Magic
Primary Magic: Requip: Rosary Arsenal
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: The Rosary Arsenal is a branch of requip spell known as the Gunner. It allows the user to periodically swap between usually high caliber weapons. In common, it only uses guns, but the magics it focuses on are primarily nature, and two weaker ones air and earth. These weapons the requip user uses are stored in a pocket space. Most spells of this branch are ammo based, effecting the output or after effects of the shot e.g. a shot the creates entangling roots upon impact.
Strengths:
Weaknesses:
Abilities/Powers:
Precision is everything: If the user is moving they have enhance accuracy, and if they're not moving they have extremely heightened accuracy.
Spell weapons: The user has access that they do not have to purchase, but rather take up spell slots. These get three abilities each, one of each element for Rosary Arsenal, Nature, air, and earth. These abilities share a cooldown, nature being slightly longer than the others because it's more powerful.
Flourish: The user takes afew moments to gather up magic power leaving them open to attacks, but if successful nearly doubling the effectiveness or power of their shot(s), but this as well exudes much more magic power (150% of the shots normal power consumption, rounding up if uneven.) than the shot would normally take. Dual weapons cannot benefit from flourish.
Watch the thorns: If one of the users magic weapons is broken, they gain a boost of magic power, and gains double from dual weapons. (In other words if their magic power is at 30% and a single weapon is broken, they gain a boost, bringing it back up to 40%, so 10% for each weapon.)
Primary Magic: Requip: Rosary Arsenal
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: The Rosary Arsenal is a branch of requip spell known as the Gunner. It allows the user to periodically swap between usually high caliber weapons. In common, it only uses guns, but the magics it focuses on are primarily nature, and two weaker ones air and earth. These weapons the requip user uses are stored in a pocket space. Most spells of this branch are ammo based, effecting the output or after effects of the shot e.g. a shot the creates entangling roots upon impact.
Strengths:
- The user can swap weapons provided they have magic power, making him have a good amount of versatility in combat.
- The users guns usually have at least one powerful AoE ability that can vary and select targets, changing it's effect upon doing so; crippling enemies and supporting allies.
- The user has access to a large arsenal of weapons without having the physical encumbrance of carrying them.
Weaknesses:
- The user relies heavily on weapons, if they don't have access to these, they are extremely crippled.
- If the user runs out of magic power, they lose all access to their weapons until it's recharged.
- Cannot swap endlessly, swapping uses up magic power. (About 5% total.)
- If a weapon is destroyed it cannot be used in the same thread.
Abilities/Powers:
Precision is everything: If the user is moving they have enhance accuracy, and if they're not moving they have extremely heightened accuracy.
Spell weapons: The user has access that they do not have to purchase, but rather take up spell slots. These get three abilities each, one of each element for Rosary Arsenal, Nature, air, and earth. These abilities share a cooldown, nature being slightly longer than the others because it's more powerful.
Flourish: The user takes afew moments to gather up magic power leaving them open to attacks, but if successful nearly doubling the effectiveness or power of their shot(s), but this as well exudes much more magic power (150% of the shots normal power consumption, rounding up if uneven.) than the shot would normally take. Dual weapons cannot benefit from flourish.
Watch the thorns: If one of the users magic weapons is broken, they gain a boost of magic power, and gains double from dual weapons. (In other words if their magic power is at 30% and a single weapon is broken, they gain a boost, bringing it back up to 40%, so 10% for each weapon.)
- Spells:
Name: Rosewood sawn-offs
Rank: D
Type: Spell weapon
Description: Golden trimmed sawn off dual barrel shotguns, finished with dark wood, and on one side of the handle and etched rose, and on the other side a wilted one that's gone black. Both barrels fire at the same time, firing a 2x16 shot, so each gun shoots 32 pellets when firing, making for a powerful punch when combined, but a long cooldown. This salve of bullets still only does D rank damage.
