Demonic Puppeteer
Caster or Holder: Caster
Description: This magic involves the use of extending near invisible strings of magical energy from the user's finger tips. These strings can be used for various purposes. They can be sharpened to cut into a target or bind them. Or the user can send their magic through it to perform various acts of manipulation.
To those weak enough he can control their physical and even magical actions as if they were puppets at his command. He can even do this to himself if he is somehow paralyzed or his body is heavily damaged and unable to move.
Yet its true strength relies in applying various magical effects to his targets. For example, if he sees that a target relies mostly on their sense of smell or a particular limb then he could rob them of that. Or he could enhance the senses of a person or their sense of pain so that even breathing becomes painful.
The user's abilities are not just limited to manipulating people as they can also manipulate things to form into puppets to fight for them whether it be stone, metal or the very earth itself. They can be brought to life and made to dance at the user's command once infused with demonic energy.
Strengths:
Weaknesses:
Abilities/Powers:
Caster or Holder: Caster
Description: This magic involves the use of extending near invisible strings of magical energy from the user's finger tips. These strings can be used for various purposes. They can be sharpened to cut into a target or bind them. Or the user can send their magic through it to perform various acts of manipulation.
To those weak enough he can control their physical and even magical actions as if they were puppets at his command. He can even do this to himself if he is somehow paralyzed or his body is heavily damaged and unable to move.
Yet its true strength relies in applying various magical effects to his targets. For example, if he sees that a target relies mostly on their sense of smell or a particular limb then he could rob them of that. Or he could enhance the senses of a person or their sense of pain so that even breathing becomes painful.
The user's abilities are not just limited to manipulating people as they can also manipulate things to form into puppets to fight for them whether it be stone, metal or the very earth itself. They can be brought to life and made to dance at the user's command once infused with demonic energy.
Strengths:
- Versatile
- Suitable for fighting both multiple people and single people
- Both useful for support, defense and offense
Weaknesses:
- Limited to ten targets maximum (one for each finger)
- Electricity/lightning based magic: Can be conducted through the strings and to him directly
- Demon slayers: As a demonic magic demon slayer is super effective against him
- Limited by the range of the strings
Abilities/Powers:
- Strings: Able to extend ten magical strings, one from each finger, which have a maximum range of 10ft at D rank and increases by 10ft for each rank. However, this is only true if he has all ten extended to maximum length. Essentially, he is limited to 100ft of string and this increases by 100ft per rank. This can be useful to trick an opponent as to his max range.
The strings are as strong as he is in terms of physical strength and can be used to lift as if he was lifting them directly. They can be sharpened into weak rank weapon quality. These are manipulated with thought and thus he can manipulate himself if his bones are broken or his body is heavily damaged. - a
- a
- a
- a
- Signatures:
- Legendary Armor Slot(A rank):
Name:
Type:
Description:
Strengths:- a
- b
- C
Weaknesses:- a
- b
- C
- d
- a
- Overdrive:
Rank: User rank (Maxes at S)
Type: Buff All
Description: This allows the user, once ever three posts, to overdrive a single spell. This increases the cost by 50% to double one effect of a spell, but this can only be used on a single spell. When this is activated the user's gem-like protrusions (which is including the eyes) glow brightly indicating it. This can only
Strengths:- A
- B
- C
Weaknesses:- a
- b
- C
- d
Cooldown: 3 posts- A
- Remote Control:
Rank: D
Type: Utility
Description: When a limb is detached or otherwise removed Elise is still able to control it as if it was attached due to special receptors in the limbs. However, she is only able to control two limbs at a time and the receptors have limited range. This means she can only control them within 50ft. However, the limbs do retain her full physical strength and speed and can float allowing for some very cool maneuvers.
