Name: Centauri Arm
Rank: Artifact
Type: Cannon
Description:
As all Artifact weapons, the Centauri Arm increases magic by 100% and can resist A-rank effects.
The Centauri Arm is an arm cannon that forms around her right forearm. It's exact appearance is not constant but can be shifted around as the wearer desires or will take on different shapes depending on what sort of effect it's going to project.
Centauri is composed of foreign resources not found on earthland, neither is it found naturally occurring in nature anywhere Clementine knows of. The primary resource of note is Jocelite, a metal like material forged with Hyperion Iron- A rare form if iron only found in the most scarce trace amounts, created in the very last microseconds of a star's explosive death - and Pulsylite, gems that are so clear as to be invisible save for faint outlines of it's edges. A single gram of Pulsylite is of enough worth to buy out a national treasury and still leave them in debt.
Pulsylite is so expensive to to it's unavailability and utility, as Pulsylite is legendary in it's ability to store and release energy. About one in every seven trillion stars is theorized to have a Pulsylite core the size of a softball... the star itself being formed from energy left over from other dead stars and bound into an expel/absorb cycle by the Pulsylite.
These two substances were combined to form Atomatrite, a metal immune to thermal energy and possessing near limitless capacity to store and expel most forms of energy.
The Centauri Arm is capable of subtracting from it's total mass and compressing it into a point of Diluted Expression. ie; The Centauri Arm shrinks and changes shape into a ring. This deactivates the Centauri Arm preventing it from releasing energy or being used as a focus.
Strengths:
- As an arm cannon weapon, it's capable of emitting high intensity bursts of energy in straight beams as thick around as a soft ball that have a range of up to 450 meters. traveling at a speed of 24,000 meters per second (Twice that of most bullets). The beam impacts with the force of a 120mph car and delivers blistering radiation burns on contact. It IS a kinetic attack and can be defended against in a much similar way one might defend against cannon balls, hitting it's target much like getting hit by a wrecking ball. It does not emit light, but is seen as a clear (Transparent) projection of energy. This means that it can't blind (aside from the obvious blow to someone's eyes), but it is visible enough to witness. It is considered an A-rank(?) effect for the purpose of overcoming defenses or clashing attacks. This is it's basic attack.
- It's ability to change shape isn't purely cosmetic, but altering it's shape also alters it's base properties due to structure. It can become a spiked weapon, edged weapon, or so on. With it's ability to reduce it's mass, it can become tools. All forms are connected to her hand or arm in some way, and can't be separated naturally. So no bows or thrown weapons.
- When damaged or destroyed the weapon can be deactivated/deactivates in order to repair 15% it's damage. It has to be at least 50% undamaged to function. If broken completely it can't return until 75% repaired. But at least it can come back and is not lost upon destruction. Hence strength.
- Particularly resistant to energy based attacks, and is effectively considered to be elementally superior towards them. It can't be damaged by Heat spells at all. It's less effective then trying to light a stone on fire, and is in fact perfectly fine submerged in lava for hours. It has it's limits however, but they are set too high to note.
Weaknesses:
- Can't be separated from her person. Meaning she can't have it transform into a tool and let someone else use it, she has to use the tool herself. This also means she can't have it transform into throwing knives, arrows, or bullets.
- Transformation limit is set at the size of a Long Spear, with a particularly thick head and a ribbon streaming down it. This size limit includes the total mass of the long spear. This limitation is disregarded for transformations induced by a spell. Such as Jericho Cluster's transformation.
- It's basic attack, by it's nature, is magical (as such an effect can't not be magical in this game's setting), meaning it can't function without magic nor in areas where magic cannot exist.
- It's basic attack when elementally charged (Energy Transit) can be consumed by appropriate slayer as normal.
- It is most susceptible to slashing attacks where it fires it's basic attacks (Barrels) and where it forms maces (Warhammers/Maces), and bludgeoning attacks where it is an edged weapon (Broad sword, katana, whatevers).
