Primary Magic: Requip: The Knight (換装 Kansō)
Secondary Magic:
Caster or Holder: Caster Magic
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 the pocket dimension can store. Requip can be used for simple or for combat-related purposes. Some users may just choose to use it to change their clothing. More skilled users are able to Requip different weapons in battle, and it is even possible to Requip armors in the midst of battle.
This Magic allows the user to store weapons and armors in pocket dimensions and summon them during battle. This gives the user a high level of offense, defense, flexibility and variety in combat, regarding the type of the armor and/or weapon they Requip. This type of Requip also gives the user the ability to use, and gain resistance to, natural elements through the use of certain armors.
After increasing mastery over this Magic, the user is able to combine different weapons and armors from different known sets. For example, when battling monsters that utilize water as their primary means for offense, the user can Requip into Sea Empress Armor, while, at the same time, Requiping the staff from the Lightning Empress Armor, increasing their defense against water and increasing the effectivity of their attacks by making use of electricity's natural conductivity through water.
Fate throws both of her arms out to her side and exclaims, Requip! as a bright golden light envelops around her, covering her entire figure in golden light and flaring her hair everywhere as the golden light wraps into the armor or weapon that she desires.
Strengths:
- Adaptation - With the use of this magic, Fate can easily adapt to any kind of situation in the battle for her to increase her advantages against the opponent.
- Increased Stats - Fate's armors have different traits which can help her to gain advantage such as increased speed, increased damage, increased armor etc. But these types of advantages can't go with one armor since it will be too strong and unbalanced.
- Elemental Strengths - Fate has some armors to be able to match her opponents magical element. Example of this is when her opponent uses Fire Magic, she can simply use an armor which gains resistance against fire spells and also, use a water armor to be able to brush off the effects of fire.
Weaknesses:
- Elemental Weaknesses - When there are Elemental Strengths for her armor, of course there should be elemental weaknesses. When Fate chooses the wrong armor for the battle, she can really get defeated easily or get her armor destroyed in a second. An Example of this would be if her opponent is a water mage and she uses an armor which is enchanted with Fire properties then her armor can easily get scratches and can get destroyed easily when hit by a certain amount of spells which is lower than the usual hit of spells.
- Limited Amounts of Requip per thread - Fate can get easily exhausted since she is still a rookie mage and her magic power isn't that wide yet so she needs to preserve these magic power for her to prevent herself from being exhausted a lot. Because of this, she must limit herself from using her magic to prevent herself from exhausting.
Abilities/Powers:
- Change Outfits - Fate has a variety of clothes in her pocket dimensions. Because of this, she can immediately change her clothes in a blink of an eye but this can only take effect when the clothes are classified as normal. They shouldn't be magical or enchanted with magic properties.
- D-ranked spells:
- Flight Armor:
- Name: Requip: Flight Armor (飛翔の鎧 Hishō no Yoroi)
Rank: D
Type:Non-Elemental
Description: Fate throws both of her arms out to her side and exclaims, Requip! as a bright golden light envelops around her, covering her entire figure in golden light and flaring her hair everywhere as the golden light wraps into a very generic looking armor which has the pattern of a cheetah. Featuring very few armored parts, this armor is more like a fancy attire bearing reminiscence to a 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 Fate'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 Fate's left leg attached to them; the arms are covered by dark armbands reaching up just below Fate's shoulders, with Fate'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 Fate's calf. The outfit is completed by a large collar around Fate'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 Fate’s head.
Strengths:- Speed Boost - This armor is best described when it comes to speed. It gives Fate some insane inhuman or superhuman speed since it can really run as fast as a racecar. Because of the speed, she can also walk through walks to gain more advantage and show more flexibility in the use of this armor. Sometimes, other opponents won't be able to see her because her form while running is like a lightning bolt mysteriously striking down upon opponents. She gains a speed boost with a percentage of 60.
Weaknesses:- Brittle - This armor is very brittle and dull so a C-ranked spell of any element can easily take down and destroy the armor but of course, that certain mage will need heaping loads of accuracy to take her down. When she receives a total of 4 D-ranked spells, the armor can also get destroyed.
- Rocks/Pebbles - Pebbles or Small Rocks can also destroys the armor by means of tripping over it. If she accidentally fall down, the armor can become more brittle giving the opponents more chances of getting it destroyed.
Duration/Cooldowns: The spell lasts for 6 posts and the cooldown is 5 posts.
