ReQuip: The Divinity
Primary Magic:
ReQuip: The Divinity
Secondary Magic:
-
Caster or Holder:
Holder
Description:
History:
The Gods, regardless of what religion, always have been and always will be curious creatures. As centuries passed, their view on humanity has never change, even the slightest, bit, and, ever since the beginning of times, the creaton of humanity, Gods and all Divine figures had seen humans as pets, for the major part. Fun, interesting, the supperior beings have always enjoyed toying with the humans, blessing them, giving them immense might, in order to make them more perillous to those of their kind, and watch a spectacle as the blessed ones exterminate the unworthy humans, or the other blessed. For eons, this had been a recurrent practice among the gods, to cause massive genocides, undirectly, of course, but through their best weapon, those that had received their blessing, which, due to what had happened to them, the power they had been given, received the name of "Blessed". However; as this practice had almost brought humanity to extinction a plethora of times, the Divine figures decided to stop with this curious practice in order to avoid the extinction of their beloved "pets", for if the human race dissapeared, the Gods would lack creatures that could entertain them in similar ways.
Eons have passed since the last time the aforementioned, curious practice has been seen or done. Humanity has been blessed by Gods more than once since then, but the divinities had always made sure to avoid another genocide, that could possibly put an end to the human race once and for all. Yet, recently, one person in particular called their attention. A person, was hardly a word to describe said creature. She had caught the attention of the gods from the very moment of her "birth" with her enhaced capabilities, her curious internal structure and, overall, the way she functioned. She was not a normal human being; she was a creature, a human-like creature created through an old, forgotten style, through Alchemy, a practice the humans had developed and the gods had been amazed of, for they had always doubted that the mental capacity of the humans was big enough, and there were great minds hidden between them, that could discover Alchemy and how it worked. Said humanoid, which received the name of Homunculus, or, an artificially created human, whose attributes were greater than normal humans', had been created following a certain pattern, that would make her be the greatest, and most loyal warrior, with a knightly attitude. The creation of this supperior being had certainly peaked the interest of the Gods, and had caused them to observe her closely through the years, many feeling the desire to revive the old tradition of the Blessed and to enhace that girl in particular even more, making her the ultimate warrior. What stopped them, was, of course, the fear of a genocide. Ever since her birth, they realized a rather peculiar thing about the internal structure of the subject, who had received the name of Janneline Ariel. She lacked a heart; there, where her beating heart was supposed to be, was nothing more than a hole. How she walked, talked, or even lived, was, and still is, a mystery to the Gods, for the discovery of her lack of heart meant that she shouldn't be alive under any circumstances, that she shouldn't be capable of speking, walking or even living. Yet she was alive. How, though? Was it the mysterious philosopher's stone that hid inside her the secret of her unexplaineable heartless existance?
Most saw great evil within her too. The girl had immense intelligence, which she had acquired on her own, and not during her creation, yet she had a malevolent... "soul", dark intentions hid within her. This sparked the interest even more, yet at the same time made the Gods want to keep that girl in particular away from the blessed. Yet, one day, one of them gave into the temptation. Hephaestus, Greek god of Blacksmiths, took in the particular subject, immediately granting her with powers to suit her style. He showered her in weaponry, old as the world, enhaced with attributes of all the gods from all over the world, and soon enough, all of the Divine figures, giving into the temptation, granted the girl the ultimate gift one could receive; the blessing of all the Gods, in the form of powerful weaponry.
Essentials: ReQuip: The Divinity works exactly like every other ReQuip magic to ever exist on the world; to put it short, it is a "holder" magic which allows the user to store an immense amount of weaponry, armory, or even clothing, inside a pocket dimension they posess, and to summon said weaponry or armory from the pocket dimension in the matter of seconds, and at will. The amount of items that can be stored inside this pocket dimension is immense; some even believe it is infinite; although it does have some restrictions, which include the prohibition of any human being, or living creature, to access the pocket dimension in any way. The consequences of said action taking place are unknown; but many believe death will follow if it ocurrs. Now, onto the weaponry and armory. Typically, all type of armory and weaponry can be stored within the pocket dimension, although that doesn't necessarily mean that all this weaponry and armory has to be simple, or be the typical sword ad armor without any abilities that everyone possesses. In fact; the Weaponry and Armory Janna possesses is everything; but simple.
Ranging from spears that releace powerful sun blasts, to gigantic axes that freeze everything in their way, the array of weaponry in Janneline's pocket dimension is extense and everything, but montone and equal. She has absolutely no set theme; she doesn't focus on simply elemental armory or weaponry, or similar. After all, her array of weaponry and armory has been blessed by the gods. And not all of them are Elemental, is that correct? However, the elemental armory she has, has a rather peculiar passive, which permits Janna to have a certain percentage of resistance against the element her armor is based on. Or, if it is a weapon, the weapon can have additional damage to users of magic that opposes it, or be weaker. Depends on the rank, really. What is clear that this magic, with the large amount of weaponry, armory, with the versatile abilities, be it active or passive added to each and every piece of weaponry or armory becomes deadly in its own way, and gives this magic both a high offensive and defensive potential.
Strengths:
Ω High Offensive Potential: This magic allows the user to have a large array of weaponry to her reach at any second, making it have a high offensive potential for the number of weaponry one can carry with himself at a time, and the fact that, albeit at a high cost, all weaponry could be summoned at once.
