Primary Magic: Requip: The Commando
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description:
Requip: The commando is a branch of the requip spell set known as the Gunner. It allows the user to rapidly swap between weapons and armors almost at will, providing they have the magic power. These weapons and armors are stored in a pocket space. Unlike the gunner which focused entirely on guns this does allow for armor and also for other things such as turrets. Requip users are not subject just to changing weapons though and also can support their combat with buffs and use powerful weapon spells. Most of the weapon spells of this particular branch of magic are ammo based e.g. giving a bullet an explosive effect.
Strengths:
1. The user can change weapons and armor to suit the situation
2. The user is very versatile
3. The user can enhance their skills
4. Has access huge arsenal without the strain of physically carrying it
Weaknesses:
1. Cannot swap endlessly, swapping uses magic power.
2. If a weapon is destroyed it cannot be used again that thread
3. Relies heavily on weapons and armor. If the user cannot access these then they are heavily weakened.
Abilities/Powers:
Dual wield: The user is able to use dual weapons without any loss of accuracy and skill. This includes weapons like machine guns and bazookas.
Run and gun: Able to move and shoot at the same time without losing accuracy.
Levitation: The user is able to levitate the weapons they have and fire them without touching.
Spell weapons and armor: The user has access to special spell weapons and armor that they do not have to purchase, but take up spell slots. These only get one ability. A D rank one of these is weak, C is strong, B is strong(+), A is legendary or legendary (+), S is artifact and H is artifact(+).
D Rank
C Rank
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description:
Requip: The commando is a branch of the requip spell set known as the Gunner. It allows the user to rapidly swap between weapons and armors almost at will, providing they have the magic power. These weapons and armors are stored in a pocket space. Unlike the gunner which focused entirely on guns this does allow for armor and also for other things such as turrets. Requip users are not subject just to changing weapons though and also can support their combat with buffs and use powerful weapon spells. Most of the weapon spells of this particular branch of magic are ammo based e.g. giving a bullet an explosive effect.
Strengths:
1. The user can change weapons and armor to suit the situation
2. The user is very versatile
3. The user can enhance their skills
4. Has access huge arsenal without the strain of physically carrying it
Weaknesses:
1. Cannot swap endlessly, swapping uses magic power.
2. If a weapon is destroyed it cannot be used again that thread
3. Relies heavily on weapons and armor. If the user cannot access these then they are heavily weakened.
Abilities/Powers:
Dual wield: The user is able to use dual weapons without any loss of accuracy and skill. This includes weapons like machine guns and bazookas.
Run and gun: Able to move and shoot at the same time without losing accuracy.
Levitation: The user is able to levitate the weapons they have and fire them without touching.
Spell weapons and armor: The user has access to special spell weapons and armor that they do not have to purchase, but take up spell slots. These only get one ability. A D rank one of these is weak, C is strong, B is strong(+), A is legendary or legendary (+), S is artifact and H is artifact(+).
D Rank
- Spoiler:
- Hawkeye Enhancement:
Type: Support
Description: This spell is simple in effect. The user simply focuses magic power to their body. This focusing of magic enhances her body in such a way that her accuracy becomes twice as good. In terms of a dice rolling thread roll two attack dice for every shot and if either succeed theattack is accurate.
Strengths:- Enhances accuracy by improving the body such as making the eyes sharper and more sensitive to things like wind
Weaknesses:- The enhancements to the body make the user more susceptible to loud noises, flashes of light and other effects such as that.
- They are less tolerant to pain
Duration/Cooldowns 3 post duration/3 post cooldown- Enhances accuracy by improving the body such as making the eyes sharper and more sensitive to things like wind
- Flames shot:
Type: Fire
Description: Used with a gun this changes the bullets fired for a limited time into what Shard likes to call 'Hot shots'. These function like normal bullets and pierce like normal, but when they do they burn like a fireball leaving up to second degree burns.
