Magic Name: All Might
Magic Type: Ancient (Solitary Benefit: +50% to Spell Damage)
Description: An ancient and exclusive body-strengthening magic, with a very unique heritage as it is passed on generation after generations. The uniqueness of the magic comes from its ability to ‘pass on’ the accumulated energy from the first user to the next and so on. The accumulated energy will continuously compound on itself, growing ever stronger with each generation of user.
An initiation process is completed within a magic array as the magic is ‘taught’ from predecessor to successor, transferring the reservoir of accumulated energy over to the successor. Upon completion, the predecessor reverts to his normal level of strength, only able to tap into the reservoir in between long intervals and only a small fraction of the strength. The successor carries a risk as well, with the immeasurable amount of energy obtained.
Shane will be able to draw upon the accumulated energy, using it to strengthen his own body beyond his normal capabilities in terms of strength, speed and endurance among more. Instead of being able to use it straight off the bat, Shane’s body is unable to unleash the full capability of the magic yet, needing to constantly train his body to withstand the stress of the sudden increase in physical capabilities. The amount of energy that can be channelled into strengthening himself grows along with the state of his body and control over magic. However, at certain times, he may draw upon power more than what can be handled at the moment to overturn a desperate situation but at great cost to his own body.
Unique Abilities: (List the abilities it provides, make sure to separate each ability! Abilities are like passive traits, or a hidden power that can be activated for a very limited amount of time. These abilities are Unique to your characters specific use of the magic! As a starting D rank character, you can have 1 unique ability.
- Indomitable Spirit (D-rank): Improves his endurance and has the ability to quickly recover in the middle of battle. Passive 20% HP buff and 5% HP regen.
- Overwhelming Strength: locked till B-rank
- Symbol of Peace: locked till S-rank
Spells:
- D RANK (3):
Name: Hargeon Smash
Rank: D
Type: Single Target
Damage: 40HP
Range: Close combat or 2 meters
Speed: 60 meters per second
Duration: 1
Description: Shane gathers energy into the striking arm and unleashes a supercharged uppercut at his opponent. He is able to knock a human opponent 3 meters up into the air, as a set-up for his next attack or as a finisher. Larger targets that normally include beasts will only be thrown 1 meter off the ground before crashing back down. Upon crashing down, the target will be stunned from the impact for 1 post. This move can be used within close combat from point zero or lunging from 2 meters away (with spell speed).
Name: Balsam Smash
Rank: D
Type: Single Target
Damage: 40HP
Range: Close combat or 2 meters
Speed: 60 meters per second
Duration: 1
Description: Upon activation of this spell, Shane releases the gathered energy in his striking leg, sending it out as a roundhouse kick with enough force to knock them back 3 meters. By manipulating the angle of his kick, he can also knock his target into a group of opponents causing minor knockback of 1 meter. Normally, Shane executes it with a jump but he may also use from a standing position or dropping on one hand as support to strike at a higher target. This move can be used within close combat from point zero or lunging from 2 meters away (with spell speed).
Name: Magnolia Smash
Rank: D
Type: Area of Effect
Damage: 20HP
Range: N/A
Speed: 30 meters per second
Duration: 1
Description: Energy gathering in his fist, Shane slams it straight down into the ground creating a sizeable quake that engulfs an circular area of 30 meters around him. The shockwave from the quake is enough to temporarily stun his targets, stopping them in their tracks for 1 post and also strong enough to deflect any attacks such as projectiles (physical or magic) or melee attacks (physical or magic), up to a threshold of 40HP in total. The terrain is cracked, causing uneven footing to only so slightly reduce the opponents’ combat ability.
- D+ RANK (1):
Name: Burst
Rank: D+
Type: Burst
Damage: N/A
Range: 22.5 meters
Speed: N/A
Duration: 1
Downside: N/A
Description: Shane is capable of exerting a sudden surge of energy into his legs for a significant boost of speed. In battle, this allows Shane to easily avoid spells which he could not afford to take or use it close the gap between himself and his target. If used within range, Shane can appear right next to his opponent and launch his attack. The boost is instantaneous, and to his opponents, looked as though he had used a teleportation spell.
- C RANK (4):
Name: Onibus Smash
Rank: C
Type: Single Target
Damage: 60HP
Range: Close combat, up to 30 meters
Speed: 120 meters per second
Duration: 1
Downside: N/A
Description: Shane executes a double-fist downwards punch designed to hammer his opponent into the ground. There are a few variations to how he have used it; holding his fists above his head from a standing position and slamming it down on his opponent, jumping up into the air and hammering down, or using a lunging jump and crush his opponent with no warning whatsoever. The recipient of the move is usually left disoriented, immobilizing them for 1 post as they struggle to regain their senses.
