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    Prototype (Done)

    Zero X
    Zero X

    Player 
    Lineage : Wrath of Neptune
    Position : None
    Posts : 39
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 524
    Experience : 0

    Character Sheet
    First Skill: White Art Magic
    Second Skill: -
    Third Skill:

    Prototype (Done) Empty Prototype (Done)

    Post by Zero X 6th June 2014, 4:04 am


    Primary Magic: Prototype
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description:

    Prototype involves the usage of armours that are obtained by merging the caster with small, numerous adult fis¬t-sized polygons which brings about different armour forms respectively after summoning them. The irregular shaped polygons, namely BioMetals possess artificial intelligence, which means they may or may not let the merging occur.

    Strengths:

    - The fact that the caster will be able to merge with numerous BioMetals means that the caster will be able to gain various abilities, powers and buffs depending on what the respective BioMetals bring about along with their respective armours. For example, there are some BioMetals that bring about great buffs in strengths, and there are some that gives the caster Fire elemental magic abilities.

    - The caster will be provided with numerous BioMetals to merge with, and that means it will be rare for the caster to face problems involving lack of readily available BioMetals to merge with.

    - The varying BioMetals each brings about different fighting abilities and skills for the caster to use. This makes the magic itself practical to use in either long, mid or short ranged battles.

    Weaknesses:

    - The BioMetals are the medium that the caster must merge with in order to be able to use the powers contained in the armours. This means that if the BioMetal for an armour is broken, the specific armour will not be accessible for a prolonged period of time.

    - Like how most magic does, this magic itself does not know the difference between enemy and ally units, which means it is possible for the caster to hurt his/her own ally whilst in battle.

    - Again, regarding the need of BioMetals to be merged with means this magic is unusable if the BioMetals fail to show up when the caster needs to merge. To put it simple, an example of such occurrences is when a BioMetal is sealed magically, the BioMetal will not be able to be summoned by the caster until the seal is undone or broken.

    - This magic brings varying skills and abilities, and one of the aspects of such advantages are the varsity of elemental tributes of the armours. However, everything must have a weakness at a point, and the armours are greatly at disadvantage when met with an elemental tribute that is its weakness. For example, if a fire-based armour is met with a water-based magic user, the enemy is meant to gain the upper hand.

    Abilities/Powers:

    - Target Aim:

    This ability involves the ability of the caster to target the enemy unit, making sure the enemy is in the focus of the caster’s sight whilst in battles. This is, of course, when the caster is merged with a BioMetal. In the caster’s eyes there will be a targeting circle that will lock on the enemy unit. This helps the caster in making sure his/her attacks hit the enemy and aids in making evasive movements against enemy attacks. The lock on, however, does not guarantee that the caster’s attacks will land on the enemy; it only helps. There are times when even the circular focuses themselves cannot lock on onto an enemy too fast for them.


    Spoiler:

    Name: BioMetal Model EXE
    Rank: D
    Type: Plasma, Offensive
    Description:

    The caster merges with a blue coloured BioMetal, namely BioMetal EXE, to activate the bluish schemed armour. This armour specialises in mid ranged battles, having equipped with a plasma buster as the right hand part. This plasma buster shoots plasma bullets (obviously, duh) towards the enemy which travel in a straight line with a limit of 3 shots per post. These circular bullets has a diameter of 15 cm, traveling with a speed of 10 km/h in a maximum range of 6 m before disintegrating into nothingness. If the target is hit, it may leave minor bruise and very slight burn on the hit spot.

    Whilst in this armour, the caster can also charge the plasma buster to shoot 3x more powerful single plasma bullet that travels in a maximum range of 10 m with a speed of 12 km/h. If hit it will cause an explosion affecting 2 m radius, leaving minor burns and numerous minor bruises. Charging takes 1 post, and after shooting the charged plasma bullet, it will take 1 post before the plasma buster can be used again.

    Strengths:

    - This armour is advantageous to use when getting too close to the enemy is not an option and it is also very suitable in mid-ranged battles.

    - Whilst using this armour, the caster needs not to worry about having to come closer to the enemy and face the risk of being hit by a close combat range attacks.

