a handful of special spells that allow her to simultaneously deal damage and reduce the MP supply of enemy mages. These spells can also harm supernatural entities without the use of special items or weapons.
Unique Abilities:- Ability: Deadly Reach: Diana gets a 60% boost to Spell Damage and a 60% Boost to Spell Range.
- Ability: Swift Movement: Diana gets a 60% boost to Movement Speed and a 60% boost to Spell Speed.
- Ability: Reaper's Blessing: Diana was gifted with a small but powerful portion of the essence of the Grim Reaper when she was born. For a period of three posts, Diana can use this UA to increase her Spell Damage by 70%. While it is in use Diana's clothing takes on the appearance of a black robe that covers her entire body, her face is shrouded in shadow, and her hands take on a skeletal appearance, but the robe and skeletal hands are only an illusion granted by the UA. Once three posts have elapsed, Diana must wait for a cooldown period of six posts to be able to use the UA again.
- Ability: Swift Magic: Diana gets a 60% boost to Spell Speed and a 60% boost to Spell Range.
- Ascendant Ability (X-Rank):
Name: Eagle Vision
Description: In an ancient civilization, there were three enormous eagles that carried wisdom and knowledge. They shared it with those who were worthy and intelligent enough not to abuse it. When they felt their life was almost coming to an end, they bestowed their gifts onto three young mages who they deemed worthy. The mages and their descendants gained the ability to see incredibly far, but also to gain incredible sudden insight. They can read body language like no other and find hidden messages in conversations.
Ability: User can see through lies, has extended vision range (telescopic vision) and capabilities, and can further understand a person through the minute movements and twitches of the living body.
Usage: Passive
- Ascendant Ability (Y-Rank):
Name: Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Ascendant Ability (Z-Rank):
Name: Marksman's Aim
Description: One of Fiore's legends talks about a great hunter who chased an infamous predator for forty years. The predator brought death with it everywhere it went. It was so fast that all other hunters that had attempted to kill it could not even hit it once. Instead, it feasted on their bodies. The great hunter was the only one who had survived a fight with the beast. During the fight the predator's blood got into his eyes, and as if dark magic had something to do with it, his eyes became the eyes of the beast and a strange rush of adrenaline went through his body. Both escaped the fight with serious wounds, but survived. Thirty-eight years the hunter finally stuck an arrow through the beast's skull. According to the legend, he used the eyes and blood-rush of the the monster to gain incredible aim and accuracy, unlike any other man. Which is why he was able to kill it. It is only now that historians made the link between other hunters in history, and even in modern times, of equal reputation and the great hunter by retracing their bloodlines back to the great hunter himself.
Ability: One of the user's attacks cannot miss and home in for a post when used. They can still be blocked. The user also has a passive effect of improved sight, being able to see twice as far as other people, and incredible natural aim.
Usage: Duration: 1 spell used in a post. Cool-down: 5 posts and can only be used 2 times per post. Passive sight/aim.
- Story/Plot Ability:
- Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
- Story/Plot Ability:
- No Prints: Using this ability, Diana can handle objects without leaving fingerprints. This includes weapons, doorknobs, and all manner of everyday objects. This is a Plot/Story ability.
- Story/Plot Ability:
- Without A Trace: Using this ability, Diana can use a spell that muffles her footsteps and prevents her from leaving footprints, covering her tracks for a clean entrance into a restricted area or a clean getaway. This is a Plot/Story ability.
- Story/Plot Ability:
- Digital Ghost: Using this ability, Diana effectively becomes invisible to electronic devices. The image captured is "smoothed" over to make it look like she was never there, thus making her image unable to be captured on film, digital or lacrima media. She can active and deactivate this ability at will.
- Story/Plot Ability:
- Just Another Face In The Crowd: Using this ability, Diana can blend in with a crowd by making herself look and "feel" ordinary. She accomplishes this by exuding an aura that makes people simply uninterested in her appearance and thus unlikely to notice any distinguishing characteristics. NPCs of her rank and lower are fooled by this ability. PCs below and at her rank can be fooled (requires OOC permission), but PCs of higher rank cannot be deceived. PC mages of any rank with Truth, Eagle Vision, or other truth-detecting Lineages are also not deceived by the UA. This ability can be activated and deactivated at will.
Signature Spells:
Name: Requip: Silent Hunter
Rank: S
Requip Type: Weapon
Grade: Refined
Linked Equipment: N/A
Requip Damage: 55 HP
Requip Durability: N/A
Range: 100 Meters
Speed: 200 Meters per Second
Duration: 10 Posts
Downside: N/A
Description:- Silent Hunter:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 400 Meters and travels at 400 Meters per second. If it hits an opponent wearing armor or using a magical shield, it deals 60 HP of damage. If it hits an unarmored opponent, it does its full damage of 120 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. The Ability cannot surpass the duration of one post.
- Suppressor:
Name: Suppressor
Rank: S
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 70% increase to Spell Range. This ability is always active.
Name: Soul Spark
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 10 Posts
Downside: N/A
Description: Forming a golf ball-sized ball of shimmering pale blue energy in her hand, Diana extends her open palm towards the target and fires. The ball travels up to 400 meters and travels at 400 meters per second. If it hits, the target takes 120 HP in damage on the first turn and suffers from a 5% Drain to HP for the next nine posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Reaper's Sprint
Rank: S
Category: Auxiliary
Type: Burst
Damage: N/A
Range: 100 Meters
Speed: 200 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Focusing magic energy into her legs, Diana leans down and performs a "flash step" that travels up to 100 meters and at 200 meters per second. Diana can use this to close the distance with targets or to facilitate a getaway. Diana can use spells after completing the dash. This dash is completely silent and can be performed once per post.
Spells:
Name: Jab
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her fist, Diana does a short, quick punch to the target. If it hits, the target takes 40 HP in damage.
Name: Low Kick
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Diana focuses magic into a leg, then performs a quick low kick to the target. It allows her to attack or defend without needing a weapon. It comes in handy for close encounters when a weapon cannot be brought to bear or it would be inadvisable to use one. If it hits, the target takes 40 HP in damage.
Name: Rubber Bullet
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana forms her fingers into the shape of a gun and fires a solid projectile of magic. It hits like a rubber bullet, giving her a painful but less-than-lethal option if she needs to incapacitate a target. It has a range of 90 meters and travels at a speed of 90 Meters per Second. If it hits, it deals 60 HP in damage.
Name: Spirit Bullet (D+ Prestige Spell)
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 5 Posts
Downside: N/A
Description: Forming the fingers of her right hand into the shape of a gun, Diana prepares and fires a bullet of pale blue magic at the target. The bullet has a range of 90 meters and travels at 90 Meters per Second. If the Spirit Bullet hits the target, the target takes 90 HP in damage on the first post and suffers a 5% Drain to MP for the next four posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Elbow Strike
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her elbow to focus the impact of the blow outward, Diana jabs backwards or to one side with her elbow. If it hits, the target takes 60 HP in damage and is knocked back. OOC permission is required to knock back and move a PC or Event NPC.
Name: Leg Sweep
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her foot, Diana does a quick leg sweep. If it hits, the target takes 60 HP in damage and is knocked down. OOC permission is required to knock down and move a PC or Event NPC.
Name: Requip: Suppressed Handgun
Rank: C+
MP Cost: 22 MP
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 21 HP
Requip Durability: N/A
Range: 45 Meters
Speed: 90 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Suppressed Handgun:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Full Metal Jacket- Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 180 Meters and travels at 180 Meters per second. If it hits an opponent using armor or magical shields, it deals 45 HP of damage. If it hits an unarmored opponent, it does its full damage of 90 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. This Ability cannot surpass the one-post duration.
- Suppressor:
Name: Suppressor
Rank: C+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds an 85% increase in Spell Range. This ability is always active.
Name: Soul Sphere (C+ Prestige Spell)
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 6 Posts
Downside: N/A
Description: Channeling pale blue magic into both her hands, Diana forms a ball of shimmering pale blue magic the size of a basketball. She then pushes her hands outward and fires the sphere at her target. If the Soul Sphere hits the target, it takes 90 HP in damage on the first post and suffers from a 5% Drain to HP for the next five posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Palm Thrust
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into the palm of her hand, Diana then thrusts outward, striking with the heel of her hand. If it hits, the target takes 80 HP in damage and is knocked back. OOC permission is required to knock back and move a PC or Event NPC.
Name: Roundhouse Kick
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her foot, Diana then performs a roundhouse kick. If it hits, the target takes 80 HP in damage and is knocked down. OOC permission is required to knock down and move a PC or Event NPC.
Name: Requip: Suppressed Submachine Gun
Rank: B+
MP Cost: 30 MP
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 32 HP
Requip Durability: N/A
Range: 75 Meters
Speed: 150 Meters per Second
Duration: 8 Posts
Downside: N/A
Description:- Suppressed Submachine Gun:
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 300 Meters
Speed: 300 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 300 Meters and travels 300 Meters per second. if all three bullets hit, each bullet does 40 damage for a total of 120 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: B+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magic barrel reinforcement, Suppressor also adds a 90% increase to Spell Range. This ability is always active.
Name: Soul Wave (B+ Prestige Spell)
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Multiple Target
Damage: 90 HP
Range: 225 Meters
Speed: 165 Meters per Second
Duration: 8 Posts
Downside: N/A
Description: Forming a baseball sized ball of shimmering pale blue magic in her right hand, Diana then raises her right hand and waves it from left to right, releasing a wave of shimmering pale blue magic. The Soul Wave has a range of 150 Meters and travels at a speed of 75 Meters per Second. If targets are hit by the Soul Wave, they suffer 90 HP in damage on the first post and suffer a 5% HP drain for the next seven posts afterward. Up to eight targets standing together can be hit by a single Soul Wave.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Front Kick
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Single Target
Damage: 100 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into the heel of her foot, Diana performs a front kick. If it hits, the target takes 100 HP in damage and is knocked down from the force of the kick. OOC permission is required to knock down and move a PC or Event NPC.
Name: Dash Punch
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Burst
Damage: 100 HP
Range: 75 Meters
Speed: 150 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her hand and legs, Diana leans down and performs a "flash step" that reaches up to 75 meters and travels at 150 meters per second. At the end of the "flash step" Diana performs a straight punch. If it hits, the momentum from the dash is transferred to the opponent via the punch while Diana remains unharmed. The opponent takes 100 HP in damage and is knocked down. OOC permission is required to knock down and move an PC or Event NPC.
Name: Requip: Suppressed Assault Rifle
Rank: A+
MP Cost: 37 MP
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 45 HP
Requip Durability: N/A
Range: 110 Meters
Speed: 225 Meters per Second
Duration: 9 Posts
Downside: N/A
Description:- Suppressed Assault Rifle:
Holding her hands out and focusing magic, the weapon drops into Diana's hands and is ready for use. It features selectable full-auto, three-round burst, and semi-automatic fire modes.
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 450 Meters and travels 450 Meters per second. if all three bullets hit, each bullet does 50 damage for a total of 150 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: A+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 100% increase to Spell Range. This ability is always active.
Name: Soul Sniper (A+ Prestige Spell)
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 9 Posts
Downside: N/A
Description: Channeling shimmering pale blue magic into her body, Diana then channels it until her right arm begins to flicker. When the spell is ready Diana thrusts her arm towards the target with her hand open, firing a shimmering beam of pale blue energy at the target. If the Soul Sniper hits the target, the target takes 150 HP in damage on the first post and suffers a 5% drain to HP for the next eight posts afterward.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Spirit Drain Punch
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: Melee
Speed: Melee
Duration: 10 Posts
Downside: N/A
Description: Focusing the magic from her special lineage into her hand, Diana's fist is wreathed in blue flame. She then punches at the target. If the punch hits, the target takes 120 HP in damage the first post and loses 5% of their MP every turn after the first for the next nine posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this punch can harm supernatural entities.