Strengths:- Powerful at close range. (100% Power within 5ft, dropping to 80% at 10ft, then reaching a weakness cap of 50% at 20ft, though at this range more than likely many of the shots will not hit the target rendering it ineffective otherwise.)
- Large shot radius making it difficult to miss at close to medium range, even while moving.
- No ammo supply needed.
Weaknesses:- Must take time between shots, firing back to back exudes alot of magic power. (2% for first shot 4% each time after unless given 1 post to cool off)
- Is ineffective at a long range and weak at midrange.
- If one is broken they both are.
- Cannot benefit from flourish.
Abilities:- Nature- Quick entangle/Stitch wounds: Fire bullets or seeds rather, that on impact create rapidly growing vines that entangle enemies, and for allies heals minor wounds. The entanglement does little damage and is small at first, but if the victim does not free themselves, over time they will continue to grow and eventually wrap around limbs constricting and stoping blood flow. These can be destroyed by a skilled sword user cutting them in the right places to have them fall off, or be easily burnt off. (Constrictions starts out at half D rank power, and can grow to C rank if given enough time. They can be cut or burnt by a sword or fire user of the same rank that their power is at. Singular entanglement of each individual bullet has a range of 5ft.)
- Air- Wind wall: Turns bullets into large walls of wind, passing allies safely, and pushing enemies back with great force. This loses force as it travels distance. (A reduction to 30% force of total, losing 10% about every 4ft, this shot has 130% D rank worth of force.)
- Earth- Fires small shards of stone that dull out, and turn to dust if they hit an ally, but gives no beneficial effects by doing so. (D rank damage)
Name: Rosewood Rifle.
Rank: D
Type: Spell weapon
Description: Follows the sawn-off's with the etched roses on the handle and the gold trimming (Note: many weapons will, later ranks will still retain the same look.) this rifle packs the most punch out of the weapons along with holding the longest firing range.
Strengths:- Retains power at a long range, along with extremely precise accuracy. (It's maximum effectiveness starts out at around 30ft and goes to about 100ft)
- No ammo supply. (It shoots magic bullets instead of clips, so you don't have to worry about running out of ammo, just magic power. P.S. magic costs are below with the cooldowns.)
- Benefits extra from the flourished ability.
Weaknesses:- If it's broken, cannot be used again in the same thread.
- Usually takes a moment to set up a well aimed shot.
- If the user can't see, they are crippled because with this weapon one shot can make the difference.
- If the user is under relentless assault there's a good chance they won't get enough time to make a shot with complete accuracy.
Abilities:- Nature- Spiked entangle/Recuperate: Much like the dual barrels, but for single target. The vines now gain hooking spikes for and enemy, and if used for an ally the healing they receive is greatly improved, as well as they gain a slight boost in magic power. (Spikes deal D rank damage, and constrictions/weakness rules stay the same as on the sawn-offs. The boost in magic power is about 5% for allies.)
- Air- Silent shot: This goes great with the Flourished ability to take out armored targets, as it can be used from a long range, it's silent, and has great piercing power. (30% extra piercing power; D rank damage)
- Earth- Distilled earth: If the shot hits the ground, it becomes soft under the enemies feet imbalancing them. (Start out about 10ft and growing to 20 after a post.)
Name: Dual Rosary Revolvers
Rank: D
Description: Follows the look of the previous weapons, this weapon has better burst fire than the previous ones, allowing 12 separate shots. (The range of this weapons maximum effectiveness is anywhere between pointblank and 30ft)
Strengths:- Once an ability is activated on this weapon, each of the 12 shots can fire separately, each one gaining the effect of the ability.
- Can fire as fast as the user can pull the trigger, making for good burst or timed fire.
- Loses the least accuracy while moving out of the other weapons. (About 90% of it's normal accuracy, the other weapons drop to about 75%)
Weaknesses:- Cannot benefit from Flourished.
- Although the user retains decent accuracy with these weapons while moving, it's not greatly improved even if they're still.
- If one is broken, they both are.
- If one gun has fired six times, it cannot fire until the other has expended it's charges as well.