    - The 3 normal shots can crack a D-rank shield, whilst the charged shot can break a shield with such a rank.

    Weaknesses:

    - The armour’s main and only advantage-bringing part is the buster, and if the plasma buster is disabled either because of charged shot cooldown or broken by the enemy the armour itself will become pretty useless.

    - If the enemy is too fast for the eye the shoots will become nothing but wasted trials on hitting a target that is too swift to lock onto.

    - When used in close combat, the caster faces risks of hurting him/herself either by the usage of the charged shot too close to the enemy or by other logical means.

    - Takes 4 D-ranked hits to shatter, will last on the field for 6 posts and cooldown of 7 posts. If broken, 10 posts cooldown is required.


    Spoiler:

    Name: BioMetal Model H (Harpuia)
    Rank: D
    Type: Wind, Offensive
    Description:
    By merging with the green BioMetal H, the caster will be able to activate a greenish schemed armour with wind based abilities. This armour is equipped with double twin swords, each of them with the length of 1.25 m. These swords may cause minor cuts if a slash is landed on the enemy.

    The other ability this armour gives is the ability to glide on the air, which would often be mistaken for the ability to fly. The caster can jump 5-7 m up onto the air, and glide downwards gradually, and the time taken to reach the ground will be double the height of the jump or fall in some cases. Whilst gliding the caster can dash around on air in a straight line according to the direction the caster is facing, with a maximum distance of 2 m per dash, and 1 dash per post. Meanwhile, the gliding ability can only be used 3 times per 2 posts.

    Strengths:

    - The armour is best used in close combat battle due to the fact that the main weapon for this armour is the twin swords.

    - Other than close combat battles, this armour is also suitable to be used in a battle against airborne enemies, despite the fact it cannot fly, the caster can at least get close enough to land a couple of hits.

    - Whilst in this armour, the caster has a strong endurance against wind-based attacks. This means that the caster will only take 50% of the total damage or effect of a wind-based spell of D-rank.

    Weaknesses:

    - Due to the its gliding ability, sometimes the surroundings may cause a catch on this ability. For example, when a strong turbulence blows, the caster will have less control over the gliding and may be flung away due to strong wind currents.

    - The wings and the swords plays a great role in this armour; having either one of them or even both of them broken means the decrease of the armour in aspects of function and advantages.

    - The twin swords may slice a D-ranked shield with 4 slices, but if forced to face against a shield even stronger than stated, the swords may break. The same might occur if the swords are met with swords that are superior compared to the pair.

    - Lasts 7 posts. Cooldown 8 posts. If broken, 12 posts of cooldown will be required. Also, takes 5 D-ranked attacks to break.


    Spoiler:

    Name: BioMetal Model Pr
    Rank: D
    Type: Melee, Offensive
    Description:

    The caster merges with the red BioMetal Pr with slight bluish stripes, activating a red armour as a result. The visored armour is equipped with a long, pinkish blade as its left hand part. The blade is as long as 1.5 m. A single slash by it would cause a cut with depth of 4 cm max. The armour also provides a D-ranked shield to be held by the right hand which can withstand 2 D-rank attacks before having to be kept away for 2 posts for it to be able to be used again.

    Whilst in this armour the caster will be able to do a StepSlash, a skill in which the caster takes a step forward that is as fast as a dash with speed of 15 km/h, then the caster will slash the enemy after. The caster will stay on where his/her legs land after the StepSlash, provided that the caster doesn’t move elsewhere right after attacking.

    Like how the EXE Armour has the charged shot ability, the Pr armour also has such an attack, albeit in different style and effect. Without needing to charge the blade whatsoever, the caster slashes a crescent shaped beamslash towards the enemy. The beam moves in a straightline with a speed of 13 km/h in a maximum range of 10 m. If hit, it will explode affecting a diameter of 2 m. Such a hit will cause up to 6 minor cuts and up to 3 minor bruises on the enemy. Such attack will then require the blade to be ineffective for 2 posts for cooldown.

    Strengths:

    - The armour is best used amidst a close combat ranged battle, due to the fact that the armour is specialised for sword fights.

    - Whilst in this armour, the caster’s speed is increased by 30% thus giving an upper hand in terms of speed.