Name: Spirit Dome
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Area Of Effect
Damage: 60 HP
Range: 200 Meters
Speed: 100 Meters per Second
Duration: 10 Posts
Downside: N/A
Description: Channeling magic from her special lineage into both of her hands, Diana kneels and slams them palms-down onto the ground. A dome of pale blue magic with a range of up to 200 meters and a speed of 100 meters per second emanates from her position. If the dome hits, the target takes 60 HP in damage the first post and loses 5% of their MP every post after the first for the next nine posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Beam
Rank: S+
MP Cost: 90 MP
Category: Offensive
Type: Single Target
Damage: 180 HP
Range: 600 meters
Speed: 600 meters per Second
Duration: 12 Posts
Downside: N/A
Description: Channeling pale blue magic into her hands, Diana points her index and middle fingers at a target and fires a beam of pale blue light with a range of up to 600 meters and a speed of 600 meters per second. If the beam hits, the target takes 180 HP in damage the first post and loses 5% of their MP every post after the first for the next eleven posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Indomitable Spirit (S+ Prestige Spell)
Rank: S+
MP Cost: 90 MP
Category: Supportive
Type: Single Target
Healing: 180 HP
Range: Self
Speed: Self
Duration: 12 Posts
Downside: N/A
Description: Channeling pale blue magic into her body, Diana channels it until her body begins to flicker. When the spell is ready Diana raises her arms above her head, causing the aura to suddenly disappear in a burst of pale blue light that instantly restores 180 HP on the first post. Diana also gains a counter to Immobilization buffs that that reduces their potency by a maximum of 50% for the next eleven posts during the spell's duration.
Name: Spirit Drain Bolt
Rank: H
MP Cost: 70 MP
Category: Offensive
Type: Single Target
Damage: 140 HP
Range: 600 Meters
Speed: 450 Meters per second
Duration: 13 Posts
Downside: N/A
Description: Channeling pale blue magic into either her left or right hand, Diana punches at the target and fires a fist-sized bolt of pale blue light with a range of up to 600 meters and a speed of 450 meters per second. If the bolt hits, the target takes 140 HP in damage the first post and loses 5% of their MP every post after the first for the next twelve posts afterward. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: The Touch Of Death
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Burst
Damage: 210 HP
Range: 500 Meters
Speed: 600 Meters per Second
Duration: 13 Posts
Downside: N/A
Description: Channeling magic into either her left or right hand and throughout her body, Diana then performs a "flash step" that is completely silent and causes her to disappear from view. The "flash step" moves at a speed of 600 meters per second and reaches up to 500 meters. At the end of it, Diana reappears in her target's view as a typical Western portrayal of the Grim Reaper (skeletal face with empty eye sockets, skeletal hands, black robe, etc.) and attempts to touch the target with a skeletal hand that is wreathed in pale blue flame. Whether The Touch Of Death hits or not, Diana resumes her normal appearance after the spell is used.
If the hand makes contact with any part of the target's body, the target suffers from a sudden chill (this is strictly cosmetic: the chill does no damage), takes 210 HP in damage the first post and loses 5% of their MP every post after the first for the next twelve posts afterward. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Seekers (H+ Prestige Spell)
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Multiple Target
Damage: 160 HP
Range: 700 Meters
Speed: 600 Meters per Second
Duration: 13 Posts
Downside: N/A
Description: Channeling pale blue magic into her body and forming a pale blue aura around her, Diana then jabs her right index finger towards the targets. The aura erupts, sending out a swarm of projectiles the size of a human head towards her targets. Each projectile can home in on a target within its range of 700 Meters: if it has to travel any further the projectiles vanish on the spot without doing damage. The projectiles travel up to 700 Meters and travel at speeds of 600 Meters per Second. If they hit the target(s), the targets take 160 HP on the first post and then suffer a 5% drain to MP for the next twelve posts afterward.
A maximum of 25 projectiles may be created in any single post this spell is active.
Due to the nature of the magic involved, this spell can harm supernatural entities. - Ability: Deadly Reach: Diana gets a 60% boost to Spell Damage and a 60% Boost to Spell Range.
Guest- Guest
- Post n°37
Re: Silent Reaper
- Magic:
- Diana Winchester wrote:Magic
Magic Name: Silent Reaper
Magic Type: Requip (Primary Benefit- Can have up to 3 Requip spells active at once), Caster (Auxiliary-+10% to MP Cost reduction)
Description: Diana uses Silent Reaper magic to make quiet and quick kills, preferably from a distance. Most of her Requip weapons have suppressors that keep noise to a minimum. She also has non-lethal means of taking down people that she does not have to kill, like less-than-lethal munitions or martial arts. At higher levels Diana can tap into her lineage for a handful of special spells that allow her to simultaneously deal damage and reduce the MP supply of enemy mages. These spells can also harm supernatural entities without the use of special items or weapons.
Unique Abilities:- Ability: Deadly Reach: Diana gets a 60% boost to Spell Damage and a 60% Boost to Spell Range.
- Ability: Swift Movement: Diana gets a 60% boost to Movement Speed and a 60% boost to Spell Speed.
- Ability: Reaper's Blessing: Diana was gifted with a small but powerful portion of the essence of the Grim Reaper when she was born. For a period of three posts, Diana can use this UA to increase her Spell Damage by 70%. While it is in use Diana's clothing takes on the appearance of a black robe that covers her entire body, her face is shrouded in shadow, and her hands take on a skeletal appearance, but the robe and skeletal hands are only an illusion granted by the UA. Once three posts have elapsed, Diana must wait for a cooldown period of six posts to be able to use the UA again.
- Ability: Swift Magic: Diana gets a 60% boost to Spell Speed and a 60% boost to Spell Range.
- Ascendant Ability (X-Rank):
Name: Eagle Vision
Description: In an ancient civilization, there were three enormous eagles that carried wisdom and knowledge. They shared it with those who were worthy and intelligent enough not to abuse it. When they felt their life was almost coming to an end, they bestowed their gifts onto three young mages who they deemed worthy. The mages and their descendants gained the ability to see incredibly far, but also to gain incredible sudden insight. They can read body language like no other and find hidden messages in conversations.
Ability: User can see through lies, has extended vision range (telescopic vision) and capabilities, and can further understand a person through the minute movements and twitches of the living body.
Usage: Passive
- Ascendant Ability (Y-Rank):
Name: Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Ascendant Ability (Z-Rank):
Name: Marksman's Aim
Description: One of Fiore's legends talks about a great hunter who chased an infamous predator for forty years. The predator brought death with it everywhere it went. It was so fast that all other hunters that had attempted to kill it could not even hit it once. Instead, it feasted on their bodies. The great hunter was the only one who had survived a fight with the beast. During the fight the predator's blood got into his eyes, and as if dark magic had something to do with it, his eyes became the eyes of the beast and a strange rush of adrenaline went through his body. Both escaped the fight with serious wounds, but survived. Thirty-eight years the hunter finally stuck an arrow through the beast's skull. According to the legend, he used the eyes and blood-rush of the the monster to gain incredible aim and accuracy, unlike any other man. Which is why he was able to kill it. It is only now that historians made the link between other hunters in history, and even in modern times, of equal reputation and the great hunter by retracing their bloodlines back to the great hunter himself.
Ability: One of the user's attacks cannot miss and home in for a post when used. They can still be blocked. The user also has a passive effect of improved sight, being able to see twice as far as other people, and incredible natural aim.
Usage: Duration: 1 spell used in a post. Cool-down: 5 posts and can only be used 2 times per post. Passive sight/aim.
- Story/Plot Ability:
- Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
- Story/Plot Ability:
- No Prints: Using this ability, Diana can handle objects without leaving fingerprints. This includes weapons, doorknobs, and all manner of everyday objects. This is a Plot/Story ability.
- Story/Plot Ability:
- Without A Trace: Using this ability, Diana can use a spell that muffles her footsteps and prevents her from leaving footprints, covering her tracks for a clean entrance into a restricted area or a clean getaway. This is a Plot/Story ability.
- Story/Plot Ability:
- Digital Ghost: Using this ability, Diana effectively becomes invisible to electronic devices. The image captured is "smoothed" over to make it look like she was never there, thus making her image unable to be captured on film, digital or lacrima media. She can active and deactivate this ability at will.
- Story/Plot Ability:
- Just Another Face In The Crowd: Using this ability, Diana can blend in with a crowd by making herself look and "feel" ordinary. She accomplishes this by exuding an aura that makes people simply uninterested in her appearance and thus unlikely to notice any distinguishing characteristics. NPCs of her rank and lower are fooled by this ability. PCs below and at her rank can be fooled (requires OOC permission), but PCs of higher rank cannot be deceived. PC mages of any rank with Truth, Eagle Vision, or other truth-detecting Lineages are also not deceived by the UA. This ability can be activated and deactivated at will.
Signature Spells:
Name: Requip: Silent Hunter
Rank: S
Requip Type: Weapon
Grade: Refined
Linked Equipment: N/A
Requip Damage: 55 HP
Requip Durability: N/A
Range: 100 Meters
Speed: 200 Meters per Second
Duration: 10 Posts
Downside: N/A
Description:- Silent Hunter:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 400 Meters and travels at 400 Meters per second. If it hits an opponent wearing armor or using a magical shield, it deals 60 HP of damage. If it hits an unarmored opponent, it does its full damage of 120 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. The Ability cannot surpass the duration of one post.
- Suppressor:
Name: Suppressor
Rank: S
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 70% increase to Spell Range. This ability is always active.
Name: Soul Spark
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 10 Posts
Downside: N/A
Description: Forming a golf ball-sized ball of shimmering pale blue energy in her hand, Diana extends her open palm towards the target and fires. The ball travels up to 400 meters and travels at 400 meters per second. If it hits, the target takes 120 HP in damage on the first turn and suffers from a 5% Drain to HP for the next nine posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Reaper's Sprint
Rank: S
Category: Auxiliary
Type: Burst
Damage: N/A
Range: 100 Meters
Speed: 200 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Focusing magic energy into her legs, Diana leans down and performs a "flash step" that travels up to 100 meters and at 200 meters per second. Diana can use this to close the distance with targets or to facilitate a getaway. Diana can use spells after completing the dash. This dash is completely silent and can be performed once per post.
Spells:
Name: Jab
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her fist, Diana does a short, quick punch to the target. If it hits, the target takes 40 HP in damage.
Name: Low Kick
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Diana focuses magic into a leg, then performs a quick low kick to the target. It allows her to attack or defend without needing a weapon. It comes in handy for close encounters when a weapon cannot be brought to bear or it would be inadvisable to use one. If it hits, the target takes 40 HP in damage.
Name: Rubber Bullet
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana forms her fingers into the shape of a gun and fires a solid projectile of magic. It hits like a rubber bullet, giving her a painful but less-than-lethal option if she needs to incapacitate a target. It has a range of 90 meters and travels at a speed of 90 Meters per Second. If it hits, it deals 60 HP in damage.
Name: Spirit Bullet (D+ Prestige Spell)
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 5 Posts
Downside: N/A
Description: Forming the fingers of her right hand into the shape of a gun, Diana prepares and fires a bullet of pale blue magic at the target. The bullet has a range of 90 meters and travels at 90 Meters per Second. If the Spirit Bullet hits the target, the target takes 90 HP in damage on the first post and suffers a 5% Drain to MP for the next four posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Elbow Strike
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her elbow to focus the impact of the blow outward, Diana jabs backwards or to one side with her elbow. If it hits, the target takes 60 HP in damage and is knocked back. OOC permission is required to knock back and move a PC or Event NPC.
Name: Leg Sweep
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her foot, Diana does a quick leg sweep. If it hits, the target takes 60 HP in damage and is knocked down. OOC permission is required to knock down and move a PC or Event NPC.
Name: Requip: Suppressed Handgun
Rank: C+
MP Cost: 22 MP
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 21 HP
Requip Durability: N/A
Range: 45 Meters
Speed: 90 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Suppressed Handgun:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Full Metal Jacket- Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 180 Meters and travels at 180 Meters per second. If it hits an opponent using armor or magical shields, it deals 45 HP of damage. If it hits an unarmored opponent, it does its full damage of 90 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. This Ability cannot surpass the one-post duration.
- Suppressor:
Name: Suppressor
Rank: C+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds an 85% increase in Spell Range. This ability is always active.
Name: Soul Sphere (C+ Prestige Spell)
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 6 Posts
Downside: N/A
Description: Channeling pale blue magic into both her hands, Diana forms a ball of shimmering pale blue magic the size of a basketball. She then pushes her hands outward and fires the sphere at her target. If the Soul Sphere hits the target, it takes 90 HP in damage on the first post and suffers from a 5% Drain to HP for the next five posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Palm Thrust
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into the palm of her hand, Diana then thrusts outward, striking with the heel of her hand. If it hits, the target takes 80 HP in damage and is knocked back. OOC permission is required to knock back and move a PC or Event NPC.
Name: Roundhouse Kick
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her foot, Diana then performs a roundhouse kick. If it hits, the target takes 80 HP in damage and is knocked down. OOC permission is required to knock down and move a PC or Event NPC.