Strengths:- Allows user to control detached limbs for various purposes
- Limbs can float allowing for tricky maneuvers to be performed
- Limbs retain her full strength
Weaknesses:- Light so can be tossed about a lot easier
- Requires the limb to be removed
- If limb goes further than 50ft a way she cannon control it
- Makes the main body less useful
- Allows user to control detached limbs for various purposes
- D rank:
- Wall Climb Routine:
Type: RED Utility
Description: Whilst the user can fly using the jetpack this is not always useful as it is noisy. It also isn't suited for all situations. As such ELISE developed this technique which via use of magic allows the user to freely walk up walls and on ceilings as if they were the floor. Not only is this very useful for infiltration it also makes for a rather interesting battle mechanic.
Strengths:- Can walk on walls
- Can walk on ceilings
- Could catch opponent off guard
Weaknesses:- If there are no walls/ceiling present it is useless
- Other than surprise gives no boosts to combat
- Due to being red form its use for combat are limited due to the weakness of the form
- Can only be used in red form
Durations/Cooldown: 3/4- Can walk on walls
- Limb Extension Routine:
Type: Utility Purple
Description: With this the user, in purple form, gains the ability to stretch their arms freely up to a length of 20ft essentially making them act like rubber. This can be useful for binding opponents, striking them at a distance or for some clever momentum based movements such as catapaulting the target.
Strengths:- Very versatile
- Gives added range
- Can be useful for covering distance
Weaknesses:- Limited range
- Puts the limb at risk
- Damage is limited by user's strength
- Usefulness limited by user's imagination
Durations/Cooldown: 3 posts/4 posts- Very versatile
- Stealth Routine:
Type: Utility Red
Description: With this the user creates a dome of magical energy around a 10ft area which refracts light in such a way as to make those within the dome invisible to those on the outside. This is not a perfect field though as moving whilst inside it causes the refracted image to shimmer slightly and this shimmer increases the faster the target moves. What's more if it is hit from the outside by a D rank spell or D rank melee attack it shatters instantly.
Strengths:- Can make herself invisible
- Can make a number of allies invisible
- Great for hiding
Weaknesses:- Movement causes the image to shimmer potentially revealing the target
- The image is 'solid' so if its touched then the image could be revealed
- Can be broken by a D rank spell
- Can be broken by a D rank melee attack
Durations/Cooldown: 3 posts/4 posts- Can make herself invisible
- Echolocation Routine:
Type: Utility Green
Description: With this the green model known as Emerald places her cannon like arm to the ground and fires it repeatedly generating a sonic vibration. This sonic vibration then allows the user to have a near perfect map of the surrounding 100ft including buildings and people. However, other sounds can disrupt it as can mediums through which sound doesn't travel as well such as water.
Strengths:- Allows user to map out an area
- Allows user to find people
- Large area
Weaknesses:- Not as useful in liquid environments
- Other noises such as an alarm going off or an explosion can throw this off entirely
- User needs a few seconds to concentrate when using this so not useful in an intense battle situation
- User cannot, through use of this spell, show the map to anyone else.
Durations/Cooldown: Instant/2 posts- Allows user to map out an area
- Warp Routine:
Type: Transport Red
Description: A simple technique that allows the user to teleport up to 100ft once per post for three posts.
Strengths:- Allows user to teleport to cover distances
- Could be useful for getting around a defense
- Useful for dodging
Weaknesses:- Once per post
- Could end up teleporting into a wall thus trapping her
- Limited range
- Could teleport right into a dangerous situation
Durations/Cooldown: 3 posts/4 posts- Allows user to teleport to cover distances
- C rank:
- Laser Cutter Routine:
Type: Offensive/Utility Red
Description: With this the user's index fingers are able to emit a small but powerful close range(2ft) laser that is capable of cutting through most non-magical materials, but is especially effective at cutting through glass. In terms of offense this can do a maximum of 20hp per post.