- Though it can transform as it does, it can't form sufficient flat surfaces as to produce shields. The closest would be small bucklers, or the flat of a large blade. It can form a gauntlet for the one arm, however. (Can't find any logical reason for it not to, and it could look cool so....yea).
Abilities:
Name: Energy Transit
Rank: S
Description: Energy Transit creates a 6 meter x 6 meter barrier that appears to be formed from many hex shaped plates of energy. When it appears it looks like an oddly shaped rose that fans out into a wall. This barrier is the Energy Transit. All energy based effects are captured by the Energy Transit and converted into storage. At a later date the storage can be accessed and that same energy will be released in a beam of the same specifications as the Centauri Arm's basic attack, minus or plus 50 meter range for ever rank greater or less than A, and minus or plus one inch for the same. The beam is the same energy type as the energy spell captured. Captured energy spells are negated only as they pass through the area of the Energy Transit. Thus most area effect spells would still have the rest of their area effect. Energy types include: Arcane, Death, Fire, Light, Lightning, or similar. Non-Energy types include: Earth, Metal, water, Nature, crystal, ect.
The hex-rose appears to flower out from the end of the Centauri Arm.
Strengths:
- A powerful anti-energy spell capable of blocking effectively any one energy spell in as much as it passes through the Transit.
- Stored energy can be used to deliver alternative energy blows. such as a fire or lightning beam, to change things up a bit,
- Captured energy type's can be remembered within the topic to change the default energy type of the basic attack. Encountering the same element 3 times in three different IC topics marks a type as Memorized and it remembers that energy there after (three topics and posts with the encounter linked in the Bank).
Weaknesses:
- Can only store the energy of 1 effect at a time. (Doesn't effect remembered types for the basic attack).
- Has absolutely no effect towards physical/Non-energy attacks.
- The Energy Transit takes about 1 and a half seconds to unfold completely, which can effect it's usage particularly in fast paced combat and very much so in melee confrontations.
- Even if it absorbs a higher ranked effect, Energy Transit cannot utilize energy to higher capacities than the bearer's rank.
- Ice is a strange middle ground, Ice carries with it thermal energy (By magical cold standards) and while the ice itself isn't effective, it absorbs a charge of Cold "energy".
Name: Jericho Cluster
Rank: S
Description: The Centauri Arm's shape changes to become a great artillery cannon, extending out 5 meters. The cannon is raised high, or low depending on her elevation in order to fire off a great ball of nuclear matter that every 20 meters explodes into doubles until it is above the target, then it erupts into a great torrent of small marble sized balls of energy that impact with the force of a small explosive causing a concussive wave out 15 meters each. The explosions cause very minor radiation burns initially, resulting in less than D-rank damage, while the concussive waves cause deafness for an indeterminate amount of time (1 post against S-rank mages, and +2 every lower rank). The shockwaves are captured by solid structures of stone and wood which cause it to magnify in intensity within them, resulting in no insignificant structural damage (Amounting to B-rank damage directly towards buildings), metal constructions vibrate even more intensely but are sturdy enough not to rupture, but the vibrations may well loosen bolts, screws and nails.
What is left however , are zones of moderate radiation within the explosion ranges.
Total area effect: 2,500 meters, made of many small bursts. (An entire town -not a city- should feel the bursts). Essentially the only thing in this area effect people would feel is the deafening release of energy, and feel very warm. Meanwhile weak buildings would collapse, such as very old wood buildings, while most would have structural damage or a collapsed section of wall, while the more well made buildings would only have to fix a loose brick or two. This doesn't even factor any magical protection a building may have, as most important buildings would.
Strengths:
- Causes structural damage over a huge area.
- Deafens and induces panic.
- Leaves moderate radiation zones per marble.
Weaknesses:
- Deals almost negligible damage to the occupants of the target. The equivalent of getting a scratch from a new born kitten (Which doesn't penetrate the skin and you barely feel it).
- Requires a vast distance between the target and point of fire, usually handled by firing directly up.
- Takes 4 full posts to arrive.
- Can only be used once per 40 posts.
- The size increase of the Centauri Arm doesn't effect anything else, just the performance of this spell. It lessens response time and makes the arm unweildy. It can change back in the following post.