Ω High Defensive Potential: Same as above; this magic allowd the user to have a large array of armory to her reach at any second, making it have a high defensive potential, for the user could calmly summon an armor in any dangerous situation to save himself from a lethal injury, or even assured death.
Ω Combinations: The fact that this magic allows the user to summon as much as weaponry or armory, whenever he wants, allows the user to make any type of combinations with weaponry and armory to increase the damage outcome, or get an advantage in a battle. For example; the user could easily summon Neptune's armory and Zeus' lightning against a water slayer, for example, to assure his resistance against the water element, and advantage with the lightning.
Weaknesses:
Ω Little Utility: This magic, centered mainly in offense and defense, offers very little utility, such as stunning, chaining someone down, etc. All those moves, which turn the battle in one's favor, yet deal no damage, are rarely seen among the array of the Requippers, and more so this one.
Ω Little Buffing/Healing: ReQuip is a magic which focuses on defending the user from damage, and dealing tons of damage at the same time, making it a magic that is highly focused on defense and offense. Thus, a ReQuip mage rarely owns any buffing or healing spells; mainly because it defies the nature of their magic, and doesn't follow it.
Ω Breakable: Every single armor and weaponry in Janneline's possesion is breakable; it can take on a determined amount of hits, before it breaks, and is unusuable for the rest of the thread.
Ω No Long Range: Long range combat is out of the question for ReQuippers, for this magic focuses entirely on close quarters, or, in other words, melee combat, and the users rarely have any long range abilities, or even never have those.
Lineage:
Ω Enhaced Strength and Speed: Thanks to the fact that the user of this magic was "Blessed" by Divine beings, and infused with almost godly powers, Janneline has naturally enhaced strength and speed, better than those of normal mages. Comparative charts of the normal strength/speed and Janna's will be placed below, each indicated with a title that gives up which stat it compares.
Ω Enhaced Senses: Janna's senses (hearing, sight,etc), due to the same reason as above; she was blessed by divine beings, thus granting her, aside from abnormal strength and speed, enhaced senses. In a few words; she can hear better than most humans, and at bigger distances; she can see more clearly in the dark, pretty much as clearly as someone who posesses shadow magic; she can sense better and so forth.
Ω Order of the Divine: Three times in a thread, Janneline can cancel the cooldown of one her abilities, regardless of the rank, or choose to repair it, and bring it back from its useless state. This small passive, though, albeit it seems otherwise, has its disatvantages. To begin with; if Janna chooses to end the cooldown of a spell that is A Ranked, or above, she will be limited to using this ability only once per thread. Also; she cannot use it to end the cooldown of her signature spell. Not to mention that, but if Janna brings a B Ranked or higher weapon back to its normal state, and not letting it repair, then the ability will be limited to being used only once.
Ω The Protected One: Most of the combat assets in Janna's pocket dimension are weapons; which grant her immense power, and make her quite a monster in terms of offensive power. The firepower she has in the battlefield is immense; but the defensive assets lack. As mentioned before, the bigger part of Janna's combat-related assets in her pocket dimension are weapons. A very small percent of those combat assets are armory, which clearly aren't enough to protect her all the time. This said, Janna can be defined as an incredibly strong combatant, that could delete her opponents from the face of Earthland in no time; but also a quite squishy mage, that, if caught, can be destroyed quite easily. And this condition is very perillous, as a 90% of Janna's weapons are short-ranged, that require extreme closeness. Therefore, to solve this problem, the Gods have granted Janna with another blessing, aside from all the others they alredy gave her. A passive ability that would allow her to survive in the battlefield, without needing a legit spell that grants her an armor, allowing her to increase her firepower more and more, yet achieve defensive power passively. Each weapon that Janna summons forth on the battlefield comes along with a change of outfit. Albeit in the beginning it seems like a more aesthetic detail, it is one that could definetly save Janna's life. All armor, regardless of the appearance, can save Janna from blows equal to the rank of the weapon summoned. For example, if Janna summons Diana's Crescent blade, the clothing that she gets after the change will protect her from up to 1 S Ranked hit, or a combination of hits that equal it.
Ω Divine Healing: Janna, aside from being granted enhaced strength, speed and senses, has also been given the gift of the enhaced regeneration from the gods; for, every 4 posts, she regenerates 2 health points.
Ω Telekinesis: Janna, as most ReQuippers, can control her weaponry with her mind, thus giving her the ability to control more than one weapon at a time, and not only with her hands.
Primary Magic:
ReQuip: The Divinity
Secondary Magic:
-
Caster or Holder:
Holder
Description:
History:
The Gods, regardless of what religion, always have been and always will be curious creatures. As centuries passed, their view on humanity has never change, even the slightest, bit, and, ever since the beginning of times, the creaton of humanity, Gods and all Divine figures had seen humans as pets, for the major part. Fun, interesting, the supperior beings have always enjoyed toying with the humans, blessing them, giving them immense might, in order to make them more perillous to those of their kind, and watch a spectacle as the blessed ones exterminate the unworthy humans, or the other blessed. For eons, this had been a recurrent practice among the gods, to cause massive genocides, undirectly, of course, but through their best weapon, those that had received their blessing, which, due to what had happened to them, the power they had been given, received the name of "Blessed". However; as this practice had almost brought humanity to extinction a plethora of times, the Divine figures decided to stop with this curious practice in order to avoid the extinction of their beloved "pets", for if the human race dissapeared, the Gods would lack creatures that could entertain them in similar ways.
