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    Green and Silver

    Serapheal
    Serapheal

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- H-Rank- S-Rank- Richie Rich- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Genisis Key
    Position : None
    Posts : 2018
    Guild : 尺u刀乇 ズ刀ノgんイ丂
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : []D [] []V[] []D
    Experience : 0

    Character Sheet
    First Skill: Claire Mierre
    Second Skill:
    Third Skill:

    Green and Silver Empty Green and Silver

    Post by Serapheal 15th March 2014, 2:29 pm


    Name: Artemis
    Rank: L+
    Type: Bow
    Description: https://i.imgur.com/4Www1ww.png
    A sturdy green tinted bow made of remarkable craftsmanship according to Bosco standards.  While Silent Night did not exactly acquire the bow legally,  it didn't exactly have an owner either.  The bow was part of a design project that was cut due to budget issues and eventually forgotten about.

    The bow is capable of collapsing it's atomic structure allowing it to spring between active and deactivated states,  as well as between three active modes:  Dagger, Longbow and Shortbow.
    The same function that allows the bow to collapse like this reinforces the structure,  allowing the bow to resist damage and hold it's shape.   Magical energies disrupt the fields however, allowing spells and other magic effects to damage the bow.   Nonmagical effects,  however,  find the bow to be unbreakable as the fields hold strong.  

    The bow holds a storage of excess material that just as the bow forms itself,  it is capable of forming arrows.  By drawing the bow,  an arrow automatically generates.  Additional arrows can be force-drawn directly from the base itself if needed.

    The base is a sleek green metal bracer,  from which the bow stores itself and can be retrieved with a flick of the wrist.

    Reliance on the base however means that the bow can't leave her possession or else it breaks apart and takes on a consistency akin to wet sand after a minute,  and over 3 minutes becomes vapor.   Arrows however evaporate faster.   They are composed a little differently and remain firm for longer, then after receiving a shock (Impacting),  the arrow then more rapidly decomposes.   After only 5 seconds after hitting, the arrow becomes vapor.

    The high tension cords used to project the arrows packs a lot of punch.   The Longbow is about 5 feet long and capable of embedding one if it's arrows four feet into solid stone, depending on the arrowhead.  (Player-ranked damage (Same as hitting someone with your fists... sometimes less)).
    The Longbow, factoring Silent Night's speed and reflexes,  can fire off about 2.5 arrows per second at an accuracy range of 120 meters,  inaccurately at 220,  and very inaccurately at 400.

    The Shortbow is about 3feet long and capable of firing very quickly,  with each arrow perfectly capable of embedding itself into stone at about 1/5th the penetration of the longbow (About six inches into stone).   The shortbow can fire off 6.5 arrows per second,  at an accuracy range of 40 meters or inaccurately at 80.   Very inaccurately at 100.  (1-rank less than player-ranked damage.)

    - It's important to note that for both bows,  damage and penetration potential as well as range can of course be lowered by using less draw.   If you don't draw it fully,  the arrow has less effect.   It can,  however,  be fired quicker up to double the given rate of fire.

    Needle:  This arrowhead is extremely thin with four edges leading to a longer head with a point that is only 3 atoms thick.   The Needlehead arrows ignore Strong+ or less armor,  and penetrate Legendary/Legendary+ armors well enough...  but deal minimal damage.  They will usually penetrate straight through an individual with a thin entry and exit wound.   The would bleeds plenty,  but those shot with this have a high recovery rate if bloodloss is stopped.  
    Against those wearing legendary armor,  the arrow will on average penetrate through deeply but the arrow will not travel through.
    Needle arrows are best at penetrating armor,  or hitting small breaks in heavier defenses.   A great "find the chink in the armor" arrow.    It's also useful because with one hit you put a man down,  and his buddies will have to tend to him.   Unlike if he was shot dead.

    Broad:  This arrowhead is a wider head with four main blades and four smaller blades ending in a lethal tip.  This arrowhead has no special penetration,  but it tears into what it hits to cause more grievous wounds and a lot more internal damage.  

    Flight:  This arrowhead is specially designed for the purpose of extended flight time.   Flight arrows increase the range it can travel by 50%,  but have no other special properties.

    Blunt:  This arrow head has no tip or blade.  Blunt arrowheads have a flat base a little wider than the shaft of the arrow and is softer.  On impact,  the blunt arrow pushes in in itself to minimize damage and flare out to form a little shield on hit which blocks penetration.  Penetration is never deeper than half an inch.    However.   Getting hit with a Blunt arrow packs significant kinetic energy that has to go somewhere.   A hit with a blunt head can break ribs and easily knock a man off a horse of off a wall.

