Magic
Primary Magic: War’s descent
Secondary Magic: N/a
Caster or Holder: holder
Description:
War’s descent is a magic that was created for exactly what its name suggests: War. Most of the abilities focus on creating weapon, units or machines from three different categories: chemical, mechanical and biological. It gives the user the ability to (re-)construct/modify technological weapons and devices and using/applying them to enemies, allies and/or himself. Whilst the magic does possess some parallels to the magic known as Mechromancy, the most significant difference lies in the scale of each spell – Most directly offensive spells are AoE spells and the few that are single-target only have either a tactical purpose or do an increased amount of damage, not to mention that all spells are made to have a very long range and/or duration. The aspect of collateral damage should not be considered by its users, namely Silvaetus…which he doesn’t. However the magic requires a “Control Platform” and thusly becomes a holder type magic. Silvaetus’ “Control Platform” is a multi-piece cannon (Atlas) with an advanced integrated A.I. system that offers him incredible computing abilities when linked to his implanted CPU – in other words he possess reflexes, coordination, foresight and intellect of insane proportions. As the User becomes stronger so does the weapon itself (evolutionary stages at Rank B and S).
Due to the scale of this magic the caster is usually positioned away from the main battle field or at least a certain distance away from his opponent. However this magic possesses one critical flaw that may be the end of the user: there is barely any improved physical resistance to damage. What would usually only partially cripple a mage can have an even more devastating effect on the caster. And the few healing abilities although potent place the user in a vulnerable state. This is due to the fact that “War’s Descent” trades intelligence and tactics as well as passive abilities to keep distance from an enemy, for resistance against damage. As a result the user is usually place in the back line of teams/groups whilst handing out devastating blows to the enemies’ front and back lines. Before reaching the higher ranks the user is mostly dependent on their primary weapon and abilities which still offers a variety of weaponry.
Strengths:
High range and damage to all offensive spells
High durability/duration for defensive spells and “summons”/creations
Technological enhancements to give caster tactical and some physical advantage
Not fully reliant on spells (passives an main weapon)
Already ceated objects (including Atlas' base functions) are unaffected by magic cancelling/restricting fields/barriers/spells
Weaknesses:
Near no physical resistance to damage
Increased vulnerability when out of MP (add 5% to current debuffs)
Increased cost of all spells (+2% to spells of current rank; + 1% to spells of lower rank)
Control Platform must be within 150 m to be used by caster, without it user is completely defenseless (except for passives)
Relatively long Cool Downs
Low stamina
Abilities/Powers:
Radiation leak: Due to the nuclear reactor inside of Silvaetus he continuously generates a radiation field around him. While out of combat it is only harmless Alpha-Radiation, during combat (due to increased activity) he generates a field around him with a 10 meter radius of pure Gamma-radiation and intense heat. The intensity decay outwards towards the edge where it is still relatively harmless. However the closer to the center it is the more intense the heat and radiation. This field causes severe skin burns and radiation poisoning that may weaken or even kill enemies. This ability shuts down once outside of combat or incapable of fighting (no MP/stamina).
Fine-tuning: With his prosthetic eye Silvaetus can switch between several view modes ranging from normal optical, microscope, binocular, heat-signature recognition, x-ray to night vision. His artificial lung allows him to filter oxygen in even the most extreme environments and store some for emergencies. The implanted CPU in his brains accelerates his cognitive processing enhancing reflex and calculative abilities required for real-time strategy.
Spinal-Collector: The spinal implant serves two purposes: one is to replace the spine and neural network he lost in an accident. The second is to collect magic from the air giving him a 5% increased MP regeneration per 10 posts.
Support Drones: With each rank Silvaetus gains a support drone. It is used as both offensively and defensively. The drone can only utilize one of two abilities at any given time:
1. Attack: The drone fires an energy weapon or explosive that deals damage equal to a spell of the owner’s rank
2. Defend: The drone generates an energy shield in front of it that can block a single spell of the owner’s rank
A drone can only attack or defend once per post. The starting number of drones is 1. Shut down when out of MP.
SPELLS
Name: Tactical Diversion
Rank: D
Type: Utility
Description:
The user generates field that “bends” the light around him and thereby making him visually invisible. At the same time he generates a holographic projection of himself that is indistinguishable from the real thing. This double is controlled by the caster and its appearance can be altered according to the situation.
Strengths:
Invisibility allows swift escape and/or repositioning
The Optical Diversion additionally distracts the enemy
It is possible to feign death/injury with the hologram by adjusting its appearance thusly lowering the enemy’s guard
Weaknesses:
Invisibility is cancelled as soon as another spell is cast or attack is launched (does not apply to remote triggers)
Does not mask sound or smell
Electromagnetic pulses cancel cloak (weakness against lightning magic)
Duration: 4 own posts
Cooldown: 5 own posts (starting only after Tactical Cloak is disabled)
Name: Tachion-pulse acceleration
Rank: D
Type: Utility
Description:
Tachions are the fastest particle known to modern science capable of travelling backwards in time. By gathering them and redirecting their kinetic energy to his own atomic structure Silvaetus gains the ability to instantaneously travel to a different position in time, thus placing him in either a previous or future location. Due to the physical limits of the human body and technology he can only do so in a time span of the past or future 5 minutes. The spell can be cast in the instant when an attack hits. By jumping "backwards" he can negate the event ever happening and as a result escape being harmed.