Abilities:- Nature- Growth: Fires nature element based shots that grow in power and size as they travel. (Having a limit of power x2 and size x4. It starts out a D rank damage, growing to C rank at 30ft. Though as a reminder, the shots powers add up, so only successfully hitting one shot out of 12 will only do 1/12 of the damage.)
- Air- Quick shot: Instantly reaches it's target when fired, but loses power quickly at a distance. These shots also gain a piercing effect. (About 30% additional piercing power, and starts out at D rank damage, reducing to half D rank at 30ft.)
- Earth- Stone thorns: Fires stone bullets, and if they hit the ground creates a semi-long earth spike in the direction of the users choosing. (2 and a half ft.)
Name: White rose Bombard
Rank: D
Description: It is a round canon like weapon, held over the shoulder. The center is a little less in diameter than the front or the back, it spans about 3ft in length. The look would be similar to a rocket launcher, though it's more bulky being made for canon projectiles rather than rockets, and as well it has mounts just over the designs on both sides that drop down to make it a stationary artillery. The designs differ from the others, as it has the head of a white rose etched on each side of it.
Strengths:- Largest AoE blasts of the weapons (Varying anywhere between 15 to 35ft depending on the ability) with abilities that can both cripple enemies and support allies.
- Both explosive range and power are both amplified with the flourished ability. (Explosive range can be doubled, just as the power.)
- Can be set up as an artillery cannon which once done the user can use a second weapon and detonate/fire the cannon as well as adjust it's aim from a distance at will. (Mounts on the sides drop down and plant onto the ground holding itself in place, though the legs of the mounts have 360 degree turn radius allowing to still adjust it's aim.)
Weaknesses:- If broken cannot be used in the same thread.
- If the user sets it up as artillery and they are a good distance from it, that makes it an easy target. (Anything above D rank damage can destroy this weapon, or alternatively several D rank hits will bust it as well.)
- Slow rotation/aiming as artillery, so extremely mobile targets are hard to hit. (60 degrees per post usually, or in real time about a minute to make a 360 dregree turn.)
- The user has to be within 10ft to return it to it's pocket space in artillery form.
Abilities:- Nature- Sweet/Harsh scent: On detonation, creates a large radius of gas that poisons enemies and drains magic power from them slowly over time, as well as invigorating allies with a steady over time boost of magic power. (About 5% magic power per post is drained from enemies, and every 2 posts 5% is given to allies. This caps out the weapons explosive range of 15ft radius unless flourish is applied. The drains and boosts are doubled if flourish applies as well.)
- Air- Wind blast: Similar to wind wall from the sawn-offs though this creates an outward blast, still passing allies safely and pushing enemies. (30ft of range with D rank power of force all the way through, or C rank if improved with Flourish)
- Earth- Sunken Earth: A stronger version of distilled earth, this can completely bury enemies quite a bit if they're heavy enough, making it difficult for them to move. (15ft this doesn't really do damage, it's more of a crowd control ability, though its power is D rank)
Cooldowns and power usage: All weapons other than white rose bombards abilities cooldowns and magic usage go as such.
Nature: 3 posts/7%
Air/Earth: 2 posts/5%
In between those cool downs they can fire magic non-elemental bullets; they deal slightly less damage than D rank. Firing these shots takes 2% for the first post, and 4% for each one after unless given 1 post to cool off.
White rose bombards cooldowns and magic usage go as such.
Nature:4 posts/10%
Earth: 3 posts/5%
Air: 2 posts/5%
This weapon as can fire non-elemental magic explosives (15ft radius) with slightly less power than D rank, and they take 5% magic power to fire; takes a 1 post cooldown to fire these shots.- Powerful at close range. (100% Power within 5ft, dropping to 80% at 10ft, then reaching a weakness cap of 50% at 20ft, though at this range more than likely many of the shots will not hit the target rendering it ineffective otherwise.)
Last edited by Dashizznitt on 20th January 2014, 5:45 am; edited 3 times in total