- Uses 80mp.
Name: Alpha Core
Rank: -::Artifact::-
Type: Power Core
Description:
Artifact Armors - 70% Magic Defense / Can resist A Rank Spells'
The Alpha Core is a sphere that looks like an intense ruby, with a burning mass of energy contained within it. The Alpha Core is composed entirely of the Pulsylite mentioned above, but a distilled version in which Pulsylite atoms were bonded with Diometrite atoms, a celestial gem related to that of diamond, to form a diluted but larger version.
This Alpha Core is an artifact of great power that was once used to power great constructs but now resides bonded to Clementine's form.
Due to this bond, any change Clementine goes through puts the Alpha Core as subject to it as well. It's construction is such that the Alpha Core can redistribute or minimize it's size. But it always remains embedded in the center of her chest over where a human's heart would be, but a little more centered.
It can be manipulated manually to alter it's appearance to a minimum size of a small ruby found on a ring, to a maximum size of a volleyball. This allows for some flexibility, and the Alpha Core can mold itself to whatever Clementine is wearing, allowing it to show through as though it was a pendant, brooch, or necklace.
It serves as an armor due to it's potent defensive barrier that envelops it, but bonded with Clementine as it is this barrier envelops her and her apparel as well. This barrier isn't seen until something hits it, where it ripples. The barrier is barely an inch away from any surface, and has the same effectiveness as though she were dressed in full plate armor.
Strengths:
- The barrier-armor is as strong as 2ft thick plates of steel and absorbs the kinetic energy of a a blow, significantly reducing or eliminating knockback. As further benefit of being a barrier instead of actual plating, the barrier is air-tight. Preventing her from getting wet or being subject to gassing attacks.
- The barrier absorbs sound waves and balances them, resulting in only three levels of sound: Shout, Standard, Stunted. Most sound goes into standard, while any sound louder than a shout is lessened. Meanwhile any sound quieter then a whisper is picked up on and magnified so that it is still a whisper, but as though whispering near her ear. This negates harmful effects of high decibels and is good at picking up on softer sounds.
- Absorbed kinetic energy is immediately released as it comes, focusing it outward in such a manner that attacks that do not break through the barrier are reflected back along the same path that they initially traveled.
Weaknesses:
- The barrier, unlike actual plating, is limited in that while plating is a physical shielding, the barrier is a singular system. While breaking one section of armored plating only cracks that one section, breaking one section of the Barrier breaks the entire effect as the energy collapses. The collapsed barrier is negated and it takes a charge period of 6 posts to restore.
- The barrier, again unlike actual plating, is further limited in that it is a special effect rather than a natural one. Thus antimagic can disrupt it, and it cannot function within areas barring magic such as the Neutral Grounds.
- A problem with reducing sound levels into only three groups is that they can easily be overwhelmed. If there are dozens of sources that would connect to one level at the same time, they crowed each other out and she'd have to disengage this feature leaving her open to sonic effects.
- The rebounding of kinetic energy is limited in it's very nature in that it is predictable. It travels the exact path that the projectile arrived in and thus can be accounted for when initially engaging an attack. It can also be avoided by using curved weapons such as boomerangs, that hit at a different angle than yourself that cannot be logically mirrored.
Abilities:
Power Core: The Alpha Core is the name of a power core. As you might guess, being a power core, it supplies power. The Alpha Core provides a 50% bonus reserve of mana that is held separately from the bearer's own reserves. This reserve can only be accessed through use of the Centauri Arm, and recovers 10% of it's storage capacity per post. Power from the Alpha Core cannot stack with other reserves. Meaning the cost of a spell can't be shared or split between the Alpha Core and Clementine's own pool.
Power Dynamics: The Alpha Core is capable of shifting the cooldown from any effect from that effect to itself, which frees that effect from it's cooldown and applies it instead to Power Dynamics. This prevents the usage of Power Dynamics again until that cooldown is lost before it can be used again. It doesn't have to take the full cooldown, but can siphon only part of it instead.