Strengths:- Gives bullet's the chance to burn opponents
Weaknesses:- Fire type mages are effected 30% less by this
- The bullets travel at half their normal speed
Duration/Cooldowns 4 post duration/3 post cooldown- Gives bullet's the chance to burn opponents
- Trigger finger:
Type: Support
Description: The user focuses magic into their fingers and this allows them to pull the trigger on their guns twice as quickly as they would normally be able to. It also enhances the guns so they are able to fire shots that quickly as some guns have a limited rapid shot speed. This particular ability also enhances the fire speed of levitating guns.
Strengths:- Allows for near automatic shooting with a standard weapon
Weaknesses:- Doesn't enhance automatic weapons
Duration/Cooldowns 3 posts/ 2 posts- Allows for near automatic shooting with a standard weapon
- Seven Shot Salvo:
Type: Weapon Spell
Description: The principle behind this spell is interesting, but simple. The user simply focuses magic energy to the tip of a gun and six magic seals form around the barrel and then the user fires three times in quick succession. The magic seals fire magic replicas of whatever bullet is in the chamber effectively turning one shot into seven.
Strengths:- Turns one shot into seven
- Gives a wide spread
Weaknesses:- Makes each shot more magically draining, particularly if a special ammo is used
- Cannot be used with a shot gun
- Cannot be used with an automatic weapon
- Only effects a single weapons so even if the user is dual wielding only one is effected.
Duration/Cooldowns: Instant/3 posts- Turns one shot into seven
- Wind shot:
Type: Wind
Description: Used with a gun this changes the bullets fired for a limited time into elemental bullets of wind. These fire out of the gun spinning rapidly to generate a small tornado that makes them less susceptible to wind effects and increase piercing power. They also travel faster
Strengths:- Gives bullet's greater chance of staying on target
- Increases piercing power
Weaknesses:- Wind type mages are effected 50% less by this
Duration/Cooldowns 4 post duration/3 post cooldown- Gives bullet's greater chance of staying on target
- Bubble shot:
Type: Water
Description: Used with a gun this changes the bullets fired for a limited time into bubbles that are launched rapidly. When these bubbles hit a target they encase the area hit in a thick bubble and then compress causing bruises all over the body. If done in quick enough succession this can fracture bone
Strengths:- Encases opponent briefly making it difficult for them to move and allowing for other attacks
- Causes a distraction
Weaknesses:- Water type mages are effected 30% less by this
- Mostly Non-Lethal
- Bullets to not pierce
- Strong mages can break out before the bubble crushes them (C and above)
Duration/Cooldowns 4 post duration/3 post cooldown- Encases opponent briefly making it difficult for them to move and allowing for other attacks
- Ice shot:
Type: Ice
Description: Used with a gun this changes the bullets fired for a limited time into what Shard likes to call 'Cold shots'. These function like normal bullets and pierce like normal, but when they do they send out a blast of cold that can freeze the area hit enough to leave second degree frostbite.
Strengths:- Gives bullet's the chance to frostbite opponents
Weaknesses:- Ice type mages are effected 30% less by this
- The bullets travel at half their normal speed
Duration/Cooldowns 4 post duration/3 post cooldown- Gives bullet's the chance to frostbite opponents
- Mud shot:
Type: Earth
Description: Used with a gun this changes the bullets fired for a limited time into globules of mud that when it hits explodes into a thick layer of mud covering the opponent and making it difficult to move. If the person doesn't escape within two posts the mud hardens making it even more difficult to escape. Fire type magic can harden it instantly.
Strengths:- Stops opponents moving as easily, allowing for more shots, or ally attacks
- Can harden to make it even more difficult to escape
Weaknesses:- Earth type mages are effected 30% less by this
- Water type mages can thin the mud to make it useless.
- The bullets travel at half their normal speed
Duration/Cooldowns 4 post duration/3 post cooldown- Stops opponents moving as easily, allowing for more shots, or ally attacks
- Thunder shot:
Type: Lightning
Description: Used with a gun this changes the bullets fired for a limited time into thunder elemental bullets These function like normal bullets and pierce like normal, but when they do they send out a shock of electricity that sends the opponent into a fit of shaking reducing their accuracy (so they have to roll two attack dice for each attack and if either is a miss then it misses) and causes a numbness that makes it more difficult to use spell.