    Catch:  This arrow uses a similar feature to the bunt arrow,  Upon impact,  small hooks unfold.  Catch arrows don't often penetrate more than six inches.  However...  Catch arrows require surgery to remove.   Or,  the victim can double the damage to rip it out.   This causes incredible pain...   Catch arrows take longer to form.   Using a Catch arrow takes a full second to draw,  reducing the rate of fire to 1 arrow per second at best.    It takes longer due to a more complicated atomic makeup that helps the arrow hold it's shape after having left bow and not turn into vapor for 5 minutes.



    Strengths:
    - Very concealable,  can appear and be tucked away at a moment's notice,  and for the same reasons it is not limited by ammunition.

    - Variety of arrow choices means she can adapt to new situations presented to her,  selecting the arrow type best suited to the task at hand.

    - Indestructible frame.  The bow cannot normally be damaged.  When it is damaged,  the bow can draw upon the same source that it uses to create itself and each arrow to mend said damage as quick as it takes to disable and reenable the bow.   Damage to the base,  however,  takes 2 full posts to mend and the function of the bow itself may suffer.   If the base is completely broken,  it is disabled for the topic unless repairs can be done IC (She'd have to travel to Bosco).

    Weaknesses:
    - The bow is weak to magical interference.  It is susceptible to spelldamage from B-rank+ spells.   When it takes such a hit,  it's attacks for the rest of the post are reduced in rank equivalent effectiveness by the rank of the spell that hit.

    - Additionally, when having taken such a hit,  the bow cannot switch between modes for the same amount of time.  

    - The damage from an arrow is not consistent.  In the last 25% of the arrow's range,  it deals half the damage it would normally be capable of.

    - Bows are very risky to use in close quarters.   Swinging a sword is much more efficient than drawing a bow to fire,  as well as having a narrower threat window that could be exploited.   Someone with a magical flaming sword for example would be very effective against this weapon,  to bank on the melee advantage and the magical advantage.


    Abilities:

    - Fire Arrow:  This update for the bow adds the ability for the bow to create Fire Arrows.   Fire arrows deal half it's damage in fire damage,  and on impact it scatters flammable fluids in a 5ft area in a random splash that ignites to sustain a burn that easily spreads to the surrounding area.   If hit with a Fire Arrow,  the individual takes 1/4th the arrow damage as fire damage each post for the next 3 posts or until put out.   Water only make it worse (due to the flammable fluid).  But rolling around in some mud, loose dirt,  or sand (or so on) would help.   Have a handy slayer on hand to eat it for you for best results.  The heat is such that it partially melt metals,  which can fuse metal doors to their frames and such.
    The Fire Arrow can also be used in Spark mode.  In which there is no splash,  useful for minimizing the flames while still setting something on fire.



    - Bomb Arrow: This update for the bow adds the ability for the bow to create Bomb Arrows.  Bomb arrows upon impact detonate in 10ft explosions dealing weapon damage.  This explosion has concussive force enough to knock a human up to 10 meters away from the origin of the explosion and leave them deafened for up to two posts.   The explosions are purely force based,  they provide no fire or smoke (Two different arrows).   The Bomb arrow deals twice it's usual damage to objects and structures.  The Bomb arrow has two derivatives,   it can be projected for more penetration in which case the explosion is shaped like a lance and breaks directly through in a 15ft line,  which ignores half the structure's resistance to damage.   Or Cluster,  in which case the arrow releases small explosive beads that explode in 2.5ft explosions,  releasing said beads all along it's flight path or all at once higher in the air to release a shower to rain down on a 40 meter area randomly in a chaotic little storm that lasts 5 seconds.   Each individual bead deals 1/4th weapon damage- though one bead can easily ruin a sturdy stone wall.

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    Legendary weapon:

    - Volt Arrow: This update for the bow adds the ability for the bow to create Volt Arrows.   Volt Arrow heads upon impact convert all the kinetic energy within into electrical energy.  The process is extremely efficient and completely converts all the energy,  as well as multiplying it to produce the end result:  A burst of electricity that sends shocking tendrils flickering throughout the 5ft area.   The energy output is such that those within the area are paralyzed for an hour.   In combat with mages,  it lasts 10 posts for D-ranks, 8 for C,  4 for B,  2 for A,  1 for S, and 0 for H.    Once the paralysis wears off,  The victim is left with a 50% speed reduction due to fried and twitchy nerves.  This reduction lessens by half each post.   There is no lasting damage from this effect.  The electricity travels much farther along watery surfaces or metal surfaces.  If someone is soaked or wearing a notable amount of metal,  the effect is twice as potent.
    Volt Arrow can also be used in Precision form,  which has no burst effect to only target one individual.   In Twilight form,  the energy is instead translated into light.   This light is such that it blinds instead of paralyzes and lowers accuracy instead of slowing.
    The kinetic energy of the arrow is completely used for the electricity.  The arrow does not penetrate whatsoever and can barely be felt itself.