- Cheetah Blades:
- Name: Requip: Cheetah Blades (チーターブレイド Chītā bureido)
Rank: D
Type: Non-Elemental
Description: Fate throws both of her arms out to her side and exclaims, Requip! as a bright golden light envelops around her arm thus materializing into a pair of blades wherein it is used with the Flight Armor to dish out damage while running fast. When wearing the Flight Armor, Fate is equipped with a pair of shortswords with elaborate handguards similar to a rapier's, shaped like rose's thorns. It's size is 3 feet.
Strengths:- Sharp Edges - The blades are known for it's sharpness. Everytime an opponent or target gets hit directly, it may sustain some bleeding which lasts for 3 posts with D-ranked damage.
- Advanced Reflexes - While wearing the armor, Fate gains some characteristics similar to a Cheetah such as speed, accuracy and reflexes. Because of this, she can act quick over a situation. She can also slice weak projectiles due to her advanced reflexes.
Weaknesses:- Brittle - Just like the armor, the sword itself is also weak. A total of 4 D-ranked damage or 2 C-ranked damage that is directed to the sword can destroy it.
- Hard Objects - Hard objects can also destroy the sword. If Fate recklessly decides to slice a huge rock with the use of the sword, it will shatter to pieces and it will immediately return back to her pocket dimension for repairs.
Duration/Cooldowns: The spell lasts for 6 posts and the cooldown is 5 posts.- Sonic Claw:
- Name: Sonic Claw (飛翔・音速の爪, ソニッククロウ, Hishō: Sonikku Kurō)
Rank: D
Type: Non-Elemental
Description: With the use of the Cheetah Blades, Fate can rush in through the opponent and slash and dice the opponent(s). This spell is best when there are a lot of opponents to deal with since it can really defeat a weak opponent in a single slice. Fate's speed will increase by 120% when using this spell but when not, it will just increase by 20% as stated in the Flight Armor. She will look like a lightning bolt striking down upon every opponent in every direction at high speeds. She can also walk on walls when using this spell. Even though she can move at quick speeds, she can only affect an area within 30 feet.
Strengths:- Mob Control - Fate can move at high speeds here. Because of that, she can almost reach any mob over a slight far distance. She can simply slice and dice them for them to weaken or maybe, kill them once they are already weak.
- Quick Reflexes - When using this spell, Fate will immediately detect an opponent's location for her to reach them and slice them with the use of the sword though, she can't know the location of an opponent unless they are in Fate's vision.
Weaknesses:- Pebbles and Rocks - Once again, just like the one stated in the armor itself. Fate can stumble over a small rock once her footwork turns clumsy thus cancelling the spell.
- AoE Spells - Huge spells which damages a huge area can affect Fate's footwork. For example, if a huge spell was launched and hit the ground, there are chances to conjure an earthquake and this earthquake can make Fate's footwork clumsy.
- Force - Huge force can stop Fate from running such as when battling a huge monster. Once the huge monster attacks Fate and luckily hits her, this spell will stop and Fate will get pushed back strongly. Maybe a 5 feet push back.
Duration/Cooldowns The spell's cooldown is 3 posts while it's duration is 1 post.
- Purgatory Armor:
- Name: Requip: Purgatory Armor (煉獄の鎧 Rengoku no Yoroi)
Rank: D
Type: Non-Elemental
Description: Fate throws both of her arms out to her side and exclaims, Requip! as a bright golden light envelops around her, covering her entire figure in golden light and flaring her hair everywhere as the golden light wraps into a black armor with many spiked features. The chest plate is entirely black except for a small arrow like inward protrusion on both sides near her stomach. The plate is lined with several spikes running from top to bottom. Multiple layered shoulder guards connect to the chest plate and feature several pyramid shaped spikes that protrude outward. Around her neck is a large necklace of spikes, matching the ones found around the chest plate but much larger. A lighter colored metal covers her upper arms before connecting to the black arm guards. The arm guards feature two metal straps and two spiked protrusions near the elbows. At her waist, she wears a multiple layered spike skirt ending in the spikes found in the shoulder guards. Around her waist is a simple banded belt. The tops of her legs remain exposed before her greaves start a little above her knees. Above the knee, the greaves are sectioned off, featuring two spikes per section. At the knee, a diamond like pattern forms with several spikes at the outward facing side. Below the knee, the spikes move to the side of the leg and are placed in even intervals all the way down. When using this armor, Fate's hair spikes outward to match the design of the armor.