Eons have passed since the last time the aforementioned, curious practice has been seen or done. Humanity has been blessed by Gods more than once since then, but the divinities had always made sure to avoid another genocide, that could possibly put an end to the human race once and for all. Yet, recently, one person in particular called their attention. A person, was hardly a word to describe said creature. She had caught the attention of the gods from the very moment of her "birth" with her enhaced capabilities, her curious internal structure and, overall, the way she functioned. She was not a normal human being; she was a creature, a human-like creature created through an old, forgotten style, through Alchemy, a practice the humans had developed and the gods had been amazed of, for they had always doubted that the mental capacity of the humans was big enough, and there were great minds hidden between them, that could discover Alchemy and how it worked. Said humanoid, which received the name of Homunculus, or, an artificially created human, whose attributes were greater than normal humans', had been created following a certain pattern, that would make her be the greatest, and most loyal warrior, with a knightly attitude. The creation of this supperior being had certainly peaked the interest of the Gods, and had caused them to observe her closely through the years, many feeling the desire to revive the old tradition of the Blessed and to enhace that girl in particular even more, making her the ultimate warrior. What stopped them, was, of course, the fear of a genocide. Ever since her birth, they realized a rather peculiar thing about the internal structure of the subject, who had received the name of Janneline Ariel. She lacked a heart; there, where her beating heart was supposed to be, was nothing more than a hole. How she walked, talked, or even lived, was, and still is, a mystery to the Gods, for the discovery of her lack of heart meant that she shouldn't be alive under any circumstances, that she shouldn't be capable of speking, walking or even living. Yet she was alive. How, though? Was it the mysterious philosopher's stone that hid inside her the secret of her unexplaineable heartless existance?
Most saw great evil within her too. The girl had immense intelligence, which she had acquired on her own, and not during her creation, yet she had a malevolent... "soul", dark intentions hid within her. This sparked the interest even more, yet at the same time made the Gods want to keep that girl in particular away from the blessed. Yet, one day, one of them gave into the temptation. Hephaestus, Greek god of Blacksmiths, took in the particular subject, immediately granting her with powers to suit her style. He showered her in weaponry, old as the world, enhaced with attributes of all the gods from all over the world, and soon enough, all of the Divine figures, giving into the temptation, granted the girl the ultimate gift one could receive; the blessing of all the Gods, in the form of powerful weaponry.
Essentials: ReQuip: The Divinity works exactly like every other ReQuip magic to ever exist on the world; to put it short, it is a "holder" magic which allows the user to store an immense amount of weaponry, armory, or even clothing, inside a pocket dimension they posess, and to summon said weaponry or armory from the pocket dimension in the matter of seconds, and at will. The amount of items that can be stored inside this pocket dimension is immense; some even believe it is infinite; although it does have some restrictions, which include the prohibition of any human being, or living creature, to access the pocket dimension in any way. The consequences of said action taking place are unknown; but many believe death will follow if it ocurrs. Now, onto the weaponry and armory. Typically, all type of armory and weaponry can be stored within the pocket dimension, although that doesn't necessarily mean that all this weaponry and armory has to be simple, or be the typical sword ad armor without any abilities that everyone possesses. In fact; the Weaponry and Armory Janna possesses is everything; but simple.
Ranging from spears that releace powerful sun blasts, to gigantic axes that freeze everything in their way, the array of weaponry in Janneline's pocket dimension is extense and everything, but montone and equal. She has absolutely no set theme; she doesn't focus on simply elemental armory or weaponry, or similar. After all, her array of weaponry and armory has been blessed by the gods. And not all of them are Elemental, is that correct? However, the elemental armory she has, has a rather peculiar passive, which permits Janna to have a certain percentage of resistance against the element her armor is based on. Or, if it is a weapon, the weapon can have additional damage to users of magic that opposes it, or be weaker. Depends on the rank, really. What is clear that this magic, with the large amount of weaponry, armory, with the versatile abilities, be it active or passive added to each and every piece of weaponry or armory becomes deadly in its own way, and gives this magic both a high offensive and defensive potential.
Strengths:
Ω High Offensive Potential: This magic allows the user to have a large array of weaponry to her reach at any second, making it have a high offensive potential for the number of weaponry one can carry with himself at a time, and the fact that, albeit at a high cost, all weaponry could be summoned at once.
Ω High Defensive Potential: Same as above; this magic allowd the user to have a large array of armory to her reach at any second, making it have a high defensive potential, for the user could calmly summon an armor in any dangerous situation to save himself from a lethal injury, or even assured death.
Ω Combinations: The fact that this magic allows the user to summon as much as weaponry or armory, whenever he wants, allows the user to make any type of combinations with weaponry and armory to increase the damage outcome, or get an advantage in a battle. For example; the user could easily summon Neptune's armory and Zeus' lightning against a water slayer, for example, to assure his resistance against the water element, and advantage with the lightning.
Weaknesses:
Ω Little Utility: This magic, centered mainly in offense and defense, offers very little utility, such as stunning, chaining someone down, etc. All those moves, which turn the battle in one's favor, yet deal no damage, are rarely seen among the array of the Requippers, and more so this one.