Rank: Artifact
Type: Cannon
Description:
As all Artifact weapons, the Centauri Arm increases magic by 100% and can resist A-rank effects.
The Centauri Arm is an arm cannon that forms around her right forearm. It's exact appearance is not constant but can be shifted around as the wearer desires or will take on different shapes depending on what sort of effect it's going to project.
Centauri is composed of foreign resources not found on earthland, neither is it found naturally occurring in nature anywhere Clementine knows of. The primary resource of note is Jocelite, a metal like material forged with Hyperion Iron- A rare form if iron only found in the most scarce trace amounts, created in the very last microseconds of a star's explosive death - and Pulsylite, gems that are so clear as to be invisible save for faint outlines of it's edges. A single gram of Pulsylite is of enough worth to buy out a national treasury and still leave them in debt.
Pulsylite is so expensive to to it's unavailability and utility, as Pulsylite is legendary in it's ability to store and release energy. About one in every seven trillion stars is theorized to have a Pulsylite core the size of a softball... the star itself being formed from energy left over from other dead stars and bound into an expel/absorb cycle by the Pulsylite.
These two substances were combined to form Atomatrite, a metal immune to thermal energy and possessing near limitless capacity to store and expel most forms of energy.
The Centauri Arm is capable of subtracting from it's total mass and compressing it into a point of Diluted Expression. ie; The Centauri Arm shrinks and changes shape into a ring. This deactivates the Centauri Arm preventing it from releasing energy or being used as a focus.
Strengths:
- As an arm cannon weapon, it's capable of emitting high intensity bursts of energy in straight beams as thick around as a soft ball that have a range of up to 450 meters. traveling at a speed of 24,000 meters per second (Twice that of most bullets). The beam impacts with the force of a 120mph car and delivers blistering radiation burns on contact. It IS a kinetic attack and can be defended against in a much similar way one might defend against cannon balls, hitting it's target much like getting hit by a wrecking ball. It does not emit light, but is seen as a clear (Transparent) projection of energy. This means that it can't blind (aside from the obvious blow to someone's eyes), but it is visible enough to witness. It is considered an A-rank(?) effect for the purpose of overcoming defenses or clashing attacks. This is it's basic attack.
- It's ability to change shape isn't purely cosmetic, but altering it's shape also alters it's base properties due to structure. It can become a spiked weapon, edged weapon, or so on. With it's ability to reduce it's mass, it can become tools. All forms are connected to her hand or arm in some way, and can't be separated naturally. So no bows or thrown weapons.
- When damaged or destroyed the weapon can be deactivated/deactivates in order to repair 15% it's damage. It has to be at least 50% undamaged to function. If broken completely it can't return until 75% repaired. But at least it can come back and is not lost upon destruction. Hence strength.
- Particularly resistant to energy based attacks, and is effectively considered to be elementally superior towards them. It can't be damaged by Heat spells at all. It's less effective then trying to light a stone on fire, and is in fact perfectly fine submerged in lava for hours. It has it's limits however, but they are set too high to note.
Weaknesses:
- Can't be separated from her person. Meaning she can't have it transform into a tool and let someone else use it, she has to use the tool herself. This also means she can't have it transform into throwing knives, arrows, or bullets.
- Transformation limit is set at the size of a Long Spear, with a particularly thick head and a ribbon streaming down it. This size limit includes the total mass of the long spear. This limitation is disregarded for transformations induced by a spell. Such as Jericho Cluster's transformation.
- It's basic attack, by it's nature, is magical (as such an effect can't not be magical in this game's setting), meaning it can't function without magic nor in areas where magic cannot exist.
- It's basic attack when elementally charged (Energy Transit) can be consumed by appropriate slayer as normal.
- It is most susceptible to slashing attacks where it fires it's basic attacks (Barrels) and where it forms maces (Warhammers/Maces), and bludgeoning attacks where it is an edged weapon (Broad sword, katana, whatevers).
- Though it can transform as it does, it can't form sufficient flat surfaces as to produce shields. The closest would be small bucklers, or the flat of a large blade. It can form a gauntlet for the one arm, however. (Can't find any logical reason for it not to, and it could look cool so....yea).