Name: Requip: Suppressed Submachine Gun
Rank: B+
MP Cost: 30 MP
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 32 HP
Requip Durability: N/A
Range: 75 Meters
Speed: 150 Meters per Second
Duration: 8 Posts
Downside: N/A
Description:- Suppressed Submachine Gun:
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 300 Meters
Speed: 300 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 300 Meters and travels 300 Meters per second. if all three bullets hit, each bullet does 40 damage for a total of 120 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: B+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magic barrel reinforcement, Suppressor also adds a 90% increase to Spell Range. This ability is always active.
Name: Soul Wave (B+ Prestige Spell)
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Multiple Target
Damage: 90 HP
Range: 225 Meters
Speed: 165 Meters per Second
Duration: 8 Posts
Downside: N/A
Description: Forming a baseball sized ball of shimmering pale blue magic in her right hand, Diana then raises her right hand and waves it from left to right, releasing a wave of shimmering pale blue magic. The Soul Wave has a range of 150 Meters and travels at a speed of 75 Meters per Second. If targets are hit by the Soul Wave, they suffer 90 HP in damage on the first post and suffer a 5% HP drain for the next seven posts afterward. Up to eight targets standing together can be hit by a single Soul Wave.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Front Kick
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Single Target
Damage: 100 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into the heel of her foot, Diana performs a front kick. If it hits, the target takes 100 HP in damage and is knocked down from the force of the kick. OOC permission is required to knock down and move a PC or Event NPC.
Name: Dash Punch
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Burst
Damage: 100 HP
Range: 75 Meters
Speed: 150 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her hand and legs, Diana leans down and performs a "flash step" that reaches up to 75 meters and travels at 150 meters per second. At the end of the "flash step" Diana performs a straight punch. If it hits, the momentum from the dash is transferred to the opponent via the punch while Diana remains unharmed. The opponent takes 100 HP in damage and is knocked down. OOC permission is required to knock down and move an PC or Event NPC.
Name: Requip: Suppressed Assault Rifle
Rank: A+
MP Cost: 37 MP
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 45 HP
Requip Durability: N/A
Range: 110 Meters
Speed: 225 Meters per Second
Duration: 9 Posts
Downside: N/A
Description:- Suppressed Assault Rifle:
Holding her hands out and focusing magic, the weapon drops into Diana's hands and is ready for use. It features selectable full-auto, three-round burst, and semi-automatic fire modes.
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 450 Meters and travels 450 Meters per second. if all three bullets hit, each bullet does 50 damage for a total of 150 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: A+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 100% increase to Spell Range. This ability is always active.
Name: Soul Sniper (A+ Prestige Spell)
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 9 Posts
Downside: N/A
Description: Channeling shimmering pale blue magic into her body, Diana then channels it until her right arm begins to flicker. When the spell is ready Diana thrusts her arm towards the target with her hand open, firing a shimmering beam of pale blue energy at the target. If the Soul Sniper hits the target, the target takes 150 HP in damage on the first post and suffers a 5% drain to HP for the next eight posts afterward.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Spirit Drain Punch
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: Melee
Speed: Melee
Duration: 10 Posts
Downside: N/A
Description: Focusing the magic from her special lineage into her hand, Diana's fist is wreathed in blue flame. She then punches at the target. If the punch hits, the target takes 120 HP in damage the first post and loses 5% of their MP every turn after the first for the next nine posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this punch can harm supernatural entities.
Name: Spirit Dome
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Area Of Effect
Damage: 60 HP
Range: 200 Meters
Speed: 100 Meters per Second
Duration: 10 Posts
Downside: N/A
Description: Channeling magic from her special lineage into both of her hands, Diana kneels and slams them palms-down onto the ground. A dome of pale blue magic with a range of up to 200 meters and a speed of 100 meters per second emanates from her position. If the dome hits, the target takes 60 HP in damage the first post and loses 5% of their MP every post after the first for the next nine posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Beam
Rank: S+
MP Cost: 90 MP
Category: Offensive
Type: Single Target
Damage: 180 HP
Range: 600 meters
Speed: 600 meters per Second
Duration: 12 Posts
Downside: N/A
Description: Channeling pale blue magic into her hands, Diana points her index and middle fingers at a target and fires a beam of pale blue light with a range of up to 600 meters and a speed of 600 meters per second. If the beam hits, the target takes 180 HP in damage the first post and loses 5% of their MP every post after the first for the next eleven posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Indomitable Spirit (S+ Prestige Spell)
Rank: S+
MP Cost: 90 MP
Category: Supportive
Type: Single Target
Healing: 180 HP
Range: Self
Speed: Self
Duration: 12 Posts
Downside: N/A
Description: Channeling pale blue magic into her body, Diana channels it until her body begins to flicker. When the spell is ready Diana raises her arms above her head, causing the aura to suddenly disappear in a burst of pale blue light that instantly restores 180 HP on the first post. Diana also gains a counter to Immobilization buffs that that reduces their potency by a maximum of 50% for the next eleven posts during the spell's duration.
Name: Spirit Drain Bolt
Rank: H
MP Cost: 70 MP
Category: Offensive
Type: Single Target
Damage: 140 HP
Range: 600 Meters
Speed: 450 Meters per second
Duration: 13 Posts
Downside: N/A
Description: Channeling pale blue magic into either her left or right hand, Diana punches at the target and fires a fist-sized bolt of pale blue light with a range of up to 600 meters and a speed of 450 meters per second. If the bolt hits, the target takes 140 HP in damage the first post and loses 5% of their MP every post after the first for the next twelve posts afterward. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: The Touch Of Death
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Burst
Damage: 210 HP
Range: 500 Meters
Speed: 600 Meters per Second
Duration: 13 Posts
Downside: N/A
Description: Channeling magic into either her left or right hand and throughout her body, Diana then performs a "flash step" that is completely silent and causes her to disappear from view. The "flash step" moves at a speed of 600 meters per second and reaches up to 500 meters. At the end of it, Diana reappears in her target's view as a typical Western portrayal of the Grim Reaper (skeletal face with empty eye sockets, skeletal hands, black robe, etc.) and attempts to touch the target with a skeletal hand that is wreathed in pale blue flame. Whether The Touch Of Death hits or not, Diana resumes her normal appearance after the spell is used.
If the hand makes contact with any part of the target's body, the target suffers from a sudden chill (this is strictly cosmetic: the chill does no damage), takes 210 HP in damage the first post and loses 5% of their MP every post after the first for the next twelve posts afterward. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Seekers (H+ Prestige Spell)
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Multiple Target
Damage: 160 HP
Range: 700 Meters
Speed: 600 Meters per Second
Duration: 13 Posts
Downside: N/A
Description: Channeling pale blue magic into her body and forming a pale blue aura around her, Diana then jabs her right index finger towards the targets. The aura erupts, sending out a swarm of projectiles the size of a human head towards her targets. Each projectile can home in on a target within its range of 700 Meters: if it has to travel any further the projectiles vanish on the spot without doing damage. The projectiles travel up to 700 Meters and travel at speeds of 600 Meters per Second. If they hit the target(s), the targets take 160 HP on the first post and then suffer a 5% drain to MP for the next twelve posts afterward.
A maximum of 25 projectiles may be created in any single post this spell is active.
Due to the nature of the magic involved, this spell can harm supernatural entities. - Ability: Deadly Reach: Diana gets a 60% boost to Spell Damage and a 60% Boost to Spell Range.
Shen Kadokawa- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Assassin's Shadow
Position : None
Faction : The Rune Knights
Posts : 11951
Guild : Guildless
Cosmic Coins : 505
Dungeon Tokens : 0
Age : 27
Experience : 3,283,767
Character Sheet
First Skill: Infinite Arcana
Second Skill: Vox Universum
Third Skill: Disciple of War
- Post n°38
Re: Silent Reaper
- Spoiler:
- Diana Winchester wrote:Magic
Magic Name: Silent Reaper
Magic Type: Requip (Primary Benefit- Can have up to 3 Requip spells active at once), Caster (Auxiliary-+10% to MP Cost reduction)
Description: Diana uses Silent Reaper magic to make quiet and quick kills, preferably from a distance. Most of her Requip weapons have suppressors that keep noise to a minimum. She also has non-lethal means of taking down people that she does not have to kill, like less-than-lethal munitions or martial arts. At higher levels Diana can tap into her lineage for a handful of special spells that allow her to simultaneously deal damage and reduce the HP and MP supply of enemy mages. These spells can also harm supernatural entities without the use of special items or weapons.
Unique Abilities:- Ability: Deadly Reach: Diana gets a 60% boost to Spell Damage and a 60% Boost to Spell Range.
- Ability: Swift Movement: Diana gets a 60% boost to Movement Speed and a 60% boost to Spell Speed.
- Ability: Reaper's Blessing: Diana was gifted with a small but powerful portion of the essence of the Grim Reaper when she was born. For a period of three posts, Diana can use this UA to increase her Spell Damage by 70%. While it is in use Diana's eyes turn from green to pale blue and she gains a pale blue outline that occasionally flickers with pale blue flame to show that the UA is active. Once three posts have elapsed, Diana must wait for a cooldown period of six posts to be able to use the UA again.
- Ability: Swift Magic: Diana gets a 60% boost to Spell Speed and a 60% boost to Spell Range.
- Ability: Sharp Scythe: Diana gets a 60% boost to Spell Damage and a 60% boost to MP.
- Ascendant Ability (X-Rank):
Name: Eagle Vision
Description: In an ancient civilization, there were three enormous eagles that carried wisdom and knowledge. They shared it with those who were worthy and intelligent enough not to abuse it. When they felt their life was almost coming to an end, they bestowed their gifts onto three young mages who they deemed worthy. The mages and their descendants gained the ability to see incredibly far, but also to gain incredible sudden insight. They can read body language like no other and find hidden messages in conversations.
Ability: User can see through lies, has extended vision range (telescopic vision) and capabilities, and can further understand a person through the minute movements and twitches of the living body.
Usage: Passive
- Ascendant Ability (Y-Rank):
Name: Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Ascendant Ability (Z-Rank):
Name: Marksman's Aim
Description: One of Fiore's legends talks about a great hunter who chased an infamous predator for forty years. The predator brought death with it everywhere it went. It was so fast that all other hunters that had attempted to kill it could not even hit it once. Instead, it feasted on their bodies. The great hunter was the only one who had survived a fight with the beast. During the fight the predator's blood got into his eyes, and as if dark magic had something to do with it, his eyes became the eyes of the beast and a strange rush of adrenaline went through his body. Both escaped the fight with serious wounds, but survived. Thirty-eight years the hunter finally stuck an arrow through the beast's skull. According to the legend, he used the eyes and blood-rush of the the monster to gain incredible aim and accuracy, unlike any other man. Which is why he was able to kill it. It is only now that historians made the link between other hunters in history, and even in modern times, of equal reputation and the great hunter by retracing their bloodlines back to the great hunter himself.
Ability: One of the user's attacks cannot miss and home in for a post when used. They can still be blocked. The user also has a passive effect of improved sight, being able to see twice as far as other people, and incredible natural aim.
Usage: Duration: 1 spell used in a post. Cool-down: 5 posts and can only be used 2 times per post. Passive sight/aim.
- Story/Plot Ability:
- Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
- Story/Plot Ability:
- No Prints: Using this ability, Diana can handle objects without leaving fingerprints. This includes weapons, doorknobs, and all manner of everyday objects. This is a Plot/Story ability.
- Story/Plot Ability:
- Without A Trace: Using this ability, Diana can use a spell that muffles her footsteps and prevents her from leaving footprints, covering her tracks for a clean entrance into a restricted area or a clean getaway. This is a Plot/Story ability.
- Story/Plot Ability:
- Digital Ghost: Using this ability, Diana effectively becomes invisible to electronic devices. The image captured is "smoothed" over to make it look like she was never there, thus making her image unable to be captured on film, digital or lacrima media. She can active and deactivate this ability at will.
- Story/Plot Ability:
- Just Another Face In The Crowd: Using this ability, Diana can blend in with a crowd by making herself look and "feel" ordinary. She accomplishes this by exuding an aura that makes people simply uninterested in her appearance and thus unlikely to notice any distinguishing characteristics. NPCs of her rank and lower are fooled by this ability. PCs below and at her rank can be fooled (requires OOC permission), but PCs of higher rank cannot be deceived. PC mages of any rank with Truth, Eagle Vision, or other truth-detecting Lineages are also not deceived by the UA. This ability can be activated and deactivated at will.