Strengths:- Useful for cutting through materials to infiltrate
- Gives red form an offensive ability
- Can be used with either hand
Weaknesses:- Cannot be used with both hands at once
- Not as effective on magical materials (so can only cut through D rank barriers)
- Can only do D rank damage per turn
- Incredibly close range
Durations/Cooldown: 3 posts/4 posts- Useful for cutting through materials to infiltrate
- Self Echo Routine:
Type: Utility/Movement
Description: With this the user begins to run around the target at incredibly speed till several dozen after images are formed. It is not clear which is the real one and whilst this is active the user can continue to move and generate after images making it highly confusing for a target
Strengths:- Confuses target potentially
- Makes user harder to hit
- Makes user's attacks harder to predict
Weaknesses:- AOE attacks could destroy all the clones and hit the target destroying it instantly
- A single blow from even a D rank ability is enough to disrupt and end the technique
- Needs to be on the ground in order to perform
- Larger opponents will require longer for this to activate fully
Durations/Cooldown: 3 posts/4 posts- Confuses target potentially
- Repair Routine Alpha:
Type: Healing Green
Description: With this the user fires what appears to be a beam of energy from the cannon on their arm. However, this beam is really a series of nanites. Microscopic bio-mechanical lifeforms. When they hit a target whether it be organic or not they will begin to repair it healing a 20hp per post. In the case of poisons and other negative effects they are able to neutralize those providing they are D rank. Range of 30ft.
Strengths:- Looks like a laser beam so opponent might think its an attack and thus be less likely to intercept
- Heals over time
- Can repair non organic structure such as weapons or walls.
Weaknesses:- Due to the way this is launched it cannot be used on herself
- Enemy could intercept it
- Cannot heal C rank debuffs or poisons
- Can be blocked by a D rank barrier
Durations/Cooldown: 3 posts/4 posts- Looks like a laser beam so opponent might think its an attack and thus be less likely to intercept
- Shock Routine:
Type: Offensive Purple
Description: With this the user charges their clawed hands with electricity to increase their damaging power meaning that the blows will do 1 D rank's worth of damage more than a normal melee blow (i.e. 20 hp damage). However, these 'shocking' hands also have a second effect in that on the first blow they number the area hit, on the second they will stun it for a single post if target is C rank or below.
Strengths:- Paralyses target potentially
- OFfensive increase
- Hands crackling with electricity could be intimidating
Weaknesses:- If used in water or whilst wet the user will shock themselves doing double damage before the technique is short circuited.
- Due to the above weakness this can be cancelled out with a D rank water spell or above.
- Close range only
- Obvious that it is electrical based
Durations/Cooldown: 3 posts/4 posts- Paralyses target potentially
- Disguise Routine:
Type: Utility Red
Description: By searching her database Ruby model is able to assume the form and mimic the magic aura of anyone she has seen before. This includes those seen whilst still as Sinali. Mannerisms however are impossible for her to mimic unless she has seen them before and she cannot mimic their voice unless she has heard them say at least three sentences.
Strengths:- Almost flawless disguise
- Large amount of disguises
- Good for infiltration
Weaknesses:- Limited to those she has seen before
- Cannot mimic voice until she has heard three sentences be spoken
- Cannot mimic mannerisms easily unless she has studied the target
- Being hit with a D rank spell ends the shape change
Durations/Cooldown: 4 posts/5 posts- Almost flawless disguise
- Sensory Routine:
Type: Utility Blue
Description: This is a useful technique that Sapphire is capable of. This generates an invisible field within the reach of the user. Anything that moves within this field will be detected and thus it is a great way to prevent sneak attacks. Any movements caused by sensing something within the field gain a 50% speed boost.
Strengths:- Allows absolute sense of everything within reach
- Can be increased if user is wielding a weapon or item of some sort
- Speed boost on defending
Weaknesses:- Limited by user's reach
- Doesn't guarantee she can defend
- Enemies could use this 'awareness' to trick the user into reacting to one thing as a feint
- Can be disrupted if the user receives 40hp damage.
Durations/Cooldown: 3 posts/4 posts- Allows absolute sense of everything within reach
- Sonic Wave Routing:
Type: Offensive Green
Description: One of the few ranged attacks that ELISE has and strangely the only combat technique that Green has. This emits a powerful sonic pulse from the cannon arm that hits everything in its path with powerful vibrations to do 40hp damage. It has a range of 50ft and travels, as you might of guessed it, at the speed of sound. It is 1ft wide so is quite concentrated.