Ω Little Buffing/Healing: ReQuip is a magic which focuses on defending the user from damage, and dealing tons of damage at the same time, making it a magic that is highly focused on defense and offense. Thus, a ReQuip mage rarely owns any buffing or healing spells; mainly because it defies the nature of their magic, and doesn't follow it.
Ω Breakable: Every single armor and weaponry in Janneline's possesion is breakable; it can take on a determined amount of hits, before it breaks, and is unusuable for the rest of the thread.
Ω No Long Range: Long range combat is out of the question for ReQuippers, for this magic focuses entirely on close quarters, or, in other words, melee combat, and the users rarely have any long range abilities, or even never have those.
Lineage:
- Malefic Illusions:
Ω Enhaced Strength and Speed: Thanks to the fact that the user of this magic was "Blessed" by Divine beings, and infused with almost godly powers, Janneline has naturally enhaced strength and speed, better than those of normal mages. Comparative charts of the normal strength/speed and Janna's will be placed below, each indicated with a title that gives up which stat it compares.
Rank | Normal Mage Speed | Janneline's Speed |
D | 20mph (Sprinting) | 30mph (Sprinting) |
C | 25mph (Sprinting) | 30mph (Sprinting) |
B | 30mph (Sprinting) | 40mph (Sprinting) |
A | 35mph (Sprinting) | 50mph (Sprinting) |
S | 40mph (Sprinting) | 60mph (Sprinting) |
Rank | Normal Mage Strength (Dmg) | Janneline's Strength (Dmg) |
D | 5hp | 5hp (Keeping it equal at D) |
C | 10hp | 15hp |
B | 15hp | 30hp |
A | 20hp | 45hp |
S | 25hp | 60hp |
Ω Enhaced Senses: Janna's senses (hearing, sight,etc), due to the same reason as above; she was blessed by divine beings, thus granting her, aside from abnormal strength and speed, enhaced senses. In a few words; she can hear better than most humans, and at bigger distances; she can see more clearly in the dark, pretty much as clearly as someone who posesses shadow magic; she can sense better and so forth.
Ω Order of the Divine: Three times in a thread, Janneline can cancel the cooldown of one her abilities, regardless of the rank, or choose to repair it, and bring it back from its useless state. This small passive, though, albeit it seems otherwise, has its disatvantages. To begin with; if Janna chooses to end the cooldown of a spell that is A Ranked, or above, she will be limited to using this ability only once per thread. Also; she cannot use it to end the cooldown of her signature spell. Not to mention that, but if Janna brings a B Ranked or higher weapon back to its normal state, and not letting it repair, then the ability will be limited to being used only once.
Ω The Protected One: Most of the combat assets in Janna's pocket dimension are weapons; which grant her immense power, and make her quite a monster in terms of offensive power. The firepower she has in the battlefield is immense; but the defensive assets lack. As mentioned before, the bigger part of Janna's combat-related assets in her pocket dimension are weapons. A very small percent of those combat assets are armory, which clearly aren't enough to protect her all the time. This said, Janna can be defined as an incredibly strong combatant, that could delete her opponents from the face of Earthland in no time; but also a quite squishy mage, that, if caught, can be destroyed quite easily. And this condition is very perillous, as a 90% of Janna's weapons are short-ranged, that require extreme closeness. Therefore, to solve this problem, the Gods have granted Janna with another blessing, aside from all the others they alredy gave her. A passive ability that would allow her to survive in the battlefield, without needing a legit spell that grants her an armor, allowing her to increase her firepower more and more, yet achieve defensive power passively. Each weapon that Janna summons forth on the battlefield comes along with a change of outfit. Albeit in the beginning it seems like a more aesthetic detail, it is one that could definetly save Janna's life. All armor, regardless of the appearance, can save Janna from blows equal to the rank of the weapon summoned. For example, if Janna summons Diana's Crescent blade, the clothing that she gets after the change will protect her from up to 1 S Ranked hit, or a combination of hits that equal it.
Ω Divine Healing: Janna, aside from being granted enhaced strength, speed and senses, has also been given the gift of the enhaced regeneration from the gods; for, every 4 posts, she regenerates 2 health points.
Ω Telekinesis: Janna, as most ReQuippers, can control her weaponry with her mind, thus giving her the ability to control more than one weapon at a time, and not only with her hands.
- Signature Spell:
Name:
Anubis' Armory
Rank:
S
Type:
Spell Armor
Duration:
6 Posts
Cooldown:
8 Posts
Description:
Anubis, the Egyptian god of the dead, the one in charge to get the souls through the realm of the living, and into the realm of the dead. Considered one of the mightiest among the Egyptian divinities, Anubis' power is unlimited in many terms, and can end up being the deadliest of all if it ends up in the wrong hands; or can protect the Blessed from any harm. Which is exactly what the Armor of Anubis does. The Armor of Anubis seems nothing exceptional; nothing that will defend you from damage, something you can easily die with, and will not protect you at all. But the armor of Anubis... It is much, much better than any other armor Janneline has in her array. This small armor, which at first sight makes enemies laugh, is an S Ranked armor for a reason. Anubis, being the God of Death, controls his subject entirely. Thus, whenever he blesses someone, he blesses them with a very peculiar power; Immortality. It is Anubis who transports the souls from the Living world, to the Dead world. Yet, it is also in his jurisdiction, in his array of abilities, to grant someone the ability to never die; to be inmortal. And this is, precisely, what the active ability of this spell is. The armor itself can take on 2S Rank hits, or the equivalent of it, before breaking. Mind you! Those 2S Ranked hits aren't physical/melee hits. It can take up to 2S Ranked Magical hits. Aside, the armor blocks 25% of the damage received.- Active:
Name:
Immortality
Rank:
S
Type:
Utility
Duration:
