Magic
Primary Magic: Demon Blood Armor
Secondary Magic: N/A
Caster or Holder: Holder
Description: Mira wears special demon armor that appears and functions as normal clothing under normal circumstances, but when exposed to a large portion of her blood transforms into armor. Once it's transformed into armor, it grows a sword and it also begins draining slowly increasing amounts of mana while allowing her to use her own blood to further cast spells that she normally could not cast. The spells and armor function best when used aggressively, in combat against other people or creatures, but some spells can be used defensively to a limited degree. (Sidenote: The armor itself evolves and gains power with every rank up Mira achieves.)
Strengths:
- Mira's body is fully cast in armor, protecting her from most physical harm and some magical harm.
- Her speed and strength are both boosted by the armor, allowing her to fight more efficiently.
- Blood Magic (as she uses it) can be devastatingly powerful, capable of dealing damage to most enemies.
- Blood Magic can't be eaten by water or metal slayers (unless there's some unknown blood slayer).
- Certain uses of Blood Magic (Crimson Fog) give her good escape opportunities.
Weaknesses:
- All spells cost health instead of mana
- Activating the armor costs a large up-front portion of health
- Pain can be distracting while using spells
- Having alcohol in your blood system can effectively screw up the spells
- Over-exerting yourself to boost the speed/strength gains of the armor can cause a knockout and armor disable
- 'Maximum health' is effectively made smaller; losing too much health can cause a knockout and armor disable
- Water washes the blood out of the armor, reverting it to its clothing form
Abilities/Powers:
- Armor Activate: Mira sacrifices a large portion of her blood (15% HP) to activate the armor, gaining the armor actives and a sword linked to the armor that is tougher, if not sharper, than a normal blade.
- Armor Actives: While the armor is active, it drains 5% MP every post, growing by 1% every three posts, and deactivates when Mira doesn't have enough mana to sustain it. The armor improves both speed and strength by 40%, making her quite a bit stronger than the average human, and faster too (although some specially trained 'normal humans' can surpass her in either). The armor deactivates after Mira's health drops below a threshold of 15% HP, knocking her unconscious. The armor also deactivates if Mira overexerts the armor by forcing her body to overperform (boosting the speed/strength by another 20%) for more than 5 posts in a row, with 2 posts CD on exertion for every 1 post of exerting. This also forces her to be knocked unconscious.
- Blood Siphon: While the armor is active, any attacks made by Mira's blade that cause an open wound drains a portion of the blood drawn, adding it to her health pool and restoring 4% HP. Mira is AB+, so all blood will heal her unless it's poisoned, acid, or too far from human.
- Emergency Vials: Mira keeps up to six vials of her blood on her person, which become strapped to her armor when it is activated. These vials can be used as a catalyst for her other spells, removing the cost. However, the spells effects are slightly reduced (excluding Blood Bullet.)
Spells:
Name: Crimson Fog
Rank: D
Type: Blood, Defensive
Description: When Mira casts Crimson Fog, her armor digs into her palm and produces a large quantity of blood. This blood is then immediately dispersed in a 2 meter radius around her, obscuring vision of enemies and allies, although not her. (1.5m if using a blood vial.)
Strengths:
- Blocks vision of enemies in combat
- Provides cover in emergencies
- Blocks her magical aura since all the blood is not only hers but contains her magic
- Takes one post to cast
Weaknesses:
- Cannot block the vision of B-rank or higher enemies
- Lasts two posts (including the post it is cast in)
- Has a three-post cooldown
- Costs 8% HP (high cost)
- Is easily dispersed by wind or water
- Blocks ally's vision
- Small area of effect
- No directly offensive capability
Name: Blood Bullet
Rank: D
Type: Blood, Offensive
Description: When Mira casts Blood Bullet, her armor digs into her palm and produces a small amount of blood. The blood is then formed into three small projectiles, which she can throw individually or all at once at high enough velocity to pierce weak armor, like clothing or fur. Deals damage on impact. Has a range of around ten meters before losing velocity and form. Has a maximum velocity of 13 m/s, but drops severely after ten meters.