Strengths:- Good range
- High speed
- Provides green with an offensive method
Weaknesses:- Linear direction
- Very thin so easy to miss
- No good as a sneak attack as its very loud before and during launch
- Can be easily disrupted by liquid techniques of D rank
Durations/Cooldown: Instant/3 posts- Good range
- Overheat Routine:
Type: Offensive Purple
Description: With this the user vents the excess heat within their bodies out of the hands to create an intense heat that provides a D rank offensive boost(20hp) to melee damage. This also leaves painful burns which if struck repeatedly provide an extra 5hp melee damage. Though the burns only last a single post.
Strengths:- Increases melee damage
- Painful on target
- Highly effective on ice techniques
Weaknesses:- Close range only
- Obvious that it is heat based
- Can be disrupted by cooling the user with a C rank ice attack.
- Causes water to steam potentially blocking the user's vision
Durations/Cooldown: 3 posts/4 posts- Increases melee damage
- B rank:
- Mine Tortoise Routine:
Type: Offfensive/Trap Red
Description: A technique suitable for multiple situations. This creates a bio mechanical tortoise that is about 1ft high. This bio mechanical tortoise is actually a very powerful explosive with a 20ft area of effect. It can move, despite being a tortoise, at half the walking speed of Ruby. It can also climb walls. However, what it is best at it is burrowing into surfaces allowing it to hide and wait. Should someone walk over the area where it is or press at where it is it will explode violently.
It can also be triggered manually by ELISE. What is particularly odd about this spell though is just as it is about to explode it says, in a rather cute voice, 'Boom'. This works as a slight warning much like the beeping of a normal mine.
ELISE has been known to throw the mine tortoise as well and also use it to blow holes in things.
Unfortunately, it has a limited range that it can be from her. This range is 100ft and if it exceeds that range then it will automatically explode.
In terms of damage this does 50hp damage to those directly atop or next to the mine. To those caught in the AOE it does 30hp damage.
Strengths:- Powerful explosive
- Area of effect is quite large
- Trap
Weaknesses:- Chance of harming herself or allies
- Slight warning before explosion
- Limited range it can travel
- Is quite slow
Durations/Cooldown: 3 posts/5 posts- Powerful explosive
- Bubble Routine:
Type: Defensive Blue
Description: This is a rather odd defensive technique employed by Sapphire in which she creates a 10ft wide bubble dome around herself. This defensive shield is odd in that if an enemy launches a physical attack then it will go through the barrier freely without any resistance. However, should the target use a magical attack then it will be blocked. This is due to the unique structure of the shield.
Because it allows melee attacks to get through it is especially good at blocking magic attacks and can actually block up to 200hp of damage.
Strengths:- Can defend herself and allies
- Blocks all directions
- Very effective at blocking magic
Weaknesses:- Allows melee attacks to go through so cannot block them at all
- Electrical attacks are twice as effective against the barrier
- If an opponent gets inside the barrier they can attack freely
- User cannot attack whilst this is active and anyone inside can only use physical attacks to attack (as the shield will block them from the inside as easily as the outside)
Durations/Cooldown: 3 posts/5 posts- Can defend herself and allies
- Repair Routine Beta:
Type: Healing Green
Description: With this the user fires what appears to be a beam of energy from the cannon on their arm. However, this beam is really a series of nanites. Microscopic bio-mechanical lifeforms. When they hit a target whether it be organic or not they will begin to repair it healing 40hp per post. In the case of poisons and other negative effects they are able to neutralize those providing they are C rank or below. Range of 40ft.
Strengths:- Looks like a laser beam so opponent might think its an attack and thus be less likely to intercept
- Heals over time
- Can repair non organic structure such as weapons or walls.
Weaknesses:- Due to the way this is launched it cannot be used on herself
- Enemy could intercept it
- Cannot heal B rank debuffs or poisons
- Can be blocked by a C rank barrier
Durations/Cooldown: 3 posts/5 posts- Looks like a laser beam so opponent might think its an attack and thus be less likely to intercept
- Magic Siphon Routine:
Type: Offensive Purple
Description: This is a rather peculiar technique which changes the user's hands to become see through. What this does is very odd in that when they hit someone rather than doing damage to the targets HP they instead target the user's MP. They are able to (for a B rank) destroy 5% MP per turn no matter how many times they hit a target. This effect is halved for each rank above and increased by 50% for each rank below.
