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    Requip Wizardry: The Knight ( ザナイト)

    Quinn Heartfilia
    Quinn Heartfilia

    Player 
    Lineage : Strength of Hercules
    Position : None
    Posts : 59
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Requip Wizard
    Second Skill:
    Third Skill:

    Requip Wizardry: The Knight ( ザナイト) Empty Requip Wizardry: The Knight ( ザナイト)

    Post by Quinn Heartfilia 3rd July 2013, 12:26 am



    "Kansō (換装)!!!"

    Requip Wizardry: The Knight ( ザナイト) 4b321fd8-eb12-4cb0-8937-cc14c298c978_zpsc1c3645a

    Primary Magic: Requip: The Knight

    Secondary Magic: --------------

    Caster or Holder: Caster

    Description: This Magic allows the users to store items in a pocket dimension so they can easily summon it at any time, even during battle, which gives them a high level of flexibility in combat. However there is a limit to how much a Pocket Dimension can store, so Quinn often leaves Weapons and Armors that she isn't using either at her house in Magnolia or at her Guild; Fairy Tail in the basement (where hopefully no one mischevous will find them). Requip can be used mid battle, and on the move, making it one of if not the most adaptable form of magic to use mid battle. It's outfits can vary wildly, from anything to a full set of armor to a bikini or a cat suit.

    Strengths: Allows Quinn to adapt to nearly every conceivable situation. Whether that be in battle or out of battle. Allows her to exploit an opponent(s) through Elemental Weaknesses sometimes, if she has the proper Armor available (Unbroken). Gives her the ability to use more than just her brute strength at certain points in time (socially). She has an insanely deep arsenal of weapons that she can use with her different types of Armors. Allows Quinn to keep regular clothing items or outfits on deck and ready to shift into magically. Nearly all of her Armors save for a few have added effects within them such as Elemental Boosts, Physical Boosts, or Defensive Boosts.

    Weaknesses: Her Armors often have Elemental or Technical Weaknesses that can be exploited. Usually, she has to physically through melee or hand-to-hand, make some kind of impact or contact with her opponents to do damage. Once an Armor is Broken, she cannot use it for the remainder of that Thread / Battle. The strength of any given Armor varies with it's Rank. If her Armors are consistently shattered in battle; she will be forced to continue to Requip into new, unshattered armors; rapidly draining her of Magic Power in battle.

    Abilities/Powers: Quinn can shift into regular (Non-Combat) outfits and clothes without losing any Magic Power. Quinn can call out her Weapons (Non-Spell Weapons) without expending any Magic Power. Quinn can add literally any Weapon or Outfit to her Pocket Dimension on a whim once she gets her hands on it and decides to keep it.

    ~*Non Combat Outfits*~:

    Lineage Passive Abilities / Powers: (Strength of Hercules) Quinn's naturally strong, incredibly strong; Superhuman in fact, and can run / walk / hike for what seems like forever without getting tired. She's always been for this way for some strange reason. A lot of people consider her very scary, and or Superhuman for these reasons; even when she's not using any magic. Her Physical Strength and Endurance are doubled. Deals damage one Rank above her own with Physical and Melee strikes.




    Name: Heart Kreuz Armor
    Rank: D
    Type: The Knight
    Description: Quinn throws both of her arms out to her side an exclaims. "Kansō (換装)!!!" as a bright golden light whirls around her, coating her entire figure in golden light and flaring her hair everywhere as the golden light wraps into a very generic looking; Steel Type Armor; with a blue mini-skirt; and steel looking Grieves. The Steel Breastplate has a golden "cross" emblazoned upon it's left side. Various rivets and layers adorn the shoulders. This armor increases in strength as Quinn does. It comes with a standard bastard sword called the Kreuz Longblade, it's a rather simple looking blade; although rather long, she still wields it one-handed due to her inhuman physical strength. The blade is a shimmering silver, along with it's hilt; that is fashioned to look like wings. It's grip and pommel are also fashioned in similar 'winged' fahshion; but colored plain silverish steel as well.

    Strengths: This Armor is very tough; and will not break easily. Takes 6 hits of D-Ranked damage to shatter. Or 3 hits of C-Ranked damage. Lasts for a longer duration than most of her other Armor(s).

    Weaknesses: Doesn't provide any Elemental advantages. Extremely high Cooldown on this Armor. Is her Generic Armor, that she usually wears when she's either confident she can win without trying much, not fighting seriously, or when she's still testing her opponent out.

    Duration/Cooldowns Lasts 10 posts. Cooldown is 10 posts. 20 post Cooldown if Armor is "Broken" during Battle.