    - It takes 3 slashes from the blade of the armour to break through a D-rank shield.

    Weaknesses:

    - The Blade plays a crucial part in this armour, meaning when ineffective the armour’s advantageous aspects are decreased.

    - Long ranged enemies can easily gain the upper hand if this armour is used against such an enemy, as this armour is obviously good for close combat battles, and in the crescent slash’s case, mid ranged battle.

    - Being faster doesn’t mean the caster cannot be stopped; an enemy with a suitable spell can seal the caster’s movement, and an example for this is the usage of ice-based spells to freeze the caster’s legs in place.

    - Lasts 6 posts, cooldown 7 posts. Takes 4 D-rank hits to shatter. If broken, takes 10 posts cooldown. The Blade can be broken if 4 D ranked hits land on it, or if a strong shield or sword is used to clash against it.


    Spoiler:

    Name: BioMetal Model Sh
    Rank: D
    Type: Shadow, Offensive
    Description:

    The caster merges with a blackish grey BioMetal, activating a purplish schemed armour with a ninja theme in its design. The armour utilizes the usage of shadows in the surroundings, using them as a medium to dive into, much like water. The armour itself lets the caster become shadow-like for a fixed period of time. Whilst in shadow state, the caster can jump into shadows, and dive in them like water. The caster can only become a shadow once per 2 posts, and can remain in such state for the 2 posts.

    The weapon that this armour provides is a large shuriken with a diameter of 5 m. When thrown it works like a boomerang. The shuriken may sway around whilst it travels towards the target. It moves with a speed of 8 km/h with a maximum range of 12 m plus the swaying. Just like the caster, the shuriken itself can turn shadow-like and dive into shadows by the caster’s will, therefore it can be used in cramped places as good, provided that there are shadows in the area for the shuriken to dive in. If hit, the shuriken may cause a cut with depth up to 7 cm maximum. It takes 2 hits from the shuriken to crack a D-rank shield, 3 to break one.

    Strengths:

    - The ability for both the caster and the shuriken to dive into shadow and turn shadow-like helps a lot in launching sneak attacks to the enemies, just like how ninjas do.

    - When turned into shadow-like state, almost every solid elemental attacks will not leave effects to the caster and the shuriken itself.

    - Just like how the Pr armour does, the Sh armour also  gives an increase to the caster’s speed. The increase is as much as 25%.

    Weaknesses:

    - Even when in shadow-like state, if the caster or the shuriken is hit by light-based attacks whilst in this armour, then the damage taken by the caster will increase by 25% due to the shadow elemental tribute the armour possesses.

    - The same movement sealing theory works just fine on this armour just like how the theory does on the Pr armour, by which giving difficulties for the caster to move.

    -  Shadows play a big role in the advantageous aspects of the armour, meaning using it in somewhere where there are very less shadows or simply bright places will do nothing but decrease the effectiveness of the armour all the more.

    - Lasts 7 posts, cooldown 8 posts. Takes 4 D rank hits to break. The shuriken can be broken by 2 D rank hits. Only takes 2 D ranked light-based attacks to break the armour and 1 of such attack to break the shuriken. If the armour is broken, will take 12 posts for cooldown.


    Last edited by Zero X on 19th September 2014, 2:55 am; edited 1 time in total


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    Prototype (Done) RNvdPnV
    Zero X
    Zero X

    Player 
    Lineage : Wrath of Neptune
    Position : None
    Posts : 39
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 524
    Experience : 0

    Character Sheet
    First Skill: White Art Magic
    Second Skill: -
    Third Skill:

    Prototype (Done) Empty Re: Prototype (Done)

    Post by Zero X 9th June 2014, 10:20 pm

    Ready to be checked~


    _____________________________________________________________________________________

    Prototype (Done) RNvdPnV
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    Guest
    Guest

    Prototype (Done) Empty Re: Prototype (Done)

    Post by Guest 10th June 2014, 5:32 am

    I'm actually quite happy with this as it is. I can't see any glaring changes that need to be made. It's all balanced and all well thought out. Nice work =]

    Prototype (Done) ZhroAlE

      Current date/time is 19th November 2024, 5:23 pm