Strengths:- Allows the user to remove the MP of the target
- Still causes the target to feel pain, but they won't see wounds so could confuse them
- Invisible hands look creepy
Weaknesses:- Cannot physically harm a target with the hands whilst this is in use
- Cannot be used in conjunction with any other hand based techniques(shock routine for example)
- Limited amount of drain no matter how many times the target is hit
- Can only drain from one target per post
Durations/Cooldown: 3 posts/5 posts- Allows the user to remove the MP of the target
- Glass Fortress Routine:
Type: Defensive Blue
Description: This is a rather odd defensive technique employed by Sapphire in which she creates a 10ft wide g;ass dome around herself. This defensive shield is odd in that if an enemy launches a magical attack then it will go through the barrier freely without any resistance. However, should the target use a physical attack then it will be blocked. This is due to the unique structure of the shield.
Because it allows magic attacks to get through it is especially good at blocking physical attacks and can actually block up to 120hp damage.
Strengths:- Can defend herself and allies
- Blocks all directions
- Very effective at blocking physical attacks
Weaknesses:- Allows magical attacks to go through so cannot block them at all
- Blocks less damage than bubble
- If an opponent gets inside the barrier they can attack freely
- User cannot attack whilst this is active and anyone inside can only use magical attacks to attack (as the shield will block them from the inside as easily as the outside)
Durations/Cooldown: 3 posts/5 posts- Can defend herself and allies
- Debuff Routine:
Type: Debuff Green
Description: With this the user fires what appears to be a beam of energy from the cannon on their arm. However, this beam is really a series of nanites. Microscopic bio-mechanical lifeforms. When they hit a target they will form into a large insect creature which is attached to the skin. Those with this attached (if B rank) will receive a 40% debuff to physical stats. This is reduced by 25% for each rank above B and increased by 25% for each rank below. This nanite beam has a range of 100ft which it covers in a second
Strengths:- High level debuff
- Could be mistaken for a heal by the enemy and thus trick them
- Good range and speed
Weaknesses:- Could be mistaken for a heal by an ally and they get the debuff
- The bug can be destroyed if it receives 60hp damage removing the debuff
- Only effects physical stats
- Linear beam so can easily miss
Durations/Cooldown: 3 posts/5 posts- High level debuff
- Drill routine:
Type: Offensive Purple
Description: With this the user's hand begins to rotate rapidly forming a powerful drill. This drill gives a 10hp boost to melee damage which doesn't seem like that much. However, what this does do is allow it to do 50% more damage to armor/barriers of B, 75% more to C and 100% more to D. AS can be expected this allows it to do 25% more to A, 12.5% to S and 0 to H.
Strengths:- Looks fearsome
- Provides a slight boost to melee
- Allows it to pierce armors and barriers more easily
Weaknesses:- Very small boost to melee damage
- Only really useful if opponent is using barriers/armor
- Close range only
- No effect on H ranks
Durations/Cooldown: 3 posts/5 posts- Looks fearsome
- A rank:
- Terminate Routine:
Type: Offensive Purple
Description: The user's claws are enguled in a powerful purple energy that extends the arm by 7 inches and the claws by 5 inches. This also provides a B rank spell damage boost to all melee attacks performed by the hands.
Strengths:- Powerful increase in attack power
- Increase in range
- Looks intimidating
Weaknesses:- Close range only
- Is obvious when activated
- Cannot be used in conjunction with Magic Drain
- Cannot wield a weapon whilst is active
Durations/Cooldown: 4 posts/7 posts- Powerful increase in attack power
- Reflection Routine:
Type: Defensive Blue
Description: As can be expected from the name of the technique this is a technique used to reflect a technique. This allows the user to reflect one technique per post for four posts.