Name: Shirotsume Smash
Rank: C
Type: Single Target
Damage: 60HP
Range: Close combat, up to 30 meters
Speed: 120 meters per second
Duration: 1
Downside: N/A
Description: Shane gathers energy into his lower body and executes a lunging knee strike. On some occasions, he may add in a leap as well if the opponent is bigger than him or if there's a different in position. The force behind this spell is strong enough for him to crash through barriers or shields of equal rank and below, albeit weakening the damage of the spell by 50%.
[b]Name: Cedar Smash
Rank: C
Type: Single Target
Damage: 60HP
Range: Close combat, 4 meters
Speed: 120 meters per second
Duration: 1
Downside: Needs to be attacked first
Description: Shane evades his opponent’s attack and moves to the opponent’s unguarded side and retaliates with either an elbow strike or a punch. Only effective in physical exchanges, normal or magical. Targets that Shane would look to strike are often vulnerable parts of the body including the neck, the spine, the waist and the side. The counter attack debilitates his opponent as well, reducing their physical attacks (normal by 25% and spell by 30%) in the next post.
Name: Clover Smash
Rank: C
Type: Single Target
Damage: 60HP
Range: Close combat, up to 30 meters
Speed: 120 meters per second
Duration: 1
Downside: N/A
Description: Shane executes a supercharged axe kick. He usually uses it with a front flip or a jump to pull it off at the requisite height. The recipient of the move is usually left disoriented, immobilizing them for 1 post as they struggle to regain their senses.
- C(+) RANK (1):
Name: All Might
Rank: C+
Type: Burst
Damage: N/A
Range: N/A
Speed: N/A
Duration: 6 posts
Downside: N/A
Description: Drawing upon the reservoir of accumulated energy from All Might, Shane is able to fully enhance his strength and speed to a greater level. However, due to his physical state still unable to fully release the full strength of the magic, Shane is only able to boost his strength by 45% and speed by 40%, a notable increase from his normal limits. He is also able to jump higher with the increased leg strength, reaching up to 4 meters off the ground. While activated, Shane’s body is visibly more toned and defined, and a faint layer of steam seems to be emitted from his body.
*The steam is only a visual effect, with no practical purpose behind it.
- SIGNATURE:
Name: Crocus Smash
Rank: C
Type: Single Target
Damage: 60HP
Range: Close combat, up to 120 meters
Speed: 120 meters per second
Duration: 1
Downside: N/A
Description: A single, focused straight punch that can be used up close or as a lunging strike from a distance away. Crocus Smash can power through any shield or barrier of equal rank, still being able to do 50% of the original damage. The single punch is capable of throwing the target up to 20 meters away. Multi-colored bolts of lightning is emitted from his fist when using this spell.
- LINEAGE:
Lineage: Backed by Prophecy
Description: A long time ago, someone consulted an ancient Oracle, who was said to have never failed in his prophecies before. After the exchange of many gifts, the passing of many favours and a good deal of ka-ching in the mix, the Oracle gave him a prophecy: that the forty-second generation mage of that someone's bloodline would become a true hero, worthy of ballads and plays, loved by both the sky, the ocean and the earth, the gods and the people, that would wipe out any enemy or overcome all hurdles to achieve transcendence on par with the heavens. And you know what, that forty-second generation mage is you! Yes, throughout your entire childhood, this prophecy has been relayed to you over and over again and it has instilled within you a rare and powerful confidence or expectation, depending on how you took it. Of course, no one ever told you that the same prophecy has been passed down to sixty other long-distance descendants in the same generation as you, but you won't supposed to know that now, won't you?
Ability: The confidence that your journey is backed by omnipotent gods has never been more self-assured and indomitable. Whenever you make an attack, sometimes this confidence can really get to your head, pushing you to pour in everything you got in that attack, safe in the knowledge that the gods, who will surely be backing a Main Character like you, will make it strike true. Or will they? If you fail to hit, your resolve falters by a lot, you stumble(for close-combat) or freeze(for ranged) and in the shock of your failure, you are vulnerable to a single attack. But don't worry, you will get over it.
A single attack or magic will be given double the damage of its original as well as having a 50% increase in speed(projectile or melee) but it will not overcome a spell of a higher rank no matter what. The amount of magical energy used, if the attack is a spell, would be doubled. If an opponent blocks successfully, he gets one free hit in of any of his spells(if multi-projectile, only one projectile) and the user gets hit for double damage due to the shock weakening his defense. Note: Charge-up spells will not be viable for the free hit by the opponent.
Usage: Instant/single use for 1 spell or attack with a 6 post cooldown before this effect can be done again. 10 posts if failed to hit.
Last edited by Shane Stern on 20th February 2019, 2:49 am; edited 21 times in total