    Name: Flame Empress Armor
    Rank: D
    Type: The Knight
    Description: Quinn throws both of her arms out to her side an exclaims. "Kansō (換装)!!!" as a bright golden light whirls around her, coating her entire figure in golden light and flaring her hair everywhere as the golden light wraps into a Flame Valkyrie Type Armor. This armor is predominantly dark red in color, but also sports orange and black parts, with the orange parts being shaped like flames and the other parts being reminiscent of Dragon's limbs. It is basically made up of three different parts: the breastplate, the gauntlets and the greaves. The breastplate lacks pauldrons, revealing Quinn's shoulders, and extends down to cover her groin, revealing her legs and being somehow reminiscent of a one piece swimming suit, with an orange part covering her breasts and another one circling her waist like a belt; the black parts on it are mostly decorative, with one covering her groin. The gauntlets sport prominent orange decorations, along with small claw-like protrusions on the hands. The greaves are shaped like Dragon's claws, possess orange-colored knee guards, and black parts which extend up from the knees to the upper part of the thighs. The breastplate possesses a pair of Dragon-like wings attached to it, and, while donning this outfit, Quinn's hair is tied into a pair of high, long pigtails by clips resembling Dragon's horns.

    Strengths: This armor grants Quinn the ability to manipulate Fire. Quinn cannot be harmed by Fire or Fire Magic whislt wearing this Armor. Quinn can reflect Fire Spells up to One Rank above her back towards her opponents. Quinn is completely unaffected by heat whilst wearing this armor; even able to walk on lava and hang out around volcanoes without feeling uncomfortable at all. In fact it feels normal whilst wearing this armor. Comes with Flame Empresses Sword, a longsword with a red and black Dragon with white teeth as a hilt, grip, and pommel; the blade itself is composed of magical Fire equal to Quinn's Rank. This armor is very tough; and does not break easily. Takes 6 hits of D-Ranked damage to break. Or 3 hits of C-Ranked damage to break.

    Weaknesses: Can be shattered in ONE hit from any Water Spell that is Quinn's Rank or Above. Doesn't have much application unless enemies are a type of Fire Wizard, except it can be slightly difficult to break and a good defensive option at times.

    Duration/Cooldowns Lasts for 5 posts. Cooldown is 5 posts. 10 Post Cooldown if Armor is "Broken" during Battle.


    Name: Sea Empress Armor
    Rank:  D
    Type: The Knight
    Description: Quinn throws both of her arms out to her side an exclaims. "Kansō (換装)!!!" as a bright golden light whirls around her, coating her entire figure in golden light and flaring her hair everywhere as the golden light wraps into a Sea Valkyrie Type Armor. This revealing green armor, complete with bluish portions, has its appearance modeled after different sea creatures. The breastplate, which barely covers Quinn’s breasts, somewhat resembles seaweed, and has some thin chains hanging from it over Quinn’s exposed parts, with a pair siding her breasts and another the belly; a fifth chain is visible around her neck, which is guarded by the large collar. The breastplate is linked to the pauldrons, composed of green plates and decorated by prominent fin-like ornaments. The gauntlets cover only Quinn’s forearms, leaving her biceps exposed, and possess decorated elbow guards with prominent ornaments jutting out in whirl shapes, reminiscent of seashells. The armor lacks a waist guard; instead, Quinn is geared with a dark bikini, and a long cloth, with its edges yet again reminiscent of fins, circles her waist on the back and the sides, being connected to the shorts by a pair of fasteners shaped like sea stars. The greaves possess fin-shaped protrusions in correspondence to Quinn’s ankles, and extend up to her knees, with her thighs being instead covered by jagged parts made of cloth. The outfit is completed by a headgear, with a large metal part covering her forehead, bearing a whirl-shaped wave on it, and large fin-shaped protrusions siding her head.

    Strengths: Water Spells do not damage Quinn whilst wearing this Armor. Allows Quinn to manipulate Water and nearby Water Sources. Allows Quinn to reflect Water Spells up to One Rank above her Rank. The Armor is also very tough defensively, takes two spells above Quinn's Rank to Break. Comes with the Crystal Sword, a blade colored slightly green with a blue shine two it and two fish gills making up both sides of the hilt; with a sparkling green gem at the center of the hilt. The Crystal Sword, can slice through any Water Spells attempting to harm Quinn. Allows her to breath underwater indefinitely while she's wearing this Armor. Makes it nearly impossible for Water Wizards do defeat her whilst wearing this Armor.

    Weaknesses: This Armor can easily be broken by one hit from any Lightning spell Quinn's Rank or Above. Breaks in 4 hits of D-Ranked damage or 2 hits of C-Ranked damage. It doesn't have too many variant uses; aside from making Quinn dominant in situations where she's forced to fight an aquatic opponent or fight in an aquatic environment.  

    Duration/Cooldowns: Lasts 5 posts. Cooldown is 5 posts. 10 post Cooldown if Armor is "Broken" during Battle.