Signature Spells:
Name: Requip: Silent Hunter
Rank: S
Requip Type: Weapon
Grade: Refined
Linked Equipment: N/A
Requip Damage: 55 HP
Requip Durability: N/A
Range: 100 Meters
Speed: 200 Meters per Second
Duration: 10 Posts
Downside: N/A
Description:- Silent Hunter:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 400 Meters and travels at 400 Meters per second. If it hits an opponent wearing armor or using a magical shield, it deals 60 HP of damage. If it hits an unarmored opponent, it does its full damage of 120 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. The Ability cannot surpass the duration of one post.
- Suppressor:
Name: Suppressor
Rank: S
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 70% increase to Spell Range. This ability is always active.
Name: Soul Spark
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 10 Posts
Downside: N/A
Description: Forming a golf ball-sized ball of shimmering pale blue energy in her hand, Diana extends her open palm towards the target and fires. The ball travels up to 400 meters and travels at 400 meters per second. If it hits, the target takes 120 HP in damage on the first turn and suffers from a 5% Drain to HP for the next nine posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Reaper's Sprint
Rank: S
Category: Auxiliary
Type: Burst
Damage: N/A
Range: 100 Meters
Speed: 200 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Focusing magic energy into her legs, Diana leans down and performs a "flash step" that travels up to 100 meters and at 200 meters per second. Diana can use this to close the distance with targets or to facilitate a getaway. Diana can use spells after completing the dash. This dash is completely silent and can be performed once per post.
Spells:
Name: Jab
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her fist, Diana does a short, quick punch to the target. If it hits, the target takes 40 HP in damage.
Name: Low Kick
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Diana focuses magic into a leg, then performs a quick low kick to the target. It allows her to attack or defend without needing a weapon. It comes in handy for close encounters when a weapon cannot be brought to bear or it would be inadvisable to use one. If it hits, the target takes 40 HP in damage.
Name: Rubber Bullet
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana forms her fingers into the shape of a gun and fires a solid projectile of magic. It hits like a rubber bullet, giving her a painful but less-than-lethal option if she needs to incapacitate a target. It has a range of 90 meters and travels at a speed of 90 Meters per Second. If it hits, it deals 60 HP in damage.
Name: Spirit Bullet (D+ Prestige Spell)
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 5 Posts
Downside: N/A
Description: Forming the fingers of her right hand into the shape of a gun, Diana prepares and fires a bullet of pale blue magic at the target. The bullet has a range of 90 meters and travels at 90 Meters per Second. If the Spirit Bullet hits the target, the target takes 90 HP in damage on the first post and suffers a 5% Drain to MP for the next four posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Elbow Strike
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her elbow to focus the impact of the blow outward, Diana jabs backwards or to one side with her elbow. If it hits, the target takes 60 HP in damage and is knocked back. OOC permission is required to knock back and move a PC or Event NPC.
Name: Leg Sweep
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her foot, Diana does a quick leg sweep. If it hits, the target takes 60 HP in damage and is knocked down. OOC permission is required to knock down and move a PC or Event NPC.
Name: Requip: Suppressed Handgun
Rank: C+
MP Cost: 22 MP
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 21 HP
Requip Durability: N/A
Range: 45 Meters
Speed: 90 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Suppressed Handgun:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Full Metal Jacket- Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 180 Meters and travels at 180 Meters per second. If it hits an opponent using armor or magical shields, it deals 45 HP of damage. If it hits an unarmored opponent, it does its full damage of 90 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. This Ability cannot surpass the one-post duration.
- Suppressor:
Name: Suppressor
Rank: C+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds an 85% increase in Spell Range. This ability is always active.
Name: Soul Sphere (C+ Prestige Spell)
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 6 Posts
Downside: N/A
Description: Channeling pale blue magic into both her hands, Diana forms a ball of shimmering pale blue magic the size of a basketball. She then pushes her hands outward and fires the sphere at her target. If the Soul Sphere hits the target, it takes 90 HP in damage on the first post and suffers from a 5% Drain to HP for the next five posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Palm Thrust
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into the palm of her hand, Diana then thrusts outward, striking with the heel of her hand. If it hits, the target takes 80 HP in damage and is knocked back. OOC permission is required to knock back and move a PC or Event NPC.
Name: Roundhouse Kick
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her foot, Diana then performs a roundhouse kick. If it hits, the target takes 80 HP in damage and is knocked down. OOC permission is required to knock down and move a PC or Event NPC.
Name: Requip: Suppressed Submachine Gun
Rank: B+
MP Cost: 30 MP
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 32 HP
Requip Durability: N/A
Range: 75 Meters
Speed: 150 Meters per Second
Duration: 8 Posts
Downside: N/A
Description:- Suppressed Submachine Gun:
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 300 Meters
Speed: 300 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 300 Meters and travels 300 Meters per second. if all three bullets hit, each bullet does 40 damage for a total of 120 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: B+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magic barrel reinforcement, Suppressor also adds a 90% increase to Spell Range. This ability is always active.
Name: Soul Wave (B+ Prestige Spell)
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Multiple Target
Damage: 90 HP
Range: 225 Meters
Speed: 165 Meters per Second
Duration: 8 Posts
Downside: N/A
Description: Forming a baseball sized ball of shimmering pale blue magic in her right hand, Diana then raises her right hand and waves it from left to right, releasing a wave of shimmering pale blue magic. The Soul Wave has a range of 150 Meters and travels at a speed of 75 Meters per Second. If targets are hit by the Soul Wave, they suffer 90 HP in damage on the first post and suffer a 5% HP drain for the next seven posts afterward. Up to eight targets standing together can be hit by a single Soul Wave.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Front Kick
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Single Target
Damage: 100 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into the heel of her foot, Diana performs a front kick. If it hits, the target takes 100 HP in damage and is knocked down from the force of the kick. OOC permission is required to knock down and move a PC or Event NPC.
Name: Dash Punch
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Burst
Damage: 100 HP
Range: 75 Meters
Speed: 150 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her hand and legs, Diana leans down and performs a "flash step" that reaches up to 75 meters and travels at 150 meters per second. At the end of the "flash step" Diana performs a straight punch. If it hits, the momentum from the dash is transferred to the opponent via the punch while Diana remains unharmed. The opponent takes 100 HP in damage and is knocked down. OOC permission is required to knock down and move an PC or Event NPC.
Name: Requip: Suppressed Assault Rifle
Rank: A+
MP Cost: 37 MP
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 45 HP
Requip Durability: N/A
Range: 110 Meters
Speed: 225 Meters per Second
Duration: 9 Posts
Downside: N/A
Description:- Suppressed Assault Rifle:
Holding her hands out and focusing magic, the weapon drops into Diana's hands and is ready for use. It features selectable full-auto, three-round burst, and semi-automatic fire modes.
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 450 Meters and travels 450 Meters per second. if all three bullets hit, each bullet does 50 damage for a total of 150 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: A+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 100% increase to Spell Range. This ability is always active.
Name: Soul Sniper (A+ Prestige Spell)
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 9 Posts
Downside: N/A
Description: Channeling shimmering pale blue magic into her body, Diana then channels it until her right arm begins to flicker. When the spell is ready Diana thrusts her arm towards the target with her hand open, firing a shimmering beam of pale blue energy at the target. If the Soul Sniper hits the target, the target takes 150 HP in damage on the first post and suffers a 5% drain to HP for the next eight posts afterward.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Spirit Drain Punch
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: Melee
Speed: Melee
Duration: 10 Posts
Downside: N/A
Description: Focusing the magic from her special lineage into her hand, Diana's fist is wreathed in blue flame. She then punches at the target. If the punch hits, the target takes 120 HP in damage the first post and loses 5% of their MP every turn after the first for the next nine posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this punch can harm supernatural entities.
Name: Spirit Dome
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Area Of Effect
Damage: 60 HP
Range: 200 Meters
Speed: 100 Meters per Second
Duration: 10 Posts
Downside: N/A
Description: Channeling magic from her special lineage into both of her hands, Diana kneels and slams them palms-down onto the ground. A dome of pale blue magic with a range of up to 200 meters and a speed of 100 meters per second emanates from her position. If the dome hits, the target takes 60 HP in damage the first post and loses 5% of their MP every post after the first for the next nine posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Beam
Rank: S+
MP Cost: 90 MP
Category: Offensive
Type: Single Target
Damage: 180 HP
Range: 600 meters
Speed: 600 meters per Second
Duration: 12 Posts
Downside: N/A
Description: Channeling pale blue magic into her hands, Diana points her index and middle fingers at a target and fires a beam of pale blue light with a range of up to 600 meters and a speed of 600 meters per second. If the beam hits, the target takes 180 HP in damage the first post and loses 5% of their MP every post after the first for the next eleven posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Indomitable Spirit (S+ Prestige Spell)
Rank: S+
MP Cost: 90 MP
Category: Supportive
Type: Single Target
Healing: 180 HP
Range: Self
Speed: Self
Duration: 12 Posts
Downside: N/A
Description: Channeling pale blue magic into her body, Diana channels it until her body begins to flicker. When the spell is ready Diana raises her arms above her head, causing the aura to suddenly disappear in a burst of pale blue light that instantly restores 180 HP on the first post. Diana also gains a counter to Immobilization buffs that that reduces their potency by a maximum of 50% for the next eleven posts during the spell's duration.
Name: Spirit Drain Bolt
Rank: H
MP Cost: 70 MP
Category: Offensive
Type: Single Target
Damage: 140 HP
Range: 600 Meters
Speed: 450 Meters per second
Duration: 13 Posts
Downside: N/A
Description: Channeling pale blue magic into either her left or right hand, Diana punches at the target and fires a fist-sized bolt of pale blue light with a range of up to 600 meters and a speed of 450 meters per second. If the bolt hits, the target takes 140 HP in damage the first post and loses 5% of their MP every post after the first for the next twelve posts afterward. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: The Touch Of Death
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Burst
Damage: 210 HP
Range: 500 Meters
Speed: 600 Meters per Second
Duration: 13 Posts
Downside: N/A
Description: Channeling magic into either her left or right hand and throughout her body, Diana then performs a "flash step" that is completely silent and causes her to disappear from view. The "flash step" moves at a speed of 600 meters per second and reaches up to 500 meters. At the end of it, Diana reappears in her target's view as a typical Western portrayal of the Grim Reaper (skeletal face with empty eye sockets, skeletal hands, black robe, etc.) and attempts to touch the target with a skeletal hand that is wreathed in pale blue flame. Whether The Touch Of Death hits or not, Diana resumes her normal appearance after the spell is used.
If the hand makes contact with any part of the target's body, the target suffers from a sudden chill (this is strictly cosmetic: the chill does no damage), takes 210 HP in damage the first post and loses 5% of their MP every post after the first for the next twelve posts afterward. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Seekers (H+ Prestige Spell)
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Multiple Target
Damage: 160 HP
Range: 700 Meters
Speed: 600 Meters per Second
Duration: 13 Posts
Downside: N/A
Description: Channeling pale blue magic into her body and forming a pale blue aura around her, Diana then jabs her right index finger towards the targets. The aura erupts, sending out a swarm of projectiles the size of a human head towards her targets. Each projectile can home in on a target within its range of 700 Meters: if it has to travel any further the projectiles vanish on the spot without doing damage. The projectiles travel up to 700 Meters and travel at speeds of 600 Meters per Second. If they hit the target(s), the targets take 160 HP on the first post and then suffer a 5% drain to MP for the next twelve posts afterward.
A maximum of 25 projectiles may be created in any single post this spell is active.
Due to the nature of the magic involved, this spell can harm supernatural entities. - Ability: Deadly Reach: Diana gets a 60% boost to Spell Damage and a 60% Boost to Spell Range.
Guest- Guest
- Post n°39
Re: Silent Reaper
- Magic:
- Diana Winchester wrote:Magic
Magic Name: Silent Reaper
Magic Type: Requip (Primary Benefit- Can have up to 3 Requip spells active at once), Caster (Auxiliary-+10% to MP Cost reduction)
Description: Diana uses Silent Reaper magic to make quiet and quick kills, preferably from a distance. Most of her Requip weapons have suppressors that keep noise to a minimum. She also has non-lethal means of taking down people that she does not have to kill, like less-than-lethal munitions or martial arts. At higher levels Diana can tap into her lineage for a handful of special spells that allow her to simultaneously deal damage and reduce the HP and MP supply of enemy mages. These spells can also harm supernatural entities without the use of special items or weapons.
Unique Abilities:- Ability: Deadly Reach: Diana gets a 60% boost to Spell Damage and a 60% Boost to Spell Range.
- Ability: Swift Movement: Diana gets a 60% boost to Movement Speed and a 60% boost to Spell Speed.