    - Smoke Arrow: This update for the bow adds the ability for the bow to create Smoke Arrows.  Smoke Arrows upon impact release a burst of thick smoke that can obscure a 10ft area.  The smoke can be poisonous in which case it deals 1/4th weapon damage repeatedly over the course of a post and continue to damage those who breath it for up to ten posts- lasting 5 posts after the toxic cloud is gone- or until cleared through wind magic,  or eaten by a poison-based slayer.  Or the poison can be nondamaging,  inducing drowsiness and sleep instead.    In which case a direct hit makes an individual fall asleep unless they're B+ rank.   At B+ rank those in the cloud have their Evasiveness reduced by 20% for each post they breath the smoke in.   -2.5% per rank greater than B.   The cloud of smoke can be of any color.   For half the effect,  the cloud can be unnoticeable.    For half the effect,  the arrow releases small beads that burst into 5ft areas of smoke around the a flight path per bead or it can be aimed high and release all the beads in one shower over a 35 meter area.



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    Strong+ Weapon:


    - Rope Arrow: This update for the bow adds the ability for the bow to create Rope Arrows.  Rope Arrows upon impact will actively generate a sturdy rope 10ft long.  After a set time of either 1 minute to 1 hour,  the rope and arrow will decompose to vapor as normal.  The rope arrow can be combined with the Catch head to serve as a harpoon,  in which case the rope forms with the bow,  connected to it,  and the catch arrow flies to impale the target.   The catch arrow in this instance has hooks that are three times their standard size making it nearly impossible to simply rip out.   In this instance,  the arrow and rope are connected to the bow/base and thus benefit from invulnerability to nonmagical damage,  which keeps it extremely tough to keep the line secure.   The rope can be released at any time to leave the arrow and rope to decompose,  or decompose rapidly within the same couple seconds.     Rather than resorting to painful hooks,  the Rope Arrow can burst to form a 7 foot net.   This net can also be combined with the Catch arrow to have small barbed ends to grab on more securely- less lethally,  less deeply,  but still grabbing.   These barbs can dig into stone,  which means that a net can be fired at a wall to form climbing surface.    It's important to note that the rope is not actually rope.   The rope is actually made of metal coils for a sturdier result.  It has a simulated rough surface similar to a rope, however,  to provide better grip.


    -Water Arrow:  This update for the bow adds the ability for the bow to create Water Arrows.  Water Arrows work similarly to the Fire Arrow.  However,  they have no spark and use only pure water.  This water upon impact bursts in a deceptively large amount of water soaking things in a 5ft area.  
    The Water Arrow can also be used in Sprinkler form,  in which case the arrow projects a lot of water over the entire area along its flight path (But not as much per given spot as the default),   or Splash form in which case it's just a small splash at the end useful for smaller more contained splashes.   Splash arrow also does not deal any damage at all,  though it can feel like getting a smack on the head.


    _______________________

    Legendary+ Magic Item:

    -Fusion Arrow:  Not a real arrow,  but this upgrade allows the bow to fuse two different types of arrows to create one combined effect.   Example being a Rope Arrow plus a Bomb Arrow to make an explosion of netting.   A Volt and a Bomb arrow to create a flash and a bang on impact.   This ability is useless by itself.

    -Time Dilation:  Not a real arrow either,  but this upgrade allows the bow to channel the Sight in order to program an arrow to do something special in regards to time.   An arrow could be fired and remain frozen in the air for a set time or until a set parameter is met.  This can be used to set proximity or timed mines.   They could speed the arrow up by up to 50% making it half-again as fast,  or slow it down to a crawl.   She could fire an arrow and have it blink out of existence in order to appear where it vanished (The arrow cannot appear if another object is in the way occupying it's would-be space,  in which case the arrow is lost).   Maximum time an arrow can be frozen or missing is 1 week.







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    Name: Ironheart
    Rank: L+
    Type: Armor
    Description: Ironheart is a metal stake with a smooth flat head that has symbols carved into it close together and small enough that they form a clear shape of a star in a circle,  with larger symbols formed in the space in each of the star points and center.
    Reading these runes makes one's head hurt and they feel forgetful.
    The stake is made of celestial silver and is a holy artifact.
    The stake pierces Silent Night's chest and impales her heart and replaces a vertebrae of her spine.  The stake is enchanted with life and the spirit of a martyr,   it is because of this stake that Silent Night survived the hit Clementine gave her when they fought,  which otherwise would have killed her and she now has a scar on her back directly opposite to the metal circle that can be seen embedded in her chest (No stake can be seen,  no edge either,  just a smooth metal plate.

