Lady Red's Bank
Main Info Topics:
Lady Red:
https://www.fairytail-rp.com/t19844-lady-red#228301
Devil Pact
https://www.fairytail-rp.com/t16116-deal-with-a-devil#192652
Mythical: VACANT$
Multipart: Apollyon, AAL+++
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W e a p o n s
• Legendary+(Combo^): Sinclaire(Multi)
• Legendary+: Bloodreaver
• Artifact+: Sinclaire(Multi)
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A r m o r
Strong: VACANT
• Legendary+: Soulshroud
Legendary: VACANT
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M a g i c - I t e m s
• Legendary+(Combo^): Bloodwell
Legendary+: VACANT$
• Legendary+: Sight Stone
• Artifact+: Sinclaire(Multi)
• Artifact(Event Slot): Abyssal Archive
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P e t
• Weak:
• Strong+: VACANT
Strong: VACANT
• Legendary: Dracolich
Legendary: VACANT
• Ethereal: Psyche
- Psyche; 225k/10cc:
- Name: Psyche
Rank: Ethereal
Species: Leopard Snowgrune
Type: Combat Pet
Description:- Psyche's Appearance:
Leopard Snowgrunes are extremely large and bulky creatures, with females weighing in at 1,500lbs and their counterparts in at 2,000lbs. No other animal is able to match the sheer muscle power of the Leopard Snowgrune, especially when a mother has to defend her cub. Typically, Leopard Snowgrunes are omnivores, capable of eating both the sparse vegetation of the land as well as the meat of weaker and smaller animals. However, they are more well known for preferring to eat large land animals, such as deer, bears, and the like, as well as fish. The more food a mother Leopard Snowgrune is able to supply her cubs, the quicker her cubs will grow and be able to defend themselves. These creatures are one of the many feline creatures that have dewclaws, but these dewclaws are slightly opposable, helping them to grab prey from both land and sea. Where there is an abundance of prey, such as fish, these Leopard Snowgrunes will gather and form what is known as an hierarchy.
They are known to be rather solitary creatures, albeit for a mother raising her cubs due to cubs being too young to fend for themselves. However, each Leopard Snowgrune is known to defend its homeland, with males having larger territories that overlap several females’. When it comes to confrontation between the females of this species, they are more known for being able to tolerate other females and will even be friendly sometimes upon them wandering in. Males, on the other hand, tend to be more aggressive, defending their lands vigorously from other males that may attempt to steal it. In instances where magi have gone out looking for them, they will find claw marks along tree trunks that mark a male’s territory in order to warn other males. Yet, most of the time, these creatures remain in their own territories, hunting on their own land and keeping peace between others. When male cubs grow up, it is more common for them to leave the nest and often travel miles before finding unclaimed territory.
Abilities:- Aphrodite's Love:
- Name: Aphrodite's Love
Rank: S
Type: Area of Effect, Enchantment, Infatuation, Love
Duration: 10 posts
Cooldown: 11 posts
Description: When Psyche steps into the vicinity of the battlefield, an immense and overwhelming sensation of love and lust will fill everyone. Those that are within one-hundred (100) meters of Psyche will feel as if they cannot fight each other any longer. Instead, they will drop their weapons and show kindness toward each other, rather than spilling the blood of innocents. However, deep down, a bloodcurdling sensation will crawl inside of them, less intense than that of the love they feel. This pain will cause damage 50% user-rank damage (max S-rank) on the initial blow to those in twenty-five (25) meters or closer to the user, and 50% of user-ranked damage (max S-rank) for four posts after the first post of the spell's total duration. Anyone within twenty-six (26) to fifty-one (51) meters of Psyche will be dealt 37.5% of user-ranked damage (max S-rank), with 37.5% of user-ranked damage (max S-rank) for four posts following the initial post of the spell's total duration. For those in the fifty-two (52) to seventy-seven (77) meter range will receive 25% of user-ranked damage (max S-rank) and 25% user-ranked damage (max S-rank) for four posts after the initial post of the spell's total duration. Lastly, anyone in the seventy-eight [78] to one-hundred (100) meter range will experience 12.5% user-ranked damage (max S-rank) and 12.5% user-ranked damage (max S-rank) for four posts after the initial post of the spell's total duration. The sensation of love and lust will only affect those that are equal to the user's rank or lower, max being S-rank or lower.