6 Posts (Or while the user is using the armor.)
Cooldown:
10 Posts
Description:
The ultimate ability granted to the Blessed by Anubis. Inmortality. The ability to take tons, and tons, and tons of damage, to receive wounds that are supposed to kill, and yet not die. What this ability does, is pretty simple, and yet, insanely useful. While the armor this spell is attached to is in use, and this spell is active, the user can, simply put, become imortal. The damage he/she receives is reduced by a 50%, the lethal/critical wounds she gets are much less powerful. Overall, the user becomes twice as difficult to defeat, or kill. This ability, aside from giving "inmortality" to the user, grants no other buffs. Also, the user receives the name of "inmortal", not because he can't die; physical/magic damage can kill the user, albeit it will take more time and efforts than before, yet aging, plagues and illness cannot, so magic that revolves around those is absolutely useless, and is 100% denied by the user, and will inflict no damage.
Strengths:
Ω Inmortal: The user is unaffected by plagues, aging, illness which kill humans while this ability is active, so naturally magic that revolves around poisoning, infecting someone with an illness or making him age and rot are absolutely useless against the user while this abilitiy is in use.
Ω Reduced Damage: The user takes reduced damage from physical/magic hits (50% reduced.)
Ω Harder to kill: The user is significantly harder to kill, with the combination of the armor and the reduced damage, plus the inmortality before certain magic.
Weaknesses:
Ω Breakable: The armor is breakable; although it needs 2S Ranked hits, this armor can be broken, and thus, if this spell is active when it is broken, then the spell will also be canceled and unusable for the rest of the thread.
Ω Only active while Armor is Active: This entiree active is only active and working while the armor is in duration. Once the armor passes in cooldown, so does this ability, regardless if its duration ended or not.
Ω Longer cooldown: The ability's cooldown is longer than the armor's, so the user gets to use the ability for a reduced amount of time the second time she uses it, mostly because if the armor is summoned once more, after the cooldown has ended, 2 more posts have to go through before the Inmortality ability becomes useable again.
Ω No absolute inmortality: Albeit it does grand partially inmortality, against certain magic/causes of death/etc, and it negates 50% of magic/physical damage, the user can still die from lethal wounds (decapitation).
Strengths:
Ω Negates Damage: This armor negates/blocks 25% of the damage that hits the user.
Ω More Damage Negation: The active ability also negates 50% damage; so that's 75% of the damage negated, if both armor and active are used at the same time.
Ω Harder to kill: The user is significantly harder to kill, with the combination of the armor and the reduced damage, plus the inmortality before certain magic.
Weaknesses:
Ω Breakable: This armor, albeit it needs 2S Ranked Magic hits, can still be broken.
Ω Damage is still taken: Although it negates 25% damage, 75% damage is still taken, so not the entire damage is negated.
Ω No elemental advantages: This armor isn't aligned to any element, so it presents no advantages over other elements.
Ω Doesn't protect from any element: While other armors, which have an elemental alignmnet grant the user enhaced resistance against said element, this armor, which isn't elementally aligned, presents no enhaced resistance against no elements.
- S Rank Spells:
- Diana's Crescent Blade:
Name:
Diana's Crescent Blade
Rank:
Offensive
Type:
Spell Weapon
Duration:
6
Cooldown:
7
Description:
Diana, the Goddess of the Moon. An often underestimated Roman divinity, Diana has always managed to somehow grant her worshippers, or the Blessed, in this case, immense power, that makes others wonder how she gets this power, from wehre she gained it so she can transfer it to the Blessed. And this time, like any other, she had granted the Blessed a gift, in the form of a rather curious weapon, imbued with the powers of the moon, in order to make it quite the peculiar, yet strong, destructive weapon. The official denomination of this peculiar weapon type is "Khopesh", although the blade that Janneline owns she has given the name of the "Crescent Blade". This peculiar weapon, imbued with the power of the moon to provoke some rather peculiar effects, is not the smallest, and much less the lightet of weapons. 1m long, and quite heavy, the Crescent Blade wasn't meant for everyone to carry. It deals S Ranked damage on impact, and can be broken only if hit by 2 S Ranked magical hits.- Passive:
- Everyone who gets hit by this blade will recieve a lingering ray of moon light, regardless of the hour, lingering above his head, meaning that he was marked. That mark will remain for 6 posts, or until the weapon is destroyed.
- Active:
Name:
Lunar Rush
Rank:
S
Type:
Offensive
Duration:
Instant
Cooldown:
4 Posts
Description:
Once a target gets hit by the Crescent Blade, it gets marked with a moonlight ray until the end of the duration of the weapon, or until it is destroyed. This is, simply, what the passive states. But what does the moonlight ray do? Does it explode? Does it do nothing? Is it just to scare the enemies? No. The moonlight ray that appears, the mark, is the key that allows Janneline to use this active ability correctly. Once a target is marked with Moonlight, Janna can transform into moonlight herself and rush towards any of the marked enemies within a 250m range, at the speed of 60m/s, dealing S Ranked damage once she reaches her enemy. Although this spell seems like an autohit, it isn't. Janna can't go through solid objects, even when transforming into the moon, so any wall, shield, anything legit can stop her from rushing at the enemy. Also; enemies have at least 4s to react, for Janna travels at the speed of 100m/s, giving enemies the opportunity to create something to stop her... If they are fast enough.