Strengths:
- Low %HP cost (2%)
- 2 post cooldown
- Can be used with other spells, either before or after casting
Weaknesses:
- Doesn't do much damage (Half a D-rank per projectile)
- Easy to get carried away with and drain own blood
- Inaccurate
- Short range
Name: Hot Blooded
Rank: D
Type: Blood, Utility
Description: Mira's armor cuts into her palm and draws a medium amount of blood, sending it throughout the entire set of armor. This causes the joints and curves of the armor to gain a slight red glow. This increases Mira's speed and strength boost from the armor, but drains increasing amounts of health every post while in use.
Strengths:
- Improves speed and strength by 20% (15% if using a vial)
- 1 post cast time
- Stacks with the Speed/Strength bonus from the base armor
Weaknesses:
- Four-post cooldown
- Costs 5% HP to begin
- Gains 1% HP cost per post the spell is active on
- Lasts five posts (maximum)
Name: Ironspike Grenade
Rank: D
Type: Blood, Offensive
Description: Mira's armor cuts into her hand and produces a large quantity of blood, forming it into a condensed red sphere. She can throw this about seven meters at the speed of a weak baseball throw, and on impact it explodes in a radius of three meters, throwing out a flurry of small iron spikes that pierce enemy's skin and can cause a minor annoyance. (Two meter radius if using a vial, but has glass shards added in as a nice side effect.)
Strengths:
- Good Area of Effect
- Can be debilitating if it injures enemies in the right places (eyes, nose, etc.)
- Is easy to use with the vials
Weaknesses:
- Highest %HP cost (12%) of all her spells
- Doesn't differentiate between allies and enemies
- Sometimes misfires, turning into a pool of blood instead of a grenade (15% chance of misfire)
- Has a four-post cooldown
Primary Magic: Demon Blood Armor
Secondary Magic: N/A
Caster or Holder: Holder
Description: Mira wears special demon armor that appears and functions as normal clothing under normal circumstances, but when exposed to a large portion of her blood transforms into armor. Once it's transformed into armor, it grows a sword and it also begins draining slowly increasing amounts of mana while allowing her to use her own blood to further cast spells that she normally could not cast. The spells and armor function best when used aggressively, in combat against other people or creatures, but some spells can be used defensively to a limited degree. (Sidenote: The armor itself evolves and gains power with every rank up Mira achieves.)
- Armor Stage D Appearance:
Strengths:
- Mira's body is fully cast in armor, protecting her from most physical harm and some magical harm.
- Her speed and strength are both boosted by the armor, allowing her to fight more efficiently.
- Blood Magic (as she uses it) can be devastatingly powerful, capable of dealing damage to most enemies.
- Blood Magic can't be eaten by water or metal slayers (unless there's some unknown blood slayer).
- Certain uses of Blood Magic (Crimson Fog) give her good escape opportunities.
Weaknesses:
- All spells cost health instead of mana
- Activating the armor costs a large up-front portion of health
- Pain can be distracting while using spells
- Having alcohol in your blood system can effectively screw up the spells
- Over-exerting yourself to boost the speed/strength gains of the armor can cause a knockout and armor disable
- 'Maximum health' is effectively made smaller; losing too much health can cause a knockout and armor disable
- Water washes the blood out of the armor, reverting it to its clothing form
Abilities/Powers:
- Armor Activate: Mira sacrifices a large portion of her blood (15% HP) to activate the armor, gaining the armor actives and a sword linked to the armor that is tougher, if not sharper, than a normal blade.