- Ability: Reaper's Blessing: Diana was gifted with a small but powerful portion of the essence of the Grim Reaper when she was born. For a period of three posts, Diana can use this UA to increase her Spell Damage by 70%. While it is in use Diana's eyes turn from green to pale blue and she gains a pale blue outline that occasionally flickers with pale blue flame to show that the UA is active. Once three posts have elapsed, Diana must wait for a cooldown period of six posts to be able to use the UA again.
- Ability: Swift Magic: Diana gets a 60% boost to Spell Speed and a 60% boost to Spell Range.
- Ability: Sharp Scythe: Diana gets a 60% boost to Spell Damage and a 60% boost to MP.
- Ascendant Ability (X-Rank):
Name: Eagle Vision
Description: In an ancient civilization, there were three enormous eagles that carried wisdom and knowledge. They shared it with those who were worthy and intelligent enough not to abuse it. When they felt their life was almost coming to an end, they bestowed their gifts onto three young mages who they deemed worthy. The mages and their descendants gained the ability to see incredibly far, but also to gain incredible sudden insight. They can read body language like no other and find hidden messages in conversations.
Ability: User can see through lies, has extended vision range (telescopic vision) and capabilities, and can further understand a person through the minute movements and twitches of the living body.
Usage: Passive
- Ascendant Ability (Y-Rank):
Name: Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Ascendant Ability (Z-Rank):
Name: Marksman's Aim
Description: One of Fiore's legends talks about a great hunter who chased an infamous predator for forty years. The predator brought death with it everywhere it went. It was so fast that all other hunters that had attempted to kill it could not even hit it once. Instead, it feasted on their bodies. The great hunter was the only one who had survived a fight with the beast. During the fight the predator's blood got into his eyes, and as if dark magic had something to do with it, his eyes became the eyes of the beast and a strange rush of adrenaline went through his body. Both escaped the fight with serious wounds, but survived. Thirty-eight years the hunter finally stuck an arrow through the beast's skull. According to the legend, he used the eyes and blood-rush of the the monster to gain incredible aim and accuracy, unlike any other man. Which is why he was able to kill it. It is only now that historians made the link between other hunters in history, and even in modern times, of equal reputation and the great hunter by retracing their bloodlines back to the great hunter himself.
Ability: One of the user's attacks cannot miss and home in for a post when used. They can still be blocked. The user also has a passive effect of improved sight, being able to see twice as far as other people, and incredible natural aim.
Usage: Duration: 1 spell used in a post. Cool-down: 5 posts and can only be used 2 times per post. Passive sight/aim.
- Story/Plot Ability:
- Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
- Story/Plot Ability:
- No Prints: Using this ability, Diana can handle objects without leaving fingerprints. This includes weapons, doorknobs, and all manner of everyday objects. This is a Plot/Story ability.
- Story/Plot Ability:
- Without A Trace: Using this ability, Diana can use a spell that muffles her footsteps and prevents her from leaving footprints, covering her tracks for a clean entrance into a restricted area or a clean getaway. This is a Plot/Story ability.
- Story/Plot Ability:
- Digital Ghost: Using this ability, Diana effectively becomes invisible to electronic devices. The image captured is "smoothed" over to make it look like she was never there, thus making her image unable to be captured on film, digital or lacrima media. She can active and deactivate this ability at will.
- Story/Plot Ability:
- Just Another Face In The Crowd: Using this ability, Diana can blend in with a crowd by making herself look and "feel" ordinary. She accomplishes this by exuding an aura that makes people simply uninterested in her appearance and thus unlikely to notice any distinguishing characteristics. NPCs of her rank and lower are fooled by this ability. PCs below and at her rank can be fooled (requires OOC permission), but PCs of higher rank cannot be deceived. PC mages of any rank with Truth, Eagle Vision, or other truth-detecting Lineages are also not deceived by the UA. This ability can be activated and deactivated at will.
Signature Spells:
Name: Requip: Silent Hunter
Rank: S
Requip Type: Weapon
Grade: Refined
Linked Equipment: N/A
Requip Damage: 55 HP
Requip Durability: N/A
Range: 100 Meters
Speed: 200 Meters per Second
Duration: 10 Posts
Downside: N/A
Description:- Silent Hunter:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 400 Meters and travels at 400 Meters per second. If it hits an opponent wearing armor or using a magical shield, it deals 60 HP of damage. If it hits an unarmored opponent, it does its full damage of 120 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. The Ability cannot surpass the duration of one post.
- Suppressor:
Name: Suppressor
Rank: S
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 70% increase to Spell Range. This ability is always active.
Name: Soul Spark
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 10 Posts
Downside: N/A
Description: Forming a golf ball-sized ball of shimmering pale blue energy in her hand, Diana extends her open palm towards the target and fires. The ball travels up to 400 meters and travels at 400 meters per second. If it hits, the target takes 120 HP in damage on the first turn and suffers from a 5% Drain to HP for the next nine posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Reaper's Sprint
Rank: S
Category: Auxiliary
Type: Burst
Damage: N/A
Range: 100 Meters
Speed: 200 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Focusing magic energy into her legs, Diana leans down and performs a "flash step" that travels up to 100 meters and at 200 meters per second. Diana can use this to close the distance with targets or to facilitate a getaway. Diana can use spells after completing the dash. This dash is completely silent and can be performed once per post.
Spells:
Name: Jab
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her fist, Diana does a short, quick punch to the target. If it hits, the target takes 40 HP in damage.
Name: Low Kick
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Diana focuses magic into a leg, then performs a quick low kick to the target. It allows her to attack or defend without needing a weapon. It comes in handy for close encounters when a weapon cannot be brought to bear or it would be inadvisable to use one. If it hits, the target takes 40 HP in damage.
Name: Rubber Bullet
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana forms her fingers into the shape of a gun and fires a solid projectile of magic. It hits like a rubber bullet, giving her a painful but less-than-lethal option if she needs to incapacitate a target. It has a range of 90 meters and travels at a speed of 90 Meters per Second. If it hits, it deals 60 HP in damage.
Name: Spirit Bullet (D+ Prestige Spell)
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 5 Posts
Downside: N/A
Description: Forming the fingers of her right hand into the shape of a gun, Diana prepares and fires a bullet of pale blue magic at the target. The bullet has a range of 90 meters and travels at 90 Meters per Second. If the Spirit Bullet hits the target, the target takes 90 HP in damage on the first post and suffers a 5% Drain to MP for the next four posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Elbow Strike
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her elbow to focus the impact of the blow outward, Diana jabs backwards or to one side with her elbow. If it hits, the target takes 60 HP in damage and is knocked back. OOC permission is required to knock back and move a PC or Event NPC.
Name: Leg Sweep
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her foot, Diana does a quick leg sweep. If it hits, the target takes 60 HP in damage and is knocked down. OOC permission is required to knock down and move a PC or Event NPC.
Name: Requip: Suppressed Handgun
Rank: C+
MP Cost: 22 MP
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 21 HP
Requip Durability: N/A
Range: 45 Meters
Speed: 90 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Suppressed Handgun:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Full Metal Jacket- Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 180 Meters and travels at 180 Meters per second. If it hits an opponent using armor or magical shields, it deals 45 HP of damage. If it hits an unarmored opponent, it does its full damage of 90 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. This Ability cannot surpass the one-post duration.
- Suppressor:
Name: Suppressor
Rank: C+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds an 85% increase in Spell Range. This ability is always active.
Name: Soul Sphere (C+ Prestige Spell)
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 6 Posts
Downside: N/A
Description: Channeling pale blue magic into both her hands, Diana forms a ball of shimmering pale blue magic the size of a basketball. She then pushes her hands outward and fires the sphere at her target. If the Soul Sphere hits the target, it takes 90 HP in damage on the first post and suffers from a 5% Drain to HP for the next five posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Palm Thrust
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into the palm of her hand, Diana then thrusts outward, striking with the heel of her hand. If it hits, the target takes 80 HP in damage and is knocked back. OOC permission is required to knock back and move a PC or Event NPC.
Name: Roundhouse Kick
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her foot, Diana then performs a roundhouse kick. If it hits, the target takes 80 HP in damage and is knocked down. OOC permission is required to knock down and move a PC or Event NPC.
Name: Requip: Suppressed Submachine Gun
Rank: B+
MP Cost: 30 MP
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 32 HP
Requip Durability: N/A
Range: 75 Meters
Speed: 150 Meters per Second
Duration: 8 Posts
Downside: N/A
Description:- Suppressed Submachine Gun:
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 300 Meters
Speed: 300 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 300 Meters and travels 300 Meters per second. if all three bullets hit, each bullet does 40 damage for a total of 120 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: B+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magic barrel reinforcement, Suppressor also adds a 90% increase to Spell Range. This ability is always active.
Name: Soul Wave (B+ Prestige Spell)
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Multiple Target
Damage: 90 HP
Range: 225 Meters
Speed: 165 Meters per Second
Duration: 8 Posts
Downside: N/A
Description: Forming a baseball sized ball of shimmering pale blue magic in her right hand, Diana then raises her right hand and waves it from left to right, releasing a wave of shimmering pale blue magic. The Soul Wave has a range of 150 Meters and travels at a speed of 75 Meters per Second. If targets are hit by the Soul Wave, they suffer 90 HP in damage on the first post and suffer a 5% HP drain for the next seven posts afterward. Up to eight targets standing together can be hit by a single Soul Wave.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Front Kick
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Single Target
Damage: 100 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into the heel of her foot, Diana performs a front kick. If it hits, the target takes 100 HP in damage and is knocked down from the force of the kick. OOC permission is required to knock down and move a PC or Event NPC.
Name: Dash Punch
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Burst
Damage: 100 HP
Range: 75 Meters
Speed: 150 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her hand and legs, Diana leans down and performs a "flash step" that reaches up to 75 meters and travels at 150 meters per second. At the end of the "flash step" Diana performs a straight punch. If it hits, the momentum from the dash is transferred to the opponent via the punch while Diana remains unharmed. The opponent takes 100 HP in damage and is knocked down. OOC permission is required to knock down and move an PC or Event NPC.
Name: Requip: Suppressed Assault Rifle
Rank: A+
MP Cost: 37 MP
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 45 HP
Requip Durability: N/A
Range: 110 Meters
Speed: 225 Meters per Second
Duration: 9 Posts
Downside: N/A
Description:- Suppressed Assault Rifle:
Holding her hands out and focusing magic, the weapon drops into Diana's hands and is ready for use. It features selectable full-auto, three-round burst, and semi-automatic fire modes.
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 450 Meters and travels 450 Meters per second. if all three bullets hit, each bullet does 50 damage for a total of 150 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: A+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 100% increase to Spell Range. This ability is always active.
Name: Soul Sniper (A+ Prestige Spell)
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 9 Posts
Downside: N/A
Description: Channeling shimmering pale blue magic into her body, Diana then channels it until her right arm begins to flicker. When the spell is ready Diana thrusts her arm towards the target with her hand open, firing a shimmering beam of pale blue energy at the target. If the Soul Sniper hits the target, the target takes 150 HP in damage on the first post and suffers a 5% drain to HP for the next eight posts afterward.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Spirit Drain Punch
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: Melee
Speed: Melee
Duration: 10 Posts
Downside: N/A
Description: Focusing the magic from her special lineage into her hand, Diana's fist is wreathed in blue flame. She then punches at the target. If the punch hits, the target takes 120 HP in damage the first post and loses 5% of their MP every turn after the first for the next nine posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this punch can harm supernatural entities.
Name: Spirit Dome
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Area Of Effect
Damage: 60 HP
Range: 200 Meters
Speed: 100 Meters per Second
Duration: 10 Posts
Downside: N/A
Description: Channeling magic from her special lineage into both of her hands, Diana kneels and slams them palms-down onto the ground. A dome of pale blue magic with a range of up to 200 meters and a speed of 100 meters per second emanates from her position. If the dome hits, the target takes 60 HP in damage the first post and loses 5% of their MP every post after the first for the next nine posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Beam
Rank: S+
MP Cost: 90 MP
Category: Offensive
Type: Single Target
Damage: 180 HP
Range: 600 meters
Speed: 600 meters per Second
Duration: 12 Posts
Downside: N/A
Description: Channeling pale blue magic into her hands, Diana points her index and middle fingers at a target and fires a beam of pale blue light with a range of up to 600 meters and a speed of 600 meters per second. If the beam hits, the target takes 180 HP in damage the first post and loses 5% of their MP every post after the first for the next eleven posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Indomitable Spirit (S+ Prestige Spell)
Rank: S+
MP Cost: 90 MP
Category: Supportive
Type: Single Target
Healing: 180 HP
Range: Self
Speed: Self
Duration: 12 Posts
Downside: N/A
Description: Channeling pale blue magic into her body, Diana channels it until her body begins to flicker. When the spell is ready Diana raises her arms above her head, causing the aura to suddenly disappear in a burst of pale blue light that instantly restores 180 HP on the first post. Diana also gains a counter to Immobilization buffs that that reduces their potency by a maximum of 50% for the next eleven posts during the spell's duration.