Strengths:
Ω Speed: Janneline travels at a speed of 60m/s towards her enemies while in Moonlight form.
Ω Range: Janneline can reach enemies that are up to 250m away from her.
Ω Damage: Upon reaching the enemy, the contact with her lunar form deals S Ranked additional damage.
Weaknesses:
Ω Broken: If the weapon is broken, and all marks dissapear, Janna cannot use this abilities.
Ω Mark: Janna cannot use this ability on enemies that haven't been marked.
Ω Blocked: Janna can easily be blocked by a wall, or gigantic shield, which she, even in moonlight form, cannot traverse.
Ω Range: Enemies out of the 250m range, even if they are affected with Moonlight, are unreacheable.
Strengths:
Ω Lunar Rush: Janna, thanks to her active ability, can dash to enemies and deal more tons of damage to them.
Ω Additional Damage: Her active ability deals additional S Ranked damage to enemies.
Ω Mark: Every enemy that Janneline hits with a basic attack is marked with moonlight, which gives her the ability to use Lunar rush on that person.
Weaknesses:
Ω Breakeable: This weapon can be broken.
Ω Mark: If the objective isn't marked by the weapon with Moonlight, or if the weapon is broken, the user cannot use Lunar Rush. Only marked targets are eligible as targets for Lunar Rush.
Ω Range: Even if someone is marked with Moonlight, as long as he is out of the 250m range of Lunar rush, he is safe.
Ω Denied: A wall or any decent sized shield of S Rank can block Lunar Rush
- Ra's Eclipse Blade:
- Name:
Ra's Eclipse Blade
Rank:
S
Type:
Spell Weapon // Offensive
Duration:
6
Cooldown:
8
Description:
Ra, the ancient egyptian god of the Sun, guards much power in his interior. Power that he, willingfully, transfers to the Blessed whenever he meets one that catches his attention for long enough, or makes him curious about the young individual, like Janna has done. The power he guards is immense, and the power and weapons he grants to the blessed are incredibly strong too. And this was exactly what happened with Janna. The second S Ranked weapon she was granted, was the polar opposite of the Crescent Blade Diana granted her. This one, the Eclipse Blade, consists in a 1,6m large, light spear, made with a titanium core, and bathed in gold, with several sapphires spread on its blade. Upon contact, it deals S Ranked damage, and can hold up to against 2S Ranked hits before breaking.- Passive:
- Every 3 hits taken, the user gains an S Ranked shield that will protect them from the next spell. Up to S Ranked damage is nullified.
- Active:
Name:
Solar Flare
Rank:
S
Type:
Offensive
Duration:
Instant
Cooldown:
5
Description:
The user summons the fury of the sun to unleash upon those, who they deem enemies, making them perish within a second. Lifting the spear above her head, the user can concentrate on gathering all her energy in it, making the golden weapon glow brightly under the sun, a connection establishing between the weapon's blade; and the sun, high up, in the sky. After a few seconds, a majestic, potent sun ray descending from the sky at immense speeds at a selected circular area, the diameter of which is of 50m, creating an explosion as it reaches the gorund which spreads 50m from the center, the place where it hit, dealing S Ranked damage ot anything in that area. The solar explosion can be cast to up to 5m away from the caster.
Strengths:
Ω Multiple enemy: This spell affects and deals damage to multiple enemies.
Ω Area of effect: This spell deals damage to enemies in an area.
Ω Large range: The spell can be cast to up to 50m away from the caster.
Weaknesses:
Ω Miss: The ability, obviously, can be dodged, if one is fast enough (aka is a High Speed mage).
Ω Range: If someone is fast enough and gets out of the range of the spell, he can easily dodge it and avoid taking damage.
Ω Shields: Shields of S Rank and above block this spell entirely.
Ω Darkness: Darkness spells of higher rank dispel entirely this spell.
Strengths:
Ω AoE Active: This weapon has an active ability that deals damage in an area of effect.
Ω Shield: The user passively gets a shield that protects him from up to S Ranked damage.
Ω Multiple enemies: The active ability affects more than one enemy, as long as they are in the area of effect, and deals the same damage (S ranked) to all of them.
Weaknesses:
Ω 1st hit: The first hit on the shield is nullified, and, after it is taken, the shield dissapears. Therefore, the first hit that the shield takes may be a d rank; its damage will be nullified, and the shield will dissapear.
Ω Has to take damage in order for it to be activated: The user has to take three hits, regardless of what rank, before the shield activated. Therefore, the user must take damage in order to get a shield.
Ω Dodgeable: The active ability is easily dodged.
Ω Breakable:This weapon can be broken by two S Ranked hits.