Strengths:- Durability - This armor can also be considered very durable for it can withstand a total of 6 D-ranked damage or 3 C-ranked damage. This armor doesn't get scratched very easily.
- Non-Elemental - This armor doesn't show any elemental properties. It's just a normal armor with metal plating which means it won't get any elemental weaknesses.
Weaknesses:- Speed Reduction - Because of the weight on the armor, and it's weapon, Fate will receive a 5% speed reduction. Once Fate uses this armor, she will show some speed disadvantages. With enough strength, Fate can overcome and pass through the speed reduction.
Duration/Cooldowns: The spell lasts for 6 posts and the cooldown is 5 posts.
- Spiked Mace:
- Name: Requip: Spiked Mace (スパイクメイス Supaiku Meisu)
Rank: D
Type: Non-Elemental
Description: Fate throws both of her arms out to her side and exclaims, Requip! as a bright golden light envelops around her arm thus materializing into a large black mace with spikes. It is designed like the Purgatory Armor. The mace is larger than Fate herself with six large spikes running down the edge, getting progressively larger as they reach the hook end of the weapon.
Strengths:- Durability - The mace can also be considered very durable for it can withstand a total of 6 D-ranked damage or 3 C-ranked damage. The mace doesn't get scratched very easily.
- Non-Elemental - The mace doesn't show any elemental properties. It's just a normal armor with metal plating which means it won't get any elemental weaknesses.
- High Offense - Because of the mace being huge and spiky, Fate can dish out strong and pure damage against opponents. Once the opponent gets directly hit, he/she has chances of getting inflicted by bleeding since the spikes from the mace might puncture through the skin. Once this happens, it will last for 3 posts with D-rankd damage. The weapon can also destroy huge rocks and redirect/destroy projectiles depending on it's strength.
Weaknesses:- Speed Reduction - Because of the weight on the armor, and it's weapon, Fate will receive a 5% speed reduction. Once Fate uses this armor, she will show some speed disadvantages. With enough strength, Fate can overcome and pass through the speed reduction. To use this weapon with great ease, Fate must raise it with 2 arms uniting as one but Fate can also use only one arm but she will have a hard time.
- Non-Elemental - This weapon doesn't show any elemental properties which means it can deal great damage over a certain element. It can't receive damage bonuses when blocking or attacking against a certain element.
Duration/Cooldowns: The spell lasts for 6 posts and the cooldown is 5 posts.- Crushing Blow:
- Name: Crushing Blow (壊滅打 Kaimetsu-da)
Rank: D
Type: Non-Elemental
Description: With the use of the spiked mace, Fate can swipe it forcefully in any direction. Fate can use this spell to hit her opponent directly and gain more damage bonuses. Once the opponent gets direct hit, he/she has chances to get paralyzed for 3 posts due to the force hit directed upon him/her. Also, because the mace is spiky, it can gain some bleeding status which also lasts for 3 posts dealing D-ranked damage. This spell can also destroy hard rocks and most of the time, deal some huge scratches on metals. After using this spell, she needs at least 1 post to be able to catch her breath. The range of the area is 5'3 feet from Fate which is the height of the mace.
Strengths:- Force - This spell can really dish out damage against an opponent since it uses force to be able to hit the opponent. Once this happens, the opponent can gain paralyzation making the opponent more vulnerable.
- Sharp Spikes - Because of the sharp spikes the mace possesses, Fate can inflict bleeding status as well against the opponent. This can also happen during normal attacks but in this case, it's 100% sure that the opponent will bleed. Once it happens, the bleeding can occur which lasts for 3 posts dealing D-ranked damage.
Weaknesses:- Force - Force can also be a disadvantage. Once Fate uses this spell against a thick rock wall, it's chances of breaking is equal. Once it doesn't break, the mace might get stuck in the wall. It won't be easy to unstuck the mace since first, it's heavy and it might be too much deep in the wall.
- Friendly Fire - When used wrongly, Fate can accidentally attack an ally instead of the opponent. Fate might not control it if the spell is on going unless she has the enough strength to redirect it.
- Accuracy - The spell acts very slow since the mace is very heavy. So it means that the opponent can easily dodge once Fate has already used this spell. It's best if Fate first traps the opponent for a sure hit.
Duration/Cooldowns This spell's cooldown is 3 posts while it's duration is instant.