Strengths:- Anyone that is within one-hundred (100) meters of Psyche will receive damage from the ability up to the fifth (5th) post
- Damage lasts for five (5) posts, with the sensation of being unable to fight lasting for the remaining all ten (10) posts
- Only affects the enemies of the pet, so what is not considered an enemy will not be affected by the ability
Weaknesses:- What can be considered an enemy to Psyche may be considered an ally to the user, and thus, allies may be affected
- Higher ranking magi can entirely ignore the sensation of peace and love and continue to cause havoc in battle
- Damage varies depending on where a person stands, so one person may receive 250% user-ranked damage versus only 62% user-ranked damage
- Psyche may choose not to cast this ability at all, thwarting the attempts of the user to deal damage to opponents
- Anyone that is within one-hundred (100) meters of Psyche will receive damage from the ability up to the fifth (5th) post
- Roses Are Red:
- Name: Roses Are Red
Rank: A
Type: Enchantment, Instant, Love, Valentine
Duration: Instant
Cooldown: 8 posts
Description: In some cases, when Psyche steps onto the battlefield, an array of flowers will burst out from her feet and fill the area. All around the user and those within the vicinity, in a eighty [80] meter range, these flowers will coat the ground. They can either be the flowers, themselves, or the petals that fill the area until one is quite literally walking on them. The petals do not deal any damage, but the flowers that arise from the ground strike up with harsh thorns at Psyche's opponent. So, those that are trapped in the eighty [80] meter range are instantaneously dealt 100% user-ranked damage (max A-rank). Every thorn that pierces the skin of the opponent will deal 75% extra damage to them, making for 175% user-ranked damage (max A-rank). Careful where you walk because the second one steps on the flower, the higher chance of one receiving heavy damage.
Strengths:- An array of flowers will appear along the ground, looking harmless and beautiful that a person may want to pick them
- Sharp thorns lay hidden in the shallows of the petals and flowers and will pierce opponents to deal an extra 75% user-ranked damage (max A-rank)
- Upon stepping on the flowers, an opponent will be dealt 100% user-ranked damage (max A-rank)
Weaknesses:- The user and the allies of the user may potentially step on the flowers and be hurt by them without caution
- They are flowers, so things like water and fire can easily kill them off and negate the effects of the spell
- If the player is lucky enough, the thorns may not pierce them and they will be scott free of the extra 75% damage
- Pretty flowers, definitely very, very deadly, must advice not to pick them unless one wants to be injured
- An array of flowers will appear along the ground, looking harmless and beautiful that a person may want to pick them
Sandstorm Lacrima.
- Spoiler:
Lacrima name: Sandstorm
Lacrima type: God Slayer
Item/Energy needed to reach force: Sunlight or Sand
Slayer can control: Sunlight and Sand
Brief Description:
This unusual lacrima seems to have taken on the properties of the surrounding area. Upon first glance a person may be willing to over look this item as nothing more than a magically charged sunstone due to the golden sparkle and warm yet dull sandy glow. It is only with close further examination that a raging sandstorm can be seen stirring up the sand and glinting sunstone within.
The lacrima was found deep within the ruins of a desert temple said to have been the at the heart of the sand and sun. It was a pilgrimage many where said to have tried within the ancient world and none ever managed to have fore-filled due to the harsh almost ungodly heat, shifting expanses and unpredictable sandstorms. It was said that the person whom got the closest to the gift of the gods was a young prince looking to make a better future for his people. What happened to this young royal is sadly left up to speculation as no information was ever found about him returning to his home and as the chamber this lacrima was found undisturbed it is obvious he never reached the end of his journey.
The overall history of this enigmatic lacrima is shrouded in mystery; even now no-one knows just where it originated from, whom made it, for what purpose or how old the lacrima itself truly is. It is thought that this ancient lacrima is at least a few thousand years old wither this is truly the case or not is yet to be authenticated within the magical community.
Cosmic Coin Price: 250
Jewel Price: 4,000,000
4-8-16-32-64-192
70-280-560-1,120-3,360
Approved Weapons:
Approved Armors:
Approved Misc(s):
- The Saving Goddess (Battleship) and Residency.