- A Rank Spells:
- Trident of the Tidal God:
- Name:
Trident of the Tidal God
Rank:
A
Type:
Spell Weapon; Offensive
Duration:
5
Cooldown:
6
Description:
Coming from the depths of the oceans, a majestic, enormous trident is one of the three A Ranked spells Janna posesses. 1.6m long, fabricated with Titanium, and bathed in gold and covered in light blue gems, this peculiar weapon was given to Janneline by Neptune, God of the endless seas that cover Earthland. Infused with the power of the waves, of water, this Trident is a replica to the Trident Neptune himself owns, and has proved to be, in more than one battle, worthy like the original trident. It can, naturally, resist up to 2A Ranked hits, and deals A Ranked damage on impact. This weapon, in particular, deals 50% more damage against Fire shields, spells, users, etc.- Passive:
- Janna and her Allies will get healed if they get hit by the active ability of this weapon. The health they restore is equal to the HP taken away by an A Ranked Magic spell.
- Active:
Name:
Fury of the Tides
Rank:
A
Type:
Offensive
Duration:
Instant
Cooldown:
4
Description:
The user spins the trident above their head, before slamming the bottom part against the ground, a bright blue, gigantic magic seal appearing beneath her feet. After a few seconds, an incredible mass of water arises out of nowhere, forming a 10m tall and 15m wide wave that is sent towards the enemies at the speed of 25m/s, destroying everything on its paths, yet healing allies and Janneline herself, thank to the passive attached to this weapon. This wave has a maximum range of 50m, and deals A Ranked damage to every enemy it makes contact with.
Strengths:
Ω Enormous: The wave is enormous; 15m wide and 10m tall, so it deals damage in an insane area.
Ω Healing: All allies hit by the wave are healed.
Ω Multiple Enemy: This spell deals damage to multiple enemies.
Weaknesses:
Ω Massive Destruction: The spell affects everything, except allies, in its path; nature, building, everything that gets caught up in its range is destroyed. Valuable articles that are needed for the mission too.
Ω Miss: The user, obviously, can miss, or the enemies can get out of the range of the wave. It, after all, travels in a straight line, and cannot be redirected.
Ω Blocked: S ranked Shields block the wave.
Ω Freeze: S Ranked mages can freeze the wave and cancel the spell.
Strengths:
Ω Healing: The passive makes it so that every ally, and Janna, that gets hit by the active ability is healed.
Ω Ranged Ability: The user's active ability is a ranged one; one with a pretty decent range, too.
Ω Fire: This weapon deals 50% more damage against fire based spells, users, etc.
Weaknesses:
Ω Straight line ability: The active ability goes in a straight line, and cannot be redirected
Ω Breakable weapon: The weapon can be broken by 2A Ranked hits.
Ω Ice: Ice can counter the active ability of this weapon at ease.
Ω Melee: The trident is yet another melee weapon; so that decreases even more the number of ranged weapons Janna has, and forces her to constantly risk her life in melee.
- Lunar Surge:
- Name:
Lunar Surge
Rank:
A
Type:
Special [Spell attached to Weapon]
Duration:
5
Cooldown:
6
Description:
A spell that can only be performed while the Crescent Blade is in posession and out on the battlefield, Lunar Surge is an Area of Effect spell that deals Magical damage to enemies that are caught up in its 50m radius. The user (Janneline) charges the Crescent Blade with the power of the Moon, regardless of the current time of the battle (daytime or nighttime), and performs an elegant, 360 degrees spin, releasing the energy gathered in the Crescent Blade in order to creave a circular wave of moonlight, moving at 40m/s towards enemy units and dealing A Ranked damage to all enemy units that had been hit by the spell, because they were in its range. A darkness spell of higher rank can dispell this one, if cast quickly enough, and shields of A Rank and higher can block this spell. All enemies hit by this spell are marked with Moonlight for 2 posts.
Strengths:
Ω Moonlight Mark: All enemies hit by the spell get marked with "Moonlight", so Janna can use her blade's active ability, Lunar Rush, to dash to them, dealing even more damage, and finish them off.
Ω AoE: This spell deals damage in an area of 50m.
Ω Multiple Enemy: The spell deals damage to multiple enemies, that are caught up in it's range
Weaknesses:
Ω Blockable: The wave of moonlight is blockable by an A Ranked or higher shield.
Ω Darkness: Darkness spells of higher rank can dispell this spell immediately.
Ω Less time: The enemies hit by the spell are marked with moonlight for only 2 posts; when normally, when an enemy is hit by a basic attack with the Crescent blade, the mark lingers for 6 posts.
Ω Vulnerable: During the casting of the spell, the user is vulnerable to other spells and cannot counterattack without interrupting the casting of the spell.
- Spears of the Vengeful Spirits:
Name:
Spears of the Vengeful Spirits
Rank:
A
Type:
Spell Weapon; Offensive
Duration:
4
Cooldown:
5
Description:
An oath to protect the spirits of those who were betrayed by the ones they trusted, an unbreakable oath to avenge those who let down someone and caused his death, this is what Nemesis, Goddess of Vengeance swore to complete for the eternity. The spirits of all those betrayed souls become the spears that Nemesis uses to avenge those who were betrayed in life. The spirits, that became the spears that were passed down to Janneline. When the Gods were granting her wishes, blessing her and giving her all type of weaponries, each stranger than the previous one, Nemesis was the one to give the strangest weapon of all, yet one of the most powerful ones. A quiver full of turquoise spears is what Janneline received from Nemesis. Little did she know then, and discovered hours later, was that all those spears, were the spirits of the dead men and women, who were betrayed in life, whose desire to be avenged made them become the ghostly spears they are now. A quite sinister story hidden behind the powerful weapons, none less. Each spear being long about 1,5m, with a sharp end, a light structure, always glowing in an eerie, light blue. There is a total of 5 spears back in the quiver of Janneline, or attached to her back, each dealing A Ranked damage.- Passive:
- If Janneline runs short on spears before this spell has entered its cooldown, she can gather 5 more vengeful spirits to create 5 more spears. This process can be repeated a maximum of 2 times before the weapon enters in cooldown.