Strengths:
Maneuverability enhanced
Long-Distance travel enabled
Ability to bypass barriers by “teleporting” behind it
Weaknesses:
Short channel time does not allow guaranteed dodge of attacks
Only applicable to himself
Deactivates Tactical Cloak
May be predictable due to movement patterns
Cooldown: 4 own posts
Name: Supressing Fire
Rank: D
Type: Supportive/Utility
Description:
The caster creates 4 gun turrets within 50 meters of him. These turrets continuously fire at the enemy location and thereby forcing them to retreat or hide out.
Strengths:
Most effective in confined areas (cannot dodge if in direct line of fire without space to dodge)
Pushes back enemies to enable own retreat/regroup or to suppress enemy in a corner
Can be blocked by shields but still disables movement toward caster
Weaknesses:
Small-caliber bullets result in minor damage
Friendly fire possible
Ranged abilities can destroy turrets (each turret can withstand 2 D-rank spells)
Duration: 5 own posts (starting from duration end or destruction of all turrets)
Cooldown: 6 own posts
Name: High-explosive shrapnel bombs
Rank: D
Type: Offensie
Description:
The caster creates 5 separate highly explosive, shrapnel firing explosive devices that have both a remote and timed trigger. Each bomb has an initial explosion radius of 1.5m and an additional shrapnel radius of 2m (2m+1.5m = 3.5m shrapnel).
Strengths:
Those caught in the center take 50% increased damage as they are hit by both the explosion and shrapnel
Remote/timed detonation allows tactical placement of explosives
Very effective in confined spaces and against lightly armored units
Targets can be hit by more than one bomb (5 bombs = up to 5x the damage)
Weaknesses:
Those who are only hit by shrapnel take only 50% damage
Can be blocked by obstacles/terrain
Friendly fire possible
Can also hit caster
Cooldown: 4 own posts
Primary Magic: War’s descent
Secondary Magic: N/a
Caster or Holder: holder
Description:
War’s descent is a magic that was created for exactly what its name suggests: War. Most of the abilities focus on creating weapon, units or machines from three different categories: chemical, mechanical and biological. It gives the user the ability to (re-)construct/modify technological weapons and devices and using/applying them to enemies, allies and/or himself. Whilst the magic does possess some parallels to the magic known as Mechromancy, the most significant difference lies in the scale of each spell – Most directly offensive spells are AoE spells and the few that are single-target only have either a tactical purpose or do an increased amount of damage, not to mention that all spells are made to have a very long range and/or duration. The aspect of collateral damage should not be considered by its users, namely Silvaetus…which he doesn’t. However the magic requires a “Control Platform” and thusly becomes a holder type magic. Silvaetus’ “Control Platform” is a multi-piece cannon (Atlas) with an advanced integrated A.I. system that offers him incredible computing abilities when linked to his implanted CPU – in other words he possess reflexes, coordination, foresight and intellect of insane proportions. As the User becomes stronger so does the weapon itself (evolutionary stages at Rank B and S).
Due to the scale of this magic the caster is usually positioned away from the main battle field or at least a certain distance away from his opponent. However this magic possesses one critical flaw that may be the end of the user: there is barely any improved physical resistance to damage. What would usually only partially cripple a mage can have an even more devastating effect on the caster. And the few healing abilities although potent place the user in a vulnerable state. This is due to the fact that “War’s Descent” trades intelligence and tactics as well as passive abilities to keep distance from an enemy, for resistance against damage. As a result the user is usually place in the back line of teams/groups whilst handing out devastating blows to the enemies’ front and back lines. Before reaching the higher ranks the user is mostly dependent on their primary weapon and abilities which still offers a variety of weaponry.
- Atlas:
Type: A.I. Weapons Platform (Model I)
Mount: Arms and Shoulders
Types:
Rapidfire Machinegun (bottom left) - Arm Mount (Normal Player-Rank damage)
Positron Diffusion Rifle (bottom right) - Shoulder Mount, Sniper Mechanics (150% at 1km +)
Mark VI Artillery Unit (Top left) - Shoulder Mount (AoE Damage 150% center, reduces by 25% every meter)
Dreadnaught II (Top right) - Arm Mount, Shotgun Mechanics (+50% damage at 10m and below)
Specs: When seperated from owner at distance of 20m and abovebecome drones and seek out owner (must be concious when happens).