    Strengths:
    - The Ironheart is a relic of life, but also of death.  The Ironheart pierces Silent Night's heart,  replacing it.  Silent Night as an immediate result has no pulse,  neither any blood.   Her body is kept warm and given a semblance of life through a spark of divine energy that radiates out from the spike throughout her.    She has no biological systems anymore that are required for life,  she doesn't breath,  eat,  sleep, or bleed.   A hit to the head is just as effective as a hit to the foot.  

    - Without said biological systems,  one might run into the misfortune of never recovering from damage.   Luckily,  the divine energy has that covered and then some.   Silent Night regenerates 5% health per post and can attach severed limbs to their stumps to have them mend together again.   Though,  shredding attacks and creatures with a penchant for eating things are a pain.

    - Immunity to poisons and disease.   For obvious reasons,  without biological systems to disrupt there isn't exactly any harm to come from poisons or sickness.   For sanitary reasons though,  the divine energy purifies her body and keeps her free of filth.

    - Harder, better, faster, stronger.  Work it.   The Ironheart makes the body more physically capable.  Silent Night hits half-again as hard,  runs half-again as fast,  and can take half-again as many hits.  She suffers no fatigue and can shut off her ability to feel sensations (The only reason she feels is because of the divine energy.  Her physical nerves are dead.).

    Weaknesses:
    - The biggest tradeoff here is that the stake while the source of her strength is also her weakness.   Removing the stake in anyway ends the effect and her lack of having blood or a heart comes to bite her in the butt.  She dies.  

    - Anyone who takes the stake can pierce themselves with it to gain all the benefits and weaknesses as well.  They could use the stake to revive a corpse by injecting it with life. The limitation to this is that there has to be a heart left.   A skeleton has nothing left to work with.  

    - The divine energy interferes with healing.   She cannot be healed all at once.  Instead,  any healing effect is broken down and applied over the course of four posts.

    - Exposure weakness-  Silent Night loses all the traits mentioned in the last strength when standing on unholy ground.   Additionally,  she feels uncomfortable in them as though dark gods are watching her,  and resent her.   She is half-again as likely to run into evil enemies.  

    - God Slayers-  Silent Night is considered a divine creature for the purpose of godslaying magic.  She takes excess damage from them,  and they can sense her nature if they see her.

    - Vampires-  Silent Night is something of a reversed vampire.  Vampires instinctively dislike Silent Night.  Vampires are capable of sensing her within 250 meters,  and vice versa.

    Abilities:

    - Divine Body:  The one impaled with the Ironheart has a divine body as described.   They are neither living,  nor dead,  but they aren't undead either.  It's a state of limbo kept balanced by the divine.


    - Divine Essence: The Ironheart makes the impaled person more physically fit and able.   Stronger,  faster,  more durable.



    Last edited by Silent~Night on 16th March 2014, 6:34 pm; edited 2 times in total


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    Green and Silver XeQjtg0
    Serapheal
    Serapheal

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- H-Rank- S-Rank- Richie Rich- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Genisis Key
    Position : None
    Posts : 2018
    Guild : 尺u刀乇 ズ刀ノgんイ丂
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : []D [] []V[] []D
    Experience : 0

    Character Sheet
    First Skill: Claire Mierre
    Second Skill:
    Third Skill:

    Green and Silver Empty Re: Green and Silver

    Post by Serapheal 15th March 2014, 8:06 pm

    [WIP]
    Please avoid reviewing until this post has been removed.


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    Green and Silver XeQjtg0
    ~ Lady of Midnight ~
    ~ Lady of Midnight ~

    Endless Abyss


    Endless Abyss

    Moderator- God Slayer- Dragon Slayer- H-Rank- S-Rank- A-Rank- Rich- Veteran Level 1- Senior [500]- Novice [250]- 1 Year Anniversary- Player 
    Lineage : Kohl's Plague
    Position : None
    Posts : 591
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Mentor : The Stars
    Experience : 0

    Character Sheet
    First Skill: Cosmic Magic
    Second Skill:
    Third Skill:

    Green and Silver Empty Re: Green and Silver

    Post by ~ Lady of Midnight ~ 17th March 2014, 8:16 pm

    Approved


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      Current date/time is 17th November 2024, 9:25 pm