Abilities:
Name: Energy Transit
Rank: S
Description: Energy Transit creates a 6 meter x 6 meter barrier that appears to be formed from many hex shaped plates of energy. When it appears it looks like an oddly shaped rose that fans out into a wall. This barrier is the Energy Transit. All energy based effects are captured by the Energy Transit and converted into storage. At a later date the storage can be accessed and that same energy will be released in a beam of the same specifications as the Centauri Arm's basic attack, minus or plus 50 meter range for ever rank greater or less than A, and minus or plus one inch for the same. The beam is the same energy type as the energy spell captured. Captured energy spells are negated only as they pass through the area of the Energy Transit. Thus most area effect spells would still have the rest of their area effect. Energy types include: Arcane, Death, Fire, Light, Lightning, or similar. Non-Energy types include: Earth, Metal, water, Nature, crystal, ect.
The hex-rose appears to flower out from the end of the Centauri Arm.
Strengths:
- A powerful anti-energy spell capable of blocking effectively any one energy spell in as much as it passes through the Transit.
- Stored energy can be used to deliver alternative energy blows. such as a fire or lightning beam, to change things up a bit,
- Captured energy type's can be remembered within the topic to change the default energy type of the basic attack. Encountering the same element 3 times in three different IC topics marks a type as Memorized and it remembers that energy there after (three topics and posts with the encounter linked in the Bank).
Weaknesses:
- Can only store the energy of 1 effect at a time. (Doesn't effect remembered types for the basic attack).
- Has absolutely no effect towards physical/Non-energy attacks.
- The Energy Transit takes about 1 and a half seconds to unfold completely, which can effect it's usage particularly in fast paced combat and very much so in melee confrontations.
- Even if it absorbs a higher ranked effect, Energy Transit cannot utilize energy to higher capacities than the bearer's rank.
- Ice is a strange middle ground, Ice carries with it thermal energy (By magical cold standards) and while the ice itself isn't effective, it absorbs a charge of Cold "energy".
Name: Jericho Cluster
Rank: S
Description: The Centauri Arm's shape changes to become a great artillery cannon, extending out 5 meters. The cannon is raised high, or low depending on her elevation in order to fire off a great ball of nuclear matter that every 20 meters explodes into doubles until it is above the target, then it erupts into a great torrent of small marble sized balls of energy that impact with the force of a small explosive causing a concussive wave out 15 meters each. The explosions cause very minor radiation burns initially, resulting in less than D-rank damage, while the concussive waves cause deafness for an indeterminate amount of time (1 post against S-rank mages, and +2 every lower rank). The shockwaves are captured by solid structures of stone and wood which cause it to magnify in intensity within them, resulting in no insignificant structural damage (Amounting to B-rank damage directly towards buildings), metal constructions vibrate even more intensely but are sturdy enough not to rupture, but the vibrations may well loosen bolts, screws and nails.
What is left however , are zones of moderate radiation within the explosion ranges.
Total area effect: 2,500 meters, made of many small bursts. (An entire town -not a city- should feel the bursts). Essentially the only thing in this area effect people would feel is the deafening release of energy, and feel very warm. Meanwhile weak buildings would collapse, such as very old wood buildings, while most would have structural damage or a collapsed section of wall, while the more well made buildings would only have to fix a loose brick or two. This doesn't even factor any magical protection a building may have, as most important buildings would.
Strengths:
- Causes structural damage over a huge area.
- Deafens and induces panic.
- Leaves moderate radiation zones per marble.
Weaknesses:
- Deals almost negligible damage to the occupants of the target. The equivalent of getting a scratch from a new born kitten (Which doesn't penetrate the skin and you barely feel it).
- Requires a vast distance between the target and point of fire, usually handled by firing directly up.
- Takes 4 full posts to arrive.
- Can only be used once per 40 posts.
- The size increase of the Centauri Arm doesn't effect anything else, just the performance of this spell. It lessens response time and makes the arm unweildy. It can change back in the following post.
- Uses 80mp.