- Love Potion
Undefined Dragon Slayer lacrimax1. (Traded to Alexia (Now Clementine))- Hell.
- Solomon's Carpet (Now altered: It now looks like a witch's broom.)
- Stone Serpent
- Items.
- Green Musketeer outfit (Minstrel, Job reward) . .
- Black Heart Feather.
Ongoing Missions:
- [urlUrl of thread goes here]Thread Title[/url]
Ongoing Threads:
- [urlUrl of thread goes here]Thread Title[/url]
(Some) Finished Threads:
- The Realm of Dragons
- Rose Thorn's guild joining.
- Blue Pegasus Spectacle
- Hellbreaker
- Noble Arrangements
- Storm Bound
- [urlUrl of thread goes here]Thread Title[/url]
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Siren's Personal Projects & References (Only small ones. Larger ones get PM'd to myself):
- Spoiler:
- Throwing Guide:
Status: Fair and Usable. I am satisfied with the result despite logic problems and lack of official mathematics on things like air resistance, surface area, proper weight scaling, and so on.
An extremely rough guide on throwing something at a given rank.
Spell ranges and speeds should probably at least be allowed to equal these, on a common sense-ish basis depending on the spell and intent.
Assuming a D-rank is in peak natural human condition and without additional boosts within apps, they'd be able to throw a baseball sized object...
54m/s
140 meters in range.
Rather than doubling the power of the previous rank as normal rank progression, to account for some losses (I don't have actual math on the matter of throwing things), we're just going to add 25% of the previous, with 50% for H as it is a 3x step from S.
For every % heavier an object is over 5 ounces or 1/3rd a pound, reduce the speed and range by the same %. Increase the 1/3rd pound by a factor of 5 at each rank to try to account for easier handling of heavier objects.
Aerodynamics can't really be accounted for in this...
C-
67.5m/s
175 meter range
B-
84.3m/s
218.7 meter range
A-
105.3m/s
273.3 meter range
S-
131.6m/s
342.6 meter range
H-
196.5m/s
428.2 meter range
- How fast are you?:
Using the same conclusion I reached above using 25% increase from the previous rank, 50% at H from S, here is how fast in Meters per Second a mage of a given rank could sprint.
6.6D
8.25C
10.3B
12.8 A
16S
25H
The average punch on the other hand is different. Using a Boxer as the baseline, increasing by the same %, the default punching speed per rank is (in Meters per Second):
About:
11 D
13 C
16 B
20 A
25 S
38 H
Both these numbers are of course effected by Speed enhancements, and not Strength.
- How strong are you?:
Well. Strength is more vague and changeable, variable. Meanwhile to stick truer to source material... the 25% concept doesn't really work.
Thus to gain strength numbers, doubling as normal between ranks is more reliable.
Using the average human as a baseline, the pounds a player per rank could squat by default are:
125lbs D
250lbs C
500lbs B
1000lbs A
2000lbs S
6000lbs H
D95, C190, B380, A760, S1520, 4560H OR D70, C140, B280, A560, S1120, H3360
Old item list:
- Spoiler:
Mythical: VACANT
1st Artifact (1st Armor slot): Clawing Wall (Signature) + non-sig bonus unaccounted for.
2nd Artifact (Weapon): Poltergeist (Signature) + Finger of Death (Non-Sig bonus)
Bonus Artifact: Conqueror's Crown
Legendary(+)(2nd Armor): Hell Gate (Signature) + Elite Rank (Non-Sig bonus)
Legendary(+)(Weapon): Flamethrower (Signature) ---> Dominance (Signature) (If my topic with raffle spells ever gets approved.)
Strong(+): Fire Ball (Signature)
Pet: Legendary
Magic Item: Necromancer's Mark
Magic Item: Eyes of the Inferno
Magic Item: Deceiver's Ring
Old magic:
- Spoiler:
Primary Magic-
Infernal Necomrancy
https://www.fairytail-rp.com/t19860-infernal-necromancy#228413
. . .
Burning Titan
https://www.fairytail-rp.com/t5646-a-bit-of-fire#83796
Last edited by Eris on 30th August 2017, 6:04 pm; edited 52 times in total