Strengths:
High range and damage to all offensive spells
High durability/duration for defensive spells and “summons”/creations
Technological enhancements to give caster tactical and some physical advantage
Not fully reliant on spells (passives an main weapon)
Already ceated objects (including Atlas' base functions) are unaffected by magic cancelling/restricting fields/barriers/spells
Weaknesses:
Near no physical resistance to damage
Increased vulnerability when out of MP (add 5% to current debuffs)
Increased cost of all spells (+2% to spells of current rank; + 1% to spells of lower rank)
Control Platform must be within 150 m to be used by caster, without it user is completely defenseless (except for passives)
Relatively long Cool Downs
Low stamina
Abilities/Powers:
Radiation leak: Due to the nuclear reactor inside of Silvaetus he continuously generates a radiation field around him. While out of combat it is only harmless Alpha-Radiation, during combat (due to increased activity) he generates a field around him with a 10 meter radius of pure Gamma-radiation and intense heat. The intensity decay outwards towards the edge where it is still relatively harmless. However the closer to the center it is the more intense the heat and radiation. This field causes severe skin burns and radiation poisoning that may weaken or even kill enemies. This ability shuts down once outside of combat or incapable of fighting (no MP/stamina).
Fine-tuning: With his prosthetic eye Silvaetus can switch between several view modes ranging from normal optical, microscope, binocular, heat-signature recognition, x-ray to night vision. His artificial lung allows him to filter oxygen in even the most extreme environments and store some for emergencies. The implanted CPU in his brains accelerates his cognitive processing enhancing reflex and calculative abilities required for real-time strategy.
Spinal-Collector: The spinal implant serves two purposes: one is to replace the spine and neural network he lost in an accident. The second is to collect magic from the air giving him a 5% increased MP regeneration per 10 posts.
Support Drones: With each rank Silvaetus gains a support drone. It is used as both offensively and defensively. The drone can only utilize one of two abilities at any given time:
1. Attack: The drone fires an energy weapon or explosive that deals damage equal to a spell of the owner’s rank
2. Defend: The drone generates an energy shield in front of it that can block a single spell of the owner’s rank
A drone can only attack or defend once per post. The starting number of drones is 1. Shut down when out of MP.
- Drone:
Lenght: 1.5m
Equipment:
Top-Mounted Dual Railgun
Mark VII shield capacitor
Ion-Propulsionsystem --> high speed movement
SPELLS
Name: Tactical Diversion
Rank: D
Type: Utility
Description:
The user generates field that “bends” the light around him and thereby making him visually invisible. At the same time he generates a holographic projection of himself that is indistinguishable from the real thing. This double is controlled by the caster and its appearance can be altered according to the situation.
Strengths:
Invisibility allows swift escape and/or repositioning
The Optical Diversion additionally distracts the enemy
It is possible to feign death/injury with the hologram by adjusting its appearance thusly lowering the enemy’s guard
Weaknesses:
Invisibility is cancelled as soon as another spell is cast or attack is launched (does not apply to remote triggers)
Does not mask sound or smell
Electromagnetic pulses cancel cloak (weakness against lightning magic)
Duration: 4 own posts
Cooldown: 5 own posts (starting only after Tactical Cloak is disabled)
Name: Tachion-pulse acceleration
Rank: D
Type: Utility
Description:
Tachions are the fastest particle known to modern science capable of travelling backwards in time. By gathering them and redirecting their kinetic energy to his own atomic structure Silvaetus gains the ability to instantaneously travel to a different position in time, thus placing him in either a previous or future location. Due to the physical limits of the human body and technology he can only do so in a time span of the past or future 5 minutes. The spell can be cast in the instant when an attack hits. By jumping "backwards" he can negate the event ever happening and as a result escape being harmed.
Strengths:
Maneuverability enhanced
Long-Distance travel enabled
Ability to bypass barriers by “teleporting” behind it
Weaknesses:
Short channel time does not allow guaranteed dodge of attacks
Only applicable to himself
Deactivates Tactical Cloak
May be predictable due to movement patterns
Cooldown: 4 own posts
Name: Supressing Fire
Rank: D
Type: Supportive/Utility
Description:
The caster creates 4 gun turrets within 50 meters of him. These turrets continuously fire at the enemy location and thereby forcing them to retreat or hide out.
Strengths:
Most effective in confined areas (cannot dodge if in direct line of fire without space to dodge)
Pushes back enemies to enable own retreat/regroup or to suppress enemy in a corner
Can be blocked by shields but still disables movement toward caster
Weaknesses:
Small-caliber bullets result in minor damage
Friendly fire possible
Ranged abilities can destroy turrets (each turret can withstand 2 D-rank spells)
Duration: 5 own posts (starting from duration end or destruction of all turrets)
Cooldown: 6 own posts
- Turret:
Name: High-explosive shrapnel bombs
Rank: D
Type: Offensie
Description:
The caster creates 5 separate highly explosive, shrapnel firing explosive devices that have both a remote and timed trigger. Each bomb has an initial explosion radius of 1.5m and an additional shrapnel radius of 2m (2m+1.5m = 3.5m shrapnel).
Strengths:
Those caught in the center take 50% increased damage as they are hit by both the explosion and shrapnel
Remote/timed detonation allows tactical placement of explosives
Very effective in confined spaces and against lightly armored units
Targets can be hit by more than one bomb (5 bombs = up to 5x the damage)
Weaknesses:
Those who are only hit by shrapnel take only 50% damage
Can be blocked by obstacles/terrain
Friendly fire possible
Can also hit caster
Cooldown: 4 own posts
Last edited by Silvaetus on 2nd July 2014, 3:58 am; edited 4 times in total