Strengths:- Gives bullet's the chance to shock opponents into shaking for two posts and numbness for three.
Weaknesses:- Electric type mages are effected 30% less by this
- Can be resisted by higher rank mages (C and above)
Duration/Cooldowns 4 post duration/3 post cooldown- Gives bullet's the chance to shock opponents into shaking for two posts and numbness for three.
- Bright shot:
Type: Light
Description: Non-lethal elemental bullets. These are used to blind opponents by generating a bright flash on impact. This is especially effective against dark type mages.
Strengths:- Blinds opponents for 2 posts
- 50% More effective on dark type mages
Weaknesses:- Light type mages are effected 30% less by this
- Non-Lethal
Duration/Cooldowns 4 post duration/3 post cooldown- Blinds opponents for 2 posts
C Rank
- Spoiler:
- Dual Revolvers:
Type: Spell weapon
Description: This is a requip for a pair of dual custom revolvers with a longer barrel.- Spoiler:
- Gives her a pair of weapons that can be used to shoot
- Unlimited ammo
- Can be used as close range weapons e.g. pistol whipping
Weaknesses:- Can only fire six shots per gun in a post.
- If destroyed cannot be used again in thread
- Cooldown does not start till weapon is returned
- If one gun breaks both break
Duration/Cooldowns N/A / 3 post- The Blades:
Type: Weapon Spell
Description: This forms 2ft long energy blades at the end of the weapon allowing them to be used much more effectively in close combat.
Strengths:- Allows for better close combat damage
Weaknesses:- Cumbersome to wield
- Reduces weapon accuracy
Duration/Cooldowns 3 posts/3 posts- Allows for better close combat damage
- SMG:
Type: Spell Weapon
Description: Requips a sub machine gun that has a very high rate of fire.- Spoiler:
Strengths:- Gives her a rapid fire weapon
- Infinite ammo
- Can fire up to twenty shots a post
Weaknesses:- Low accuracy
- Not suitable as a close combat weapon
- If destroyed cannot be used again in thread
- Cooldown doesn't start till weapon is returned
Duration/Cooldowns N/A / 3 posts- Bullet Blast:
Type: Weapon Spell
Description: This combines the twenty shots that would normally be fired from the gun into a single powerful blast similar in size to a cannonball that glows a bright vivid purple.
Strengths:- High destructive power (Combines twenty shots into one)
Weaknesses:- Highly conspicuous
- Cannot be combined with spells that would give extra shots like SSS
- Takes a few seconds to charge which could be taken advantage of
- Reduces the number of shots that can be fired that turn
Duration/Cooldowns Instant/3 posts- High destructive power (Combines twenty shots into one)
- Sniper:
Type: Spell Weapon
Description: Requips the spell weapon sniper rifle- Spoiler:
Strengths:- High accuracy
- High piercing power
- Scope for higher accuracy
Weaknesses:- Not suited for close range
- Can only fire two shots per post
- If destroyed cannot be used again that thread
- Cooldown doesn't start till weapon is returned
Duration/Cooldowns N/A /3 posts- Stinger Shot:
Type: Weapon Spell
Description: This locks onto a target before a shot is fired increasing its accuracy by making it a homing shot. When this gets near the target it surrounds them in a glowing sphere which explodes with a blast radius of 10ft. The accuracy enhancement means the user rolls three dice rolls for the shot and if any hit then it is accurate.
Strengths:- Homing
- Explosive
Weaknesses:- Cannot be combined with other spells such as the Seven Shot Salvo or Hawkeye Enhancement
- Takes a few seconds to lock onto a target which could be taken advantage of
- The explosion is bright green so is quite conspicuous
Duration/Cooldowns Instant/3 posts- Homing
- Elemental Boost:
Type: Support
Description: This spell is simple. Once the user has loaded elemental shots such as the flame shot, bubble shot or mud shot the user activates this spell to give them a C rank boost in effect i.e. its C rank + D rank damage. For example, the flame shot would burn more heavily and the mud shot would be harder to break.
Strengths:- Boosts the effects of elemental shots by C rank
Weaknesses:- Drains the user more quickly of magic as they are firing rapid spells of C rank+D rank strength.