Name: Spirit Drain Bolt
Rank: H
MP Cost: 70 MP
Category: Offensive
Type: Single Target
Damage: 140 HP
Range: 600 Meters
Speed: 450 Meters per second
Duration: 13 Posts
Downside: N/A
Description: Channeling pale blue magic into either her left or right hand, Diana punches at the target and fires a fist-sized bolt of pale blue light with a range of up to 600 meters and a speed of 450 meters per second. If the bolt hits, the target takes 140 HP in damage the first post and loses 5% of their MP every post after the first for the next twelve posts afterward. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: The Touch Of Death
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Burst
Damage: 210 HP
Range: 500 Meters
Speed: 600 Meters per Second
Duration: 13 Posts
Downside: N/A
Description: Channeling magic into either her left or right hand and throughout her body, Diana then performs a "flash step" that is completely silent and causes her to disappear from view. The "flash step" moves at a speed of 600 meters per second and reaches up to 500 meters. At the end of it, Diana reappears in her target's view as a typical Western portrayal of the Grim Reaper (skeletal face with empty eye sockets, skeletal hands, black robe, etc.) and attempts to touch the target with a skeletal hand that is wreathed in pale blue flame. Whether The Touch Of Death hits or not, Diana resumes her normal appearance after the spell is used.
If the hand makes contact with any part of the target's body, the target suffers from a sudden chill (this is strictly cosmetic: the chill does no damage), takes 210 HP in damage the first post and loses 5% of their MP every post after the first for the next twelve posts afterward. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Seekers (H+ Prestige Spell)
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Multiple Target
Damage: 160 HP
Range: 700 Meters
Speed: 600 Meters per Second
Duration: 13 Posts
Downside: N/A
Description: Channeling pale blue magic into her body and forming a pale blue aura around her, Diana then jabs her right index finger towards the targets. The aura erupts, sending out a swarm of projectiles the size of a human head towards her targets. Each projectile can home in on a target within its range of 700 Meters: if it has to travel any further the projectiles vanish on the spot without doing damage. The projectiles travel up to 700 Meters and travel at speeds of 600 Meters per Second. If they hit the target(s), the targets take 160 HP on the first post and then suffer a 5% drain to MP for the next twelve posts afterward.
A maximum of 25 projectiles may be created in any single post this spell is active.
Due to the nature of the magic involved, this spell can harm supernatural entities. - Ability: Deadly Reach: Diana gets a 60% boost to Spell Damage and a 60% Boost to Spell Range.
SaraphinaThe White Queen
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Blizzard's Frostburn
Position : None
Posts : 4942
Guild : Errings Rising - GM
Cosmic Coins : 555
Dungeon Tokens : 0
Experience : 1,361,997
Character Sheet
First Skill: Aspect of Divinity
Second Skill:
Third Skill:
- Post n°40
Re: Silent Reaper
Hey Diana, I apologize for how long this took!! My comments are in this color as usual. If you have any questions feel free to PM me on site, or ask in the thread itself. When the edits are done, please reply with a bump~ <3
- Spoiler:
- Diana Winchester wrote:Magic
Magic Name: Silent Reaper
Magic Type: Requip (Primary Benefit- Can have up to 3 Requip spells active at once), Caster (Auxiliary-+10% to MP Cost reduction)
Description: Diana uses Silent Reaper magic to make quiet and quick kills, preferably from a distance. Most of her Requip weapons have suppressors that keep noise to a minimum. She also has non-lethal means of taking down people that she does not have to kill, like less-than-lethal munitions or martial arts. At higher levels Diana can tap into her lineage for a handful of special spells that allow her to simultaneously deal damage and reduce the HP and MP supply of enemy mages. These spells can also harm supernatural entities without the use of special items or weapons.
Unique Abilities:- Ability: Deadly Reach: Diana gets a 60% boost to Spell Speed and a 60% Boost to Spell Range.
- Ability: Swift Movement: Diana gets a 60% boost to Movement Speed and a 60% boost to Spell Speed.
- Ability: Otherworldly Power: Diana gets a 60% boost to Spell Damage and a 60% boost to HP.
- Ability: Swift Magic: Diana gets a 60% boost to Spell Speed and a 60% boost to Spell Range.
- Ability: Sharp Scythe: Diana gets a 60% boost to Spell Damage and a 60% boost to MP.
- Ascendant Ability (X-Rank):
Name: Eagle Vision
Description: In an ancient civilization, there were three enormous eagles that carried wisdom and knowledge. They shared it with those who were worthy and intelligent enough not to abuse it. When they felt their life was almost coming to an end, they bestowed their gifts onto three young mages who they deemed worthy. The mages and their descendants gained the ability to see incredibly far, but also to gain incredible sudden insight. They can read body language like no other and find hidden messages in conversations.
Ability: User can see through lies, has extended vision range (telescopic vision) and capabilities, and can further understand a person through the minute movements and twitches of the living body.
Usage: Passive
- Ascendant Ability (Y-Rank):
Name: Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Ascendant Ability (Z-Rank):
Name: Marksman's Aim
Description: One of Fiore's legends talks about a great hunter who chased an infamous predator for forty years. The predator brought death with it everywhere it went. It was so fast that all other hunters that had attempted to kill it could not even hit it once. Instead, it feasted on their bodies. The great hunter was the only one who had survived a fight with the beast. During the fight the predator's blood got into his eyes, and as if dark magic had something to do with it, his eyes became the eyes of the beast and a strange rush of adrenaline went through his body. Both escaped the fight with serious wounds, but survived. Thirty-eight years the hunter finally stuck an arrow through the beast's skull. According to the legend, he used the eyes and blood-rush of the the monster to gain incredible aim and accuracy, unlike any other man. Which is why he was able to kill it. It is only now that historians made the link between other hunters in history, and even in modern times, of equal reputation and the great hunter by retracing their bloodlines back to the great hunter himself.
Ability: One of the user's attacks cannot miss and home in for a post when used. They can still be blocked. The user also has a passive effect of improved sight, being able to see twice as far as other people, and incredible natural aim.
Usage: Duration: 1 spell used in a post. Cool-down: 5 posts and can only be used 2 times per post. Passive sight/aim.
- Story/Plot Ability:
- Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
- Story/Plot Ability:
- No Prints: Using this ability, Diana can handle objects without leaving fingerprints. This includes weapons, doorknobs, and all manner of everyday objects. This is a Plot/Story ability.
- Story/Plot Ability:
- Without A Trace: Using this ability, Diana can use a spell that muffles her footsteps and prevents her from leaving footprints, covering her tracks for a clean entrance into a restricted area or a clean getaway. This is a Plot/Story ability.
- Story/Plot Ability:
- Digital Ghost: Using this ability, Diana effectively becomes invisible to electronic devices. The image captured is "smoothed" over to make it look like she was never there, thus making her image unable to be captured on film, digital or lacrima media. She can active and deactivate this ability at will.
- Story/Plot Ability:
- Just Another Face In The Crowd: Using this ability, Diana can blend in with a crowd by making herself look and "feel" ordinary. She accomplishes this by exuding an aura that makes people simply uninterested in her appearance and thus unlikely to notice any distinguishing characteristics. NPCs of her rank and lower are fooled by this ability. PCs below and at her rank can be fooled (requires OOC permission), but PCs of higher rank cannot be deceived. PC mages of any rank with Truth, Eagle Vision, or other truth-detecting Lineages are also not deceived by the UA. This ability can be activated and deactivated at will.
Signature Spells:
Name: Requip: Silent Hunter
Rank: S
Requip Type: Weapon
Grade: Refined
Linked Equipment: N/A
Requip Damage: 55 HP
Requip Durability: N/A
Range: 100 Meters
Speed: 200 Meters per Second
Duration: 10 Posts
Downside: N/A
Description:- Silent Hunter:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 400 Meters and travels at 400 Meters per second. If it hits an opponent wearing armor or using a magical shield, it deals 60 HP of damage. If it hits an unarmored opponent, it does its full damage of 120 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. The Ability cannot surpass the duration of one post.
- Suppressor:
Name: Suppressor
Rank: S
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 70% increase to Spell Range. This ability is always active.
Name: Soul Spark
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 10 Posts
Downside: N/A
Description: Forming a golf ball-sized ball of shimmering pale blue energy in her hand, Diana extends her open palm towards the target and fires. The ball travels up to 400 meters and travels at 400 meters per second. If it hits, the target takes 120 HP in damage on the first turn and suffers from a 5% Drain to HP for the next nine posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Reaper's Sprint
Rank: S
Category: Auxiliary
Type: Burst
Damage: N/A
Range: 100 Meters
Speed: 200 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Focusing magic energy into her legs, Diana leans down and performs a "flash step" that travels up to 100 meters and at 200 meters per second. Diana can use this to close the distance with targets or to facilitate a getaway. Diana can use spells after completing the dash. This dash is completely silent and can be performed once per post.
Spells:
Name: Jab
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her fist, Diana does a short, quick punch to the target. If it hits, the target takes 40 HP in damage.
Name: Rubber Bullet
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana forms her fingers into the shape of a gun and fires a solid projectile of magic. It hits like a rubber bullet, giving her a painful but less-than-lethal option if she needs to incapacitate a target. It has a range of 90 meters and travels at a speed of 90 Meters per Second. If it hits, it deals 60 HP in damage.
Name: Spirit Bullet (D+ Prestige Spell)
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 5 Posts
Downside: N/A
Description: Forming the fingers of her right hand into the shape of a gun, Diana prepares and fires a bullet of pale blue magic at the target. The bullet has a range of 90 meters and travels at 90 Meters per Second. If the Spirit Bullet hits the target, the target takes 90 HP in damage on the first post and suffers a 5% Drain to MP for the next four posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Elbow Strike
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her elbow to focus the impact of the blow outward, Diana jabs backwards or to one side with her elbow. If it hits, the target takes 60 HP in damage and is knocked back. OOC permission is required to knock back and move a PC or Event NPC.
Name: Requip: Suppressed Handgun
Rank: C+
MP Cost: 22 MP
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 21 HP
Requip Durability: N/A
Range: 45 Meters
Speed: 90 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Suppressed Handgun:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Full Metal Jacket- Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 180 Meters and travels at 180 Meters per second. If it hits an opponent using armor or magical shields, it deals 45 HP of damage. If it hits an unarmored opponent, it does its full damage of 90 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. This Ability cannot surpass the one-post duration.
- Suppressor:
Name: Suppressor
Rank: C+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds an 85% increase in Spell Range. This ability is always active.
Name: Unnatural Durability (C+ Prestige Spell)
Rank: C+
MP Cost: 45 MP [As this is passive, this wouldn't need an MP Cost.]
Category: Auxiliary
Type: Passive
Description: Diana gets a 75% increase to HP.
Name: Palm Thrust
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into the palm of her hand, Diana then thrusts outward, striking with the heel of her hand. If it hits, the target takes 80 HP in damage and is knocked back. OOC permission is required to knock back and move a PC or Event NPC.
Name: Requip: Suppressed Submachine Gun
Rank: B+
MP Cost: 30 MP
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 32 HP
Requip Durability: N/A
Range: 75 Meters
Speed: 150 Meters per Second
Duration: 8 Posts
Downside: N/A
Description:- Suppressed Submachine Gun:
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 300 Meters
Speed: 300 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 300 Meters and travels 300 Meters per second. if all three bullets hit, each bullet does 40 damage for a total of 120 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: B+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magic barrel reinforcement, Suppressor also adds a 90% increase to Spell Range. This ability is always active.
Name: Soul Wave (B+ Prestige Spell)
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Multiple Target
Damage: 90 HP
Range: 225 Meters
Speed: 165 Meters per Second
Duration: 8 Posts
Downside: N/A
Description: Forming a baseball sized ball of shimmering pale blue magic in her right hand, Diana then raises her right hand and waves it from left to right, releasing a wave of shimmering pale blue magic. The Soul Wave has a range of 150 Meters and travels at a speed of 75 Meters per Second. If targets are hit by the Soul Wave, they suffer 90 HP in damage on the first post and suffer a 5% HP drain for the next seven posts afterward. Up to eight targets standing together can be hit by a single Soul Wave.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Front Kick
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Single Target
Damage: 100 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into the heel of her foot, Diana performs a front kick. If it hits, the target takes 100 HP in damage and is knocked down from the force of the kick. OOC permission is required to knock down and move a PC or Event NPC.