    Name: Flight Armor
    Rank: D
    Type: The Knight
    Description: Quinn throws both of her arms out to her side an exclaims. "Kansō (換装)!!!" as a bright golden light whirls around her, coating her entire figure in golden light and flaring her hair everywhere as the golden light wraps into a cheetah like outfit. Featuring very few armored parts, this armor is more like a fancy attire bearing reminiscence to a cheetah, a very revealing and voluptuous, cheetah. Its breastplate takes the form of a very revealing, armored cheetah-patterned top, with some bare armor protruding from the upper part of it, in correspondence to Quinn’s breasts, and some fur lining the lower edges. There’s no waistguard, with the armor instead sporting a pair of revealing black shorts, with a belt holding a cloth hanging over Quinn’s left leg attached to them; the arms are covered by dark armbands reaching up just below Quinn’s shoulders, with Quinn’s left arm being protected by cheetah-patterned armor, consisting of a single pauldron and a wide arm guard. Her legs are covered in similar stockings reaching up to her thighs, with armored, asymmetric high-heeled boots over them: yet again, the left leg is the more armored one, with the boot reaching up to the knee, which is protected by a cheetah-patterned knee guard; the right leg, on the other hand, is covered by a boot only reaching up to part of Quinn’s calf. The outfit is completed by a large collar around Quinn’s neck and by a tail hanging from the back of her shorts, both made of bushy fur, plus a pair of large cheetah’s ears adorning both sides of Quinn’s head. Quinn can run at about 200MPH while wearing this armor.

    Strengths: Quinn is blessed with Superhuman Speed whilst wearing this Armor. She can run fast enough to run across water, leaving behind a kickback spray. She can run fast enough to run on and up walls. She can keep up with High-Speed Magic whilst wearing this Armor. Comes with a simple Cheetah Blade, the grip of the blade covered in cheetah patterned fur, the pommel is a round oval like red gem, and it's blade is a regular longsword; with swooping gold circles around it's hilt.

    Weaknesses: Breaks easily; one spell above Quinn's rank will destroy this Armor. Or two direct hits of D-Ranked damage hitting her will shatter this armor. Can easily shatter this armor on her own while running at intense speeds and slamming into something she didn't intend too. Still has to stop moving to attack, unless running with or fighting an opponent that is extremely fast; as she is whilst wearing this Armor.

    Duration/Cooldowns: Lasts for 5 posts. Cooldown is 5 posts. 10 Post Cooldown if Armor is "Broken" during Battle.
    Haru-senpai
    Haru-senpai

    Moderator- Regular VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishgar- Ten Wizard Saint Member- Guild Master- Demon Slayer- Dragon Slayer- H-Rank- S-Rank- A-Rank- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- Hero- 1 Year Anniversary- Player 
    Lineage : Monkey King's Descendant
    Position : None
    Posts : 3216
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 12
    Mentor : Igneel, & Noheme the Fox
    Experience : 11,106.25

    Character Sheet
    First Skill: Fire Dragon Slayer Magic
    Second Skill: Dragon Force
    Third Skill:

    Requip Wizardry: The Knight ( ザナイト) Empty Re: Requip Wizardry: The Knight ( ザナイト)

    Post by Haru-senpai 3rd July 2013, 5:45 am

    ~Approved, But I want you to Remember a Few Things About Requip Magic.

    ~Non-Spell Weapons are to be Stored in your Bank, which will act as your "Pocket Dimension"

    ~If you want a Spell Weapon (A weapon with actual Spells to use) these Weapons WILL take up a Spell Slot.

    ~You can use your different Weapons from your "Pocket Space Bank", and Spell Weapons from spell slots with various different Armor Sets.  

    ~You can use what's called a "Special" Spell, which allows you to cast a Custom Made Spell from Either one of your Armors, or one of your Spell Weapons (once you get some). This will allow you to have more abilities on said Spell Weapon as opposed to merel the two it comes with. Through these types of "Special" Spells. Mind you they only work with the Spell Weapon or Armor they're designed for. OR you can mix and match different Armors and Weapons through a "Special Spell" (Aka a Special Requip); it won't last long, likely for just that attack or post but you can really wreak some havoc with specially designed Requip Special Spell Combinations. (Aka Using Your Lightning and Fire Weapons simultaneously for a "Special" Spell.)

    ~You may add "Support" Spells. Meaning, your Armor's can use various little buffing spells if you choose to buy more Spell Slots and spend a Spell Slot exclusively on that "Support" spell. Such as Levitation or a "Buff for X amount of Posts" spell. But again, "Support spells require a spell slot.

    ((OOC: I know it seems like a lot, but Requip Magic is special, so we have rules Tailored Around it. Memorize these, and check up in the Magic Rules section from time to time; and you'll be a Master in no time. Do your best!)


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