If used on an attack above A rank then she only reflects an A rank's worth and is hit by the rest. Reflected attacks gain a 25% spells gain a 25% speed boost and offensive boost.
Strengths:- Reflects spells
- Reflect physical techniques
- Adds extra force to reflected techs
Weaknesses:- If spell is above A rank only reflects part of it
- Can only reflect one technique/spell per post no matter the rank
- The part that isn't reflected will hit her with full force
- Can only reflect attacks in front of her
Durations/Cooldown: 4 posts/7 posts- Reflects spells
- Repair Routine Gamma:
Type: Healing Green
With this the user fires what appears to be a beam of energy from the cannon on their arm. However, this beam is really a series of nanites. Microscopic bio-mechanical lifeforms. When they hit a target whether it be organic or not they will begin to repair it healing 60hp per post. In the case of poisons and other negative effects they are able to neutralize those providing they are B rank or below. Range of 60ft.
Strengths:- Looks like a laser beam so opponent might think its an attack and thus be less likely to intercept
- Heals over time
- Can repair non organic structure such as weapons or walls.
Weaknesses:- Due to the way this is launched it cannot be used on herself
- Enemy could intercept it
- Cannot heal A rank debuffs or poisons
- Can be blocked by a B rank barrier
Durations/Cooldown: 4 posts/7 posts- Looks like a laser beam so opponent might think its an attack and thus be less likely to intercept
- Augmentation Routine:
Type: Buff Green
Description: With this the user fires what appears to be a beam of energy from the cannon on their arm. However, this beam is really a series of nanites. Microscopic bio-mechanical lifeforms. When they hit a target they will form into a large insect creature which is attached to the skin. Those with this attached (if B rank) will receive a 50% buff to physical stats. This is reduced by 25% for each rank above A and increased by 25% for each rank below. This nanite beam has a range of 150ft which it covers in a second
Strengths:- High level debuff
- Could be mistaken for a debuff by an ally and thus trick them into dodging
- Good range and speed
Weaknesses:- Could be intercepted by an enemy
- The bug can be destroyed if it receives 80hp damage removing the buff
- Only effects physical stats
- Linear beam so can easily miss
Durations/Cooldown: 4 posts/7 posts- High level debuff
- Rapid Fire Routine:
Type: Offensive Purple
Description: A rather simple technique in which the user focuses and charges up their first before striking at a target. When they hit a target rather than hitting a single time this allows them to hit five times in the space of two seconds: the first blow is 75% strength, the second blow is 100% strength, the third is 125% strength, fourth is 150% strength and fifth is 200% strength. Should the target attempt to dodge by going backwards and they are still within 10ft then the air itself will vibrate striking them for the full five hits, but at half power.
Strengths:- Ranged variant
- Allows user to hit multiple times with a single blow
- Can be combined with other buffs for high damage..
Weaknesses:- Generally close range only
- Power depends on user's physical strength so debuffs can weaken it
- If target dodges to left or right then they can avoid even the ranged version
- Target could be quick enough to move out of the way of the additional blows
Durations/Cooldown: Instant/7 posts- Ranged variant
- Doppleganger routine:
Type: Clone all
Description: This is a unique technique usable in all forms. WHen the user absorbs a colour they are able to, instead of transforming themselves, instead create a replica of herself in that colour. So if she absorbed blue she gets a Sapphire model duplicate. This however does have a downside. It prevents the use of A rank spells and the real version of ELISE is dropped down to B rank, and the doppleganger is also B rank. If a spell is used by either then it cannot be used by the other.
Strengths:- Allows user to gain a numerical advantage
- Allows user to be in two forms as once for better variety
- Allows the user to do two things at once
Weaknesses:- Reduces user to B rank and clone is also B rank
- Cannot use A rank spells
- IF one form uses a spell then it is on cooldown for both spells
- Requires to absorb a colour to use
Durations/Cooldown: 5 posts/7 posts- Allows user to gain a numerical advantage
Last edited by Veil Crane on 1st January 2016, 11:09 am; edited 12 times in total