- Armor Actives: While the armor is active, it drains 5% MP every post, growing by 1% every three posts, and deactivates when Mira doesn't have enough mana to sustain it. The armor improves both speed and strength by 40%, making her quite a bit stronger than the average human, and faster too (although some specially trained 'normal humans' can surpass her in either). The armor deactivates after Mira's health drops below a threshold of 15% HP, knocking her unconscious. The armor also deactivates if Mira overexerts the armor by forcing her body to overperform (boosting the speed/strength by another 20%) for more than 5 posts in a row, with 2 posts CD on exertion for every 1 post of exerting. This also forces her to be knocked unconscious.
- Blood Siphon: While the armor is active, any attacks made by Mira's blade that cause an open wound drains a portion of the blood drawn, adding it to her health pool and restoring 4% HP. Mira is AB+, so all blood will heal her unless it's poisoned, acid, or too far from human.
- Emergency Vials: Mira keeps up to six vials of her blood on her person, which become strapped to her armor when it is activated. These vials can be used as a catalyst for her other spells, removing the cost. However, the spells effects are slightly reduced (excluding Blood Bullet.)
Spells:
Name: Crimson Fog
Rank: D
Type: Blood, Defensive
Description: When Mira casts Crimson Fog, her armor digs into her palm and produces a large quantity of blood. This blood is then immediately dispersed in a 2 meter radius around her, obscuring vision of enemies and allies, although not her. (1.5m if using a blood vial.)
Strengths:
- Blocks vision of enemies in combat
- Provides cover in emergencies
- Blocks her magical aura since all the blood is not only hers but contains her magic
- Takes one post to cast
Weaknesses:
- Cannot block the vision of B-rank or higher enemies
- Lasts two posts (including the post it is cast in)
- Has a three-post cooldown
- Costs 8% HP (high cost)
- Is easily dispersed by wind or water
- Blocks ally's vision
- Small area of effect
- No directly offensive capability
Name: Blood Bullet
Rank: D
Type: Blood, Offensive
Description: When Mira casts Blood Bullet, her armor digs into her palm and produces a small amount of blood. The blood is then formed into three small projectiles, which she can throw individually or all at once at high enough velocity to pierce weak armor, like clothing or fur. Deals damage on impact. Has a range of around ten meters before losing velocity and form. Has a maximum velocity of 13 m/s, but drops severely after ten meters.
Strengths:
- Low %HP cost (2%)
- 2 post cooldown
- Can be used with other spells, either before or after casting
Weaknesses:
- Doesn't do much damage (Half a D-rank per projectile)
- Easy to get carried away with and drain own blood
- Inaccurate
- Short range
Name: Hot Blooded
Rank: D
Type: Blood, Utility
Description: Mira's armor cuts into her palm and draws a medium amount of blood, sending it throughout the entire set of armor. This causes the joints and curves of the armor to gain a slight red glow. This increases Mira's speed and strength boost from the armor, but drains increasing amounts of health every post while in use.
Strengths:
- Improves speed and strength by 20% (15% if using a vial)
- 1 post cast time
- Stacks with the Speed/Strength bonus from the base armor
Weaknesses:
- Four-post cooldown
- Costs 5% HP to begin
- Gains 1% HP cost per post the spell is active on
- Lasts five posts (maximum)
Name: Ironspike Grenade
Rank: D
Type: Blood, Offensive
Description: Mira's armor cuts into her hand and produces a large quantity of blood, forming it into a condensed red sphere. She can throw this about seven meters at the speed of a weak baseball throw, and on impact it explodes in a radius of three meters, throwing out a flurry of small iron spikes that pierce enemy's skin and can cause a minor annoyance. (Two meter radius if using a vial, but has glass shards added in as a nice side effect.)
Strengths:
- Good Area of Effect
- Can be debilitating if it injures enemies in the right places (eyes, nose, etc.)
- Is easy to use with the vials
Weaknesses:
- Highest %HP cost (12%) of all her spells
- Doesn't differentiate between allies and enemies
- Sometimes misfires, turning into a pool of blood instead of a grenade (15% chance of misfire)
- Has a four-post cooldown
Last edited by Mira Fuilur on 5th August 2014, 2:07 pm; edited 8 times in total