Name: Alpha Core
Rank: -::Artifact::-
Type: Power Core
Description:
- Spoiler:
Artifact Armors - 70% Magic Defense / Can resist A Rank Spells'
The Alpha Core is a sphere that looks like an intense ruby, with a burning mass of energy contained within it. The Alpha Core is composed entirely of the Pulsylite mentioned above, but a distilled version in which Pulsylite atoms were bonded with Diometrite atoms, a celestial gem related to that of diamond, to form a diluted but larger version.
This Alpha Core is an artifact of great power that was once used to power great constructs but now resides bonded to Clementine's form.
Due to this bond, any change Clementine goes through puts the Alpha Core as subject to it as well. It's construction is such that the Alpha Core can redistribute or minimize it's size. But it always remains embedded in the center of her chest over where a human's heart would be, but a little more centered.
It can be manipulated manually to alter it's appearance to a minimum size of a small ruby found on a ring, to a maximum size of a volleyball. This allows for some flexibility, and the Alpha Core can mold itself to whatever Clementine is wearing, allowing it to show through as though it was a pendant, brooch, or necklace.
It serves as an armor due to it's potent defensive barrier that envelops it, but bonded with Clementine as it is this barrier envelops her and her apparel as well. This barrier isn't seen until something hits it, where it ripples. The barrier is barely an inch away from any surface, and has the same effectiveness as though she were dressed in full plate armor.
Strengths:
- The barrier-armor is as strong as 2ft thick plates of steel and absorbs the kinetic energy of a a blow, significantly reducing or eliminating knockback. As further benefit of being a barrier instead of actual plating, the barrier is air-tight. Preventing her from getting wet or being subject to gassing attacks.
- The barrier absorbs sound waves and balances them, resulting in only three levels of sound: Shout, Standard, Stunted. Most sound goes into standard, while any sound louder than a shout is lessened. Meanwhile any sound quieter then a whisper is picked up on and magnified so that it is still a whisper, but as though whispering near her ear. This negates harmful effects of high decibels and is good at picking up on softer sounds.
- Absorbed kinetic energy is immediately released as it comes, focusing it outward in such a manner that attacks that do not break through the barrier are reflected back along the same path that they initially traveled.
Weaknesses:
- The barrier, unlike actual plating, is limited in that while plating is a physical shielding, the barrier is a singular system. While breaking one section of armored plating only cracks that one section, breaking one section of the Barrier breaks the entire effect as the energy collapses. The collapsed barrier is negated and it takes a charge period of 6 posts to restore.
- The barrier, again unlike actual plating, is further limited in that it is a special effect rather than a natural one. Thus antimagic can disrupt it, and it cannot function within areas barring magic such as the Neutral Grounds.
- A problem with reducing sound levels into only three groups is that they can easily be overwhelmed. If there are dozens of sources that would connect to one level at the same time, they crowed each other out and she'd have to disengage this feature leaving her open to sonic effects.
- The rebounding of kinetic energy is limited in it's very nature in that it is predictable. It travels the exact path that the projectile arrived in and thus can be accounted for when initially engaging an attack. It can also be avoided by using curved weapons such as boomerangs, that hit at a different angle than yourself that cannot be logically mirrored.
Abilities:
Power Core: The Alpha Core is the name of a power core. As you might guess, being a power core, it supplies power. The Alpha Core provides a 50% bonus reserve of mana that is held separately from the bearer's own reserves. This reserve can only be accessed through use of the Centauri Arm, and recovers 10% of it's storage capacity per post. Power from the Alpha Core cannot stack with other reserves. Meaning the cost of a spell can't be shared or split between the Alpha Core and Clementine's own pool.
Power Dynamics: The Alpha Core is capable of shifting the cooldown from any effect from that effect to itself, which frees that effect from it's cooldown and applies it instead to Power Dynamics. This prevents the usage of Power Dynamics again until that cooldown is lost before it can be used again. It doesn't have to take the full cooldown, but can siphon only part of it instead.
Last edited by Clementine on 5th November 2013, 10:23 am; edited 21 times in total