Duration/Cooldowns Bullet duration/3 posts- Boosts the effects of elemental shots by C rank
- Elemental Synergy:
Type: Support
Description: The concept of this spell is simple. It allows the user to combine two elemental shots for new effects. If dual wielding a different type will be loaded in each gun. If using a single weapon the shot will combine for some effect e.g. the flame shot and bubble shot would cause scalding damage as well as the crushing of the bubble effect. A common use is to combine them with the wind shot to increase their speed.
Strengths:- Allows for clever combinations of elemental ammo types for more powerful effects
- If used with elemental boost then the bullets effect would be doing C rank + C rank damage.
Weaknesses:- The cumulative effect of combining two shots is like using three shots so D+D+D or C+C+C despite only doing D+D or C+C damage.
- Halves the duration of the elemental bullets used
Duration/Cooldowns Half the elemental bullet duration/3 posts- Allows for clever combinations of elemental ammo types for more powerful effects
- Commando Armor:
Type: Spell Armor
Description: The first of her requip armors and the most often used. This armor gives her defense and a boost in speed and endurance. However, it feeds on her magic energy so cannot be maintained indefinitely.- Spoiler:
Strengths:- Improves speed stamina and endurance by 30%
- Gives her added defense
Weaknesses:- Drains her of magic power each post it is used
- Lowers her physical strength by 10%
Duration/Cooldowns 4 posts/3 posts- Blink:
Type: Armor Spell
Description: Whilst in this form the user is capable of teleporting 3 times. This teleport has a maximum range of 30ft and she can only teleport to places she can see or could see in the last post.
Strengths:- Allows for her to get behind her opponent or escape easily or move for other tactical reasons
Weaknesses:- Cannot teleport if someone has hold of her
- Cannot teleport into an area she hasn't seen in the last post
- Cannot teleport others
Duration/Cooldowns Till three blinks are used/3 posts- Allows for her to get behind her opponent or escape easily or move for other tactical reasons
- Aegis Armor:
Type: Support
Description: Her most defensive armor and also her strongest in terms of physical strength. However it is also her slowest. Whilst in this form her strength and defense are greatly boosted, but at the cost of a lot of speed.
Strengths:- Boosts strength by 50%
- Boosts defense by 20% more than a regular armor of strong rank
Weaknesses:- Reduces speed by 40%
- Cannot be used indefinitely
Duration/Cooldowns 3 posts/3 posts- Energy Shield:
Type: Armor Spell
Description: The user is able to create a bubble shield enough to surround four people. This is a strong shield able to withstand 2 C rank attacks or one B rank. D ranks will have little effect unless launched in rapid succession or all at once in which case six could break it. It is a one-way shield so people inside can fire at the opponents still.
Strengths:- Defensive Barrier able to surround several people
- People can still attack
Weaknesses:- Can only withstand 2 C rank attacks or one B rank
- If broken removes the aegis armor.
- Cannot move about whilst in effect.
Duration/Cooldowns 2 posts/3 posts- Defensive Barrier able to surround several people
- Boosts strength by 50%
- Tactical Shotgun:
Type: Spell weapon
Description: A powerful shotgun that can fire up to four shots per post.- Spoiler:
Strengths:- Wide spread (a single shot will spray a 10ft area)
- High power at close range
Weaknesses:- Not suited for long range
- Has a very short range of fire
- Relatively slow rate of fire
- If destroyed cannot be used again that thread
- Cannot be combined with the seven shot salvo
Duration/Cooldowns N/A / 3 posts- Scatter Shot:
Type: Weapon Spell
Description: This changes the effect of the shotgun shells so they don't scatter automatically. Instead they launch off as a shell and when they hit a target they then scatter in all directions. The user is able to launch three of these before cooldown is required
Strengths:- Can trick people into thinking the shell was a dud
- Wider spread
- More damage
Weaknesses:- Can easily injure self or allies if used at close range
- Explodes in bright orange making it highly conspicuous
- Cannot be combined with the seven shot salvo
Duration/Cooldowns Instant/3 posts- Can trick people into thinking the shell was a dud