Name: Requip: Suppressed Assault Rifle
Rank: A+
MP Cost: 37 MP
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 45 HP
Requip Durability: N/A
Range: 110 Meters
Speed: 225 Meters per Second
Duration: 9 Posts
Downside: N/A
Description:- Suppressed Assault Rifle:
Holding her hands out and focusing magic, the weapon drops into Diana's hands and is ready for use. It features selectable full-auto, three-round burst, and semi-automatic fire modes.
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 450 Meters and travels 450 Meters per second. if all three bullets hit, each bullet does 50 damage for a total of 150 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: A+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 100% increase to Spell Range. This ability is always active.
Name: Soul Sniper (A+ Prestige Spell)
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 9 Posts
Downside: N/A
Description: Channeling shimmering pale blue magic into her body, Diana then channels it until her right arm begins to flicker. When the spell is ready Diana thrusts her arm towards the target with her hand open, firing a shimmering beam of pale blue energy at the target. If the Soul Sniper hits the target, the target takes 150 HP in damage on the first post and suffers a 5% drain to HP for the next eight posts afterward.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Spirit Drain Punch
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: Melee
Speed: Melee
Duration: 10 Posts
Downside: N/A
Description: Focusing the magic from her special lineage into her hand, Diana's fist is wreathed in blue flame. She then punches at the target. If the punch hits, the target takes 120 HP in damage the first post and loses 5% of their MP every turn after the first for the next nine posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this punch can harm supernatural entities.
Name: Spirit Dome
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Area Of Effect
Damage: 60 HP
Range: 200 Meters
Speed: 100 Meters per Second
Duration: 10 Posts
Downside: N/A
Description: Channeling magic from her special lineage into both of her hands, Diana kneels and slams them palms-down onto the ground. A dome of pale blue magic with a range of up to 200 meters and a speed of 100 meters per second emanates from her position. If the dome hits, the target takes 60 HP in damage the first post and loses 5% of their MP every post after the first for the next nine posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Beam
Rank: S+
MP Cost: 90 MP
Category: Offensive
Type: Single Target
Damage: 180 HP
Range: 600 meters
Speed: 600 meters per Second
Duration: 12 Posts
Downside: N/A
Description: Channeling pale blue magic into her hands, Diana points her index and middle fingers at a target and fires a beam of pale blue light with a range of up to 600 meters and a speed of 600 meters per second. If the beam hits, the target takes 180 HP in damage the first post and loses 5% of their MP every post after the first for the next eleven posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: I Am Become Death (S+ Prestige Spell)
Rank: S+
MP Cost: 90 MP
Category: Supportive
Type: Single Target
Damage: N/A [Damage can be changed to healing and use the damage tables for how much is healed. I.e. S+ ST heals 180 HP]
Range: Self
Speed: Self
Duration: 12 Posts
Downside: N/A
Description: Channeling pale blue magic into her body, Diana channels it until her body begins to flicker. When the spell is ready Diana raises her arms above her head, causing a pale blue aura to form around her body that grants Diana a 105% increase to Spell Damage for the duration of the spell. While the spell is active her body is surrounding by a pale blue aura and whenever she casts spells her hands appear as skeletal and her eyes glow a sickly unnatural green... both are only illusions granted by the spell. Diana is the only one who can benefit from this spell. [This sounds like an Auxiliary Category spell rather than a Supportive. Aux spells don't deal, heal, or defend HP.]
Name: Spirit Drain Bolt
Rank: H
MP Cost: 70 MP
Category: Offensive
Type: Single Target
Damage: 140 HP
Range: 600 Meters
Speed: 450 Meters per second
Duration: 20 Posts
Downside: N/A
Description: Channeling pale blue magic into either her left or right hand, Diana punches at the target and fires a fist-sized bolt of pale blue light with a range of up to 600 meters and a speed of 450 meters per second. If the bolt hits, the target takes 140 HP in damage the first post and loses 5% of their MP every post after the first for the next nineteen posts afterward. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: The Touch Of Death
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Burst
Damage: 210 HP
Range: 500 Meters
Speed: 600 Meters per Second
Duration: 25 Posts
Downside: N/A
Description: Channeling magic into either her left or right hand and throughout her body, Diana then performs a "flash step" that is completely silent and causes her to disappear from view. The "flash step" moves at a speed of 600 meters per second and reaches up to 500 meters. At the end of it, Diana reappears in her target's view as a typical Western portrayal of the Grim Reaper (skeletal face with empty eye sockets, skeletal hands, black robe, etc.) and attempts to touch the target with a skeletal hand that is wreathed in pale blue flame. Whether The Touch Of Death hits or not, Diana resumes her normal appearance after the spell is used.
If the hand makes contact with any part of the target's body, the target suffers from a sudden chill (this is strictly cosmetic: the chill does no damage), takes 210 HP in damage the first post and loses 5% of their MP every post after the first for the next twenty-four posts afterward. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Seekers (H+ Prestige Spell)
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Multiple Target
Damage: 160 HP
Range: 700 Meters
Speed: 600 Meters per Second
Duration: 25 Posts
Downside: N/A
Description: Channeling pale blue magic into her body and forming a pale blue aura around her, Diana then jabs her right index finger towards the targets. The aura erupts, sending out a swarm of projectiles the size of a human head towards her targets. Each projectile can home in on a target within its range of 700 Meters: if it has to travel any further the projectiles vanish on the spot without doing damage. The projectiles travel up to 700 Meters and travel at speeds of 600 Meters per Second. If they hit the target(s), the targets take 160 HP on the first post and then suffer a 5% drain to MP for the next twelve twenty-four posts afterward. [I figure this is just a typo, but twelve twenty-four? or is it supposed to be 'to'? "twelve to twenty four"? 12-24.]
A maximum of 25 projectiles may be created in any single post this spell is active.
Due to the nature of the magic involved, this spell can harm supernatural entities. - Ability: Deadly Reach: Diana gets a 60% boost to Spell Speed and a 60% Boost to Spell Range.
Diana Winchester- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Divine Huntress
Position : None
Faction : The Luminous Covenant
Posts : 1366
Guild : Guildless
Cosmic Coins : 0
Dungeon Tokens : 0
Experience : 5,121,019
Character Sheet
First Skill: Silent Reaper
Second Skill:
Third Skill:
- Post n°41
Re: Silent Reaper
The requested edits have been made. Let me know if anything else needs changing.
Bump.
Bump.
SaraphinaThe White Queen
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Blizzard's Frostburn
Position : None
Posts : 4942
Guild : Errings Rising - GM
Cosmic Coins : 555
Dungeon Tokens : 0
Experience : 1,361,997
Character Sheet
First Skill: Aspect of Divinity
Second Skill:
Third Skill:
- Post n°42
Re: Silent Reaper
- Spoiler:
- Diana Winchester wrote:Magic
Magic Name: Silent Reaper
Magic Type: Requip (Primary Benefit- Can have up to 3 Requip spells active at once), Caster (Auxiliary- +10% to MP Cost reduction)
Description: Diana uses Silent Reaper magic to make quiet and quick kills, preferably from a distance. Most of her Requip weapons have suppressors that keep noise to a minimum. She also has non-lethal means of taking down people that she does not have to kill, like less-than-lethal munitions or martial arts. At higher levels Diana can tap into her lineage for a handful of special spells that allow her to simultaneously deal damage and reduce the HP and MP supply of enemy mages. These spells can also harm supernatural entities without the use of special items or weapons.
Unique Abilities:- Ability: Deadly Reach: Diana gets a 60% boost to Spell Speed and a 60% Boost to Spell Range.
- Ability: Swift Movement: Diana gets a 60% boost to Movement Speed and a 60% boost to Spell Speed.
- Ability: Otherworldly Power: Diana gets a 60% boost to Spell Damage and a 60% boost to HP.
- Ability: Swift Magic: Diana gets a 60% boost to Spell Speed and a 60% boost to Spell Range.
- Ability: Sharp Scythe: Diana gets a 60% boost to Spell Damage and a 60% boost to MP.
- Ascendant Ability (X-Rank):
Name: Eagle Vision
Description: In an ancient civilization, there were three enormous eagles that carried wisdom and knowledge. They shared it with those who were worthy and intelligent enough not to abuse it. When they felt their life was almost coming to an end, they bestowed their gifts onto three young mages who they deemed worthy. The mages and their descendants gained the ability to see incredibly far, but also to gain incredible sudden insight. They can read body language like no other and find hidden messages in conversations.
Ability: User can see through lies, has extended vision range (telescopic vision) and capabilities, and can further understand a person through the minute movements and twitches of the living body.
Usage: Passive
- Ascendant Ability (Y-Rank):
Name: Gold Rush
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Ascendant Ability (Z-Rank):
Name: Marksman's Aim
Description: One of Fiore's legends talks about a great hunter who chased an infamous predator for forty years. The predator brought death with it everywhere it went. It was so fast that all other hunters that had attempted to kill it could not even hit it once. Instead, it feasted on their bodies. The great hunter was the only one who had survived a fight with the beast. During the fight the predator's blood got into his eyes, and as if dark magic had something to do with it, his eyes became the eyes of the beast and a strange rush of adrenaline went through his body. Both escaped the fight with serious wounds, but survived. Thirty-eight years the hunter finally stuck an arrow through the beast's skull. According to the legend, he used the eyes and blood-rush of the the monster to gain incredible aim and accuracy, unlike any other man. Which is why he was able to kill it. It is only now that historians made the link between other hunters in history, and even in modern times, of equal reputation and the great hunter by retracing their bloodlines back to the great hunter himself.
Ability: One of the user's attacks cannot miss and home in for a post when used. They can still be blocked. The user also has a passive effect of improved sight, being able to see twice as far as other people, and incredible natural aim.
Usage: Duration: 1 spell used in a post. Cool-down: 5 posts and can only be used 2 times per post. Passive sight/aim.
- Story/Plot Ability:
- Reaper's Sight: Diana can switch between normal vision, night vision, infrared vision, and spectral vision at will. There are no changes in her outward appearance, so only Diana knows that she is using an alternate vision mode. She can use night vision and infrared vision to see through natural or artificial darkness and detect heat signatures while spectral vision allows her to see spirits. However, OOC permission is required to see PC spirits or character-based NPC spirits. This UA works in day or at night.
- Story/Plot Ability:
- No Prints: Using this ability, Diana can handle objects without leaving fingerprints. This includes weapons, doorknobs, and all manner of everyday objects. This is a Plot/Story ability.
- Story/Plot Ability:
- Without A Trace: Using this ability, Diana can use a spell that muffles her footsteps and prevents her from leaving footprints, covering her tracks for a clean entrance into a restricted area or a clean getaway. This is a Plot/Story ability.
- Story/Plot Ability:
- Digital Ghost: Using this ability, Diana effectively becomes invisible to electronic devices. The image captured is "smoothed" over to make it look like she was never there, thus making her image unable to be captured on film, digital or lacrima media. She can active and deactivate this ability at will.
- Story/Plot Ability:
- Just Another Face In The Crowd: Using this ability, Diana can blend in with a crowd by making herself look and "feel" ordinary. She accomplishes this by exuding an aura that makes people simply uninterested in her appearance and thus unlikely to notice any distinguishing characteristics. NPCs of her rank and lower are fooled by this ability. PCs below and at her rank can be fooled (requires OOC permission), but PCs of higher rank cannot be deceived. PC mages of any rank with Truth, Eagle Vision, or other truth-detecting Lineages are also not deceived by the UA. This ability can be activated and deactivated at will.
Signature Spells:
Name: Requip: Silent Hunter
Rank: S
Requip Type: Weapon
Grade: Refined
Linked Equipment: N/A
Requip Damage: 55 HP
Requip Durability: N/A
Range: 100 Meters
Speed: 200 Meters per Second
Duration: 10 Posts
Downside: N/A
Description:- Silent Hunter:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 400 Meters and travels at 400 Meters per second. If it hits an opponent wearing armor or using a magical shield, it deals 60 HP of damage. If it hits an unarmored opponent, it does its full damage of 120 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. The Ability cannot surpass the duration of one post.
- Suppressor:
Name: Suppressor
Rank: S
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 70% increase to Spell Range. This ability is always active.