- Active:
Name:
Rend
Rank:
A
Type:
Offensive
Duration:
4
Cooldown:
5
Description:
This ability is quite complex to explain, as, when activating it, it doesn't have some flashy effect nor deals damage instantly; instead, it does that when it is reactivated, or upon the command of Janneline. When activated for the first time, all spears that hit an enemy upon its activation remain stuck in the target's body, and nobody, except Janneline herself, can take them out. The ghostly spears remain in the target's body until Janna rips them out, more or less literally, as the spears are ripped out of the target's body, vanishing briefly after that in thin air, as the spirits are finally appeased. For each spear ripped out, the user takes additional damage equal to D Ranked magic damage. In other words, 1 spear that gets ripped out acts as if the target got hit by a D Ranked spell. However, the user cannot stack spears infinitely in the target's body. The spears that can be stacked cap at 8. All following spears deals damage, but pass through, they don't stack.
Strengths:
Ω Additional damage: The spears deal additional damage once ripped out of the target's body.
Ω Stackable: The spears can be stacked in the target's body.
Ω Long duration: This ability has a rather long duration, on par with the weapon's duration.
Weaknesses:
Ω Stacks cap: Only 8 spears can be stacked in the target's body.
Ω Blockable: It can be blocked by shields of A Rank or above.
Ω Purifying spells: Purifying spells can make the spears dissapear and not deal damage.
Ω Duration: If the user activates this ability a few posts after the Blade was summoned, this active ability will enter in cooldown in the same post in which the blade enters in cooldown, regardless if it has completed its duration or not.
Strengths:
Ω Passive armor: Thanks to one of her Unique Abilities, Janna's new clothing that comes with this weapon gives her an armor that resists up to 1 A Rank spell
Ω Reload: Janna can reload if she runs short on spears in any moment.
Ω Additional damage: Her active ability permits her to deal additional damage to her enemies.
Weaknesses:
Ω Blockable: Shields of A Rank or above block the spears.
Ω Limited reload: Janna can reload only twice.
Ω Miss: This weapon is a projectile, that requires the user to have great aim in order to hit his target. Hitting with melee weapons? Easy. Hitting with long-ranged weapons? Not so easy. The target can move and dodge the projectile, the user can be a complete noob and miss. In conclusion, it's hard to hit with those.
Ω Holy: As the spirits aren't exactly... Good-willed, or pure, to say it in a way, holy spells of above A Rank can dispell the spears.
- B Rank Spells:
- Faith's Call:
Name:
Faith's Call
Rank:
B
Type:
Spell attached to a weapon
Duration:
Instant
Cooldown:
3
Description:
Janneline empowers one of the souls that create her spears, causing said soul to regress back to a ghostly, yet humanoid form, leaving aside its spear form and dash towards a target in a 25m radius, at a speed of 20m/s. Upon impact with the desired target, the Vengeful spirit will knock the target up in the air, a max of 5m above earth, and deal the A Ranked damage that it does in spear form, plus C Ranked damage as a bonus. After its function is done, the spirit dissapears, and doesn't even return to a spear once again. It just vanishes.
Strengths:
Ω High damage: The spirit, upon impact with the target, will deal A Ranked damage, plus C Ranked aditional damage.
Ω Long range: Enemies that are up to 25m away can be hit.
Ω Knock up: Upon impact, the target is knocked up 5m above earth.
Weaknesses:
Ω Spear needed: Janneline needs one of her spears to perform this.
Ω No spear no damage: If Janneline has no spears and she can't reload... Then yeah, this spell cannot be used.
Ω Blockable: The spirit can be blocked by a shield of A Rank or above.
Ω Vanish: After it hits the target, the spear/spirit vanishes, it doesn't return as a spear back to Janna.
- Armor of the Tidal Sovereign:
- Name:
Armor of the Tidal Sovereign
Rank:
B
Type:
Spell Armor; Defense
Duration:
5
Cooldown:
6
Description:
Strengths:
Ω :
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Weaknesses:
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- Thor's Ultimate Legacy:
- Name:
Thor's Ultimate Legacy
Rank:
B
Type:
Spell Weapon; Offensive
Duration:
4
Cooldown:
5
Description:
Strengths:
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Weaknesses:
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- C Rank Spells:
- 1:
- Name:
Rank:
Type:
Duration:
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Description:
Strengths:
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- 2:
- Name:
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- 3:
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- D Rank Spells:
- 1:
- Name:
Rank:
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Description:
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- 2:
- Name:
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- 3:
- Name:
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- 4:
- Name:
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Description:
Strengths:
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- Spell Template:
- Name:
Rank:
Type:
Duration:
Cooldown:
Description:
Strengths:
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Weaknesses:
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Last edited by Janneline Ariel on 29th November 2015, 6:14 am; edited 21 times in total