Name: Soul Spark
Rank: S
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 400 Meters
Speed: 400 Meters per Second
Duration: 10 Posts
Downside: N/A
Description: Forming a golf ball-sized ball of shimmering pale blue energy in her hand, Diana extends her open palm towards the target and fires. The ball travels up to 400 meters and travels at 400 meters per second. If it hits, the target takes 120 HP in damage on the first turn and suffers from a 5% Drain to HP for the next nine posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Reaper's Sprint
Rank: S
Category: Auxiliary
Type: Burst
Damage: N/A
Range: 100 Meters
Speed: 200 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Focusing magic energy into her legs, Diana leans down and performs a "flash step" that travels up to 100 meters and at 200 meters per second. Diana can use this to close the distance with targets or to facilitate a getaway. Diana can use spells after completing the dash. This dash is completely silent and can be performed once per post.
Spells:
Name: Jab
Rank: D
MP Cost: 20 MP
Category: Offensive
Type: Single Target
Damage: 40 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into her fist, Diana does a short, quick punch to the target. If it hits, the target takes 40 HP in damage.
Name: Rubber Bullet
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Diana forms her fingers into the shape of a gun and fires a solid projectile of magic. It hits like a rubber bullet, giving her a painful but less-than-lethal option if she needs to incapacitate a target. It has a range of 90 meters and travels at a speed of 90 Meters per Second. If it hits, it deals 60 HP in damage.
Name: Spirit Bullet (D+ Prestige Spell)
Rank: D+
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: 90 Meters
Speed: 90 Meters per Second
Duration: 5 Posts
Downside: N/A
Description: Forming the fingers of her right hand into the shape of a gun, Diana prepares and fires a bullet of pale blue magic at the target. The bullet has a range of 90 meters and travels at 90 Meters per Second. If the Spirit Bullet hits the target, the target takes 60 HP in damage on the first post and suffers a 5% Drain to MP for the next four posts.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Elbow Strike
Rank: C
MP Cost: 30 MP
Category: Offensive
Type: Single Target
Damage: 60 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into her elbow to focus the impact of the blow outward, Diana jabs backwards or to one side with her elbow. If it hits, the target takes 60 HP in damage and is knocked back. OOC permission is required to knock back and move a PC or Event NPC.
Name: Requip: Suppressed Handgun
Rank: C+
MP Cost: 22 MP
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 21 HP
Requip Durability: N/A
Range: 45 Meters
Speed: 90 Meters per Second
Duration: 6 Posts
Downside: N/A
Description:- Suppressed Handgun:
Abilities:- Full Metal Jacket:
Name: Full Metal Jacket
Rank: C+
MP Cost: 45 MP
Category: Offensive
Type: Single Target
Damage: 90 HP
Range: 180 Meters
Speed: 180 Meters per Second
Duration: 1 Post
Downside: N/A
Description: Full Metal Jacket- Diana can fire a Full Metal Jacket round that can punch through armor and magical shields but gives up half its damage potential in exchange. The projectile travels at a range of up to 180 Meters and travels at 180 Meters per second. If it hits an opponent using armor or magical shields, it deals 45 HP of damage. If it hits an unarmored opponent, it does its full damage of 90 HP. The Ability lasts for one post; the FMJ round dissipates when it hits the target. This Ability cannot surpass the one-post duration.
- Suppressor:
Name: Suppressor
Rank: C+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds an 85% increase in Spell Range. This ability is always active.
Name: Unnatural Durability (C+ Prestige Spell)
Rank: C+
Category: Auxiliary
Type: Passive
Description: Diana gets a 75% increase to HP.
Name: Palm Thrust
Rank: B
MP Cost: 40 MP
Category: Offensive
Type: Single Target
Damage: 80 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Focusing magic into the palm of her hand, Diana then thrusts outward, striking with the heel of her hand. If it hits, the target takes 80 HP in damage and is knocked back. OOC permission is required to knock back and move a PC or Event NPC.
Name: Requip: Suppressed Submachine Gun
Rank: B+
MP Cost: 30 MP
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 32 HP
Requip Durability: N/A
Range: 75 Meters
Speed: 150 Meters per Second
Duration: 8 Posts
Downside: N/A
Description:- Suppressed Submachine Gun:
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: 300 Meters
Speed: 300 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 300 Meters and travels 300 Meters per second. if all three bullets hit, each bullet does 40 damage for a total of 120 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: B+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magic barrel reinforcement, Suppressor also adds a 90% increase to Spell Range. This ability is always active.
Name: Soul Wave (B+ Prestige Spell)
Rank: B+
MP Cost: 60 MP
Category: Offensive
Type: Multiple Target
Damage: 90 HP
Range: 225 Meters
Speed: 165 Meters per Second
Duration: 8 Posts
Downside: N/A
Description: Forming a baseball sized ball of shimmering pale blue magic in her right hand, Diana then raises her right hand and waves it from left to right, releasing a wave of shimmering pale blue magic. The Soul Wave has a range of 150 Meters and travels at a speed of 75 Meters per Second. If targets are hit by the Soul Wave, they suffer 90 HP in damage on the first post and suffer a 5% HP drain for the next seven posts afterward. Up to eight targets standing together can be hit by a single Soul Wave.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Front Kick
Rank: A
MP Cost: 50 MP
Category: Offensive
Type: Single Target
Damage: 100 HP
Range: Melee
Speed: Melee
Duration: 1 Post
Downside: N/A
Description: Channeling magic into the heel of her foot, Diana performs a front kick. If it hits, the target takes 100 HP in damage and is knocked down from the force of the kick. OOC permission is required to knock down and move a PC or Event NPC.
Name: Requip: Suppressed Assault Rifle
Rank: A+
MP Cost: 37 MP
Requip Type: Weapon
Grade: Normal
Linked Equipment: N/A
Requip Damage: 45 HP
Requip Durability: N/A
Range: 110 Meters
Speed: 225 Meters per Second
Duration: 9 Posts
Downside: N/A
Description:- Suppressed Assault Rifle:
Holding her hands out and focusing magic, the weapon drops into Diana's hands and is ready for use. It features selectable full-auto, three-round burst, and semi-automatic fire modes.
Abilities:- Three-Round Burst:
Name: Three-Round Burst
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 1 Post
Downside: N/A
Description: When Diana switches to this fire mode, she can fire a three-round burst of bullets that have a range of 450 Meters and travels 450 Meters per second. if all three bullets hit, each bullet does 50 damage for a total of 150 HP in damage. Whether the Three-Round Burst hits or misses, the Ability only lasts for one post.
- Suppressor:
Name: Suppressor
Rank: A+
Category: Auxiliary
Type: Passive
Damage: N/A
Range: N/A
Speed: N/A
Duration: Passive
Downside: N/A
Description: Diana's shots, whether normal or Active Ability, give off 50% less noise. They can still be heard by those with sensitive hearing, but it is harder for opponents to determine the exact location the shot came from. This ability is always active.
Due to magical barrel reinforcement, Suppressor also adds a 100% increase to Spell Range. This ability is always active.
Name: Soul Sniper (A+ Prestige Spell)
Rank: A+
MP Cost: 75 MP
Category: Offensive
Type: Single Target
Damage: 150 HP
Range: 450 Meters
Speed: 450 Meters per Second
Duration: 9 Posts
Downside: N/A
Description: Channeling shimmering pale blue magic into her body, Diana then channels it until her right arm begins to flicker. When the spell is ready Diana thrusts her arm towards the target with her hand open, firing a shimmering beam of pale blue energy at the target. If the Soul Sniper hits the target, the target takes 150 HP in damage on the first post and suffers a 5% drain to HP for the next eight posts afterward.
Due to the nature of the magic involved, this spell can affect supernatural entities.
Name: Spirit Drain Punch
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Single Target
Damage: 120 HP
Range: Melee
Speed: Melee
Duration: 10 Posts
Downside: N/A
Description: Focusing the magic from her special lineage into her hand, Diana's fist is wreathed in blue flame. She then punches at the target. If the punch hits, the target takes 120 HP in damage the first post and loses 5% of their MP every turn after the first for the next nine posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this punch can harm supernatural entities.
Name: Spirit Dome
Rank: S
MP Cost: 60 MP
Category: Offensive
Type: Area Of Effect
Damage: 60 HP
Range: 200 Meters
Speed: 100 Meters per Second
Duration: 10 Posts
Downside: N/A
Description: Channeling magic from her special lineage into both of her hands, Diana kneels and slams them palms-down onto the ground. A dome of pale blue magic with a range of up to 200 meters and a speed of 100 meters per second emanates from her position. If the dome hits, the target takes 60 HP in damage the first post and loses 5% of their MP every post after the first for the next nine posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Beam
Rank: S+
MP Cost: 90 MP
Category: Offensive
Type: Single Target
Damage: 180 HP
Range: 600 meters
Speed: 600 meters per Second
Duration: 12 Posts
Downside: N/A
Description: Channeling pale blue magic into her hands, Diana points her index and middle fingers at a target and fires a beam of pale blue light with a range of up to 600 meters and a speed of 600 meters per second. If the beam hits, the target takes 180 HP in damage the first post and loses 5% of their MP every post after the first for the next eleven posts. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: I Am Become Death (S+ Prestige Spell)
Rank: S+
MP Cost: 90 MP
Category: Auxiliary
Type: Single Target
Damage: N/A
Range: Self
Speed: Self
Duration: 12 Posts
Downside: N/A
Description: Channeling pale blue magic into her body, Diana channels it until her body begins to flicker. When the spell is ready Diana raises her arms above her head, causing a pale blue aura to form around her body that grants Diana a 105% increase to Spell Damage for the duration of the spell. While the spell is active her body is surrounding by a pale blue aura and her eyes glow a sickly unnatural green. Whenever she casts spells her hand (or hands) appear skeletal... the changes to her eye color and hands are only illusions granted by the spell. Diana is the only one who can benefit from this spell.
Name: Spirit Drain Bolt
Rank: H
MP Cost: 70 MP
Category: Offensive
Type: Single Target
Damage: 140 HP
Range: 600 Meters
Speed: 450 Meters per second
Duration: 20 Posts
Downside: N/A
Description: Channeling pale blue magic into either her left or right hand, Diana punches at the target and fires a fist-sized bolt of pale blue light with a range of up to 600 meters and a speed of 450 meters per second. If the bolt hits, the target takes 140 HP in damage the first post and loses 5% of their MP every post after the first for the next nineteen posts afterward. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: The Touch Of Death
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Burst
Damage: 210 HP
Range: 500 Meters
Speed: 600 Meters per Second
Duration: 25 Posts
Downside: N/A
Description: Channeling magic into either her left or right hand and throughout her body, Diana then performs a "flash step" that is completely silent and causes her to disappear from view. The "flash step" moves at a speed of 600 meters per second and reaches up to 500 meters. At the end of it, Diana reappears in her target's view as a typical Western portrayal of the Grim Reaper (skeletal face with empty eye sockets, skeletal hands, black robe, etc.) and attempts to touch the target with a skeletal hand that is wreathed in pale blue flame. Whether The Touch Of Death hits or not, Diana resumes her normal appearance after the spell is used.
If the hand makes contact with any part of the target's body, the target suffers from a sudden chill (this is strictly cosmetic: the chill does no damage), takes 210 HP in damage the first post and loses 5% of their MP every post after the first for the next twenty-four posts afterward. The drain effect can be ended earlier by items, UA effects, or healing magic.
Due to the nature of the magic involved, this spell can harm supernatural entities.
Name: Spirit Drain Seekers (H+ Prestige Spell)
Rank: H+
MP Cost: 105 MP
Category: Offensive
Type: Multiple Target
Damage: 160 HP
Range: 700 Meters
Speed: 600 Meters per Second
Duration: 25 Posts
Downside: N/A
Description: Channeling pale blue magic into her body and forming a pale blue aura around her, Diana then jabs her right index finger towards the targets. The aura erupts, sending out a swarm of projectiles the size of a human head towards her targets. Each projectile can home in on a target within its range of 700 Meters: if it has to travel any further the projectiles vanish on the spot without doing damage. The projectiles travel up to 700 Meters and travel at speeds of 600 Meters per Second. If they hit the target(s), the targets take 160 HP on the first post and then suffer a 5% drain to MP for the next twenty-four posts afterward.
A maximum of 25 projectiles may be created in any single post this spell is active.
Due to the nature of the magic involved, this spell can harm supernatural entities. - Ability: Deadly Reach: Diana gets a 60% boost to Spell Speed and a 60% Boost to Spell Range.