Magic
Primary Magic: Gunslinger Requip
Secondary Magic: N/A
Caster or Holder: ReQuip
Description: This magic consist of the use of bullet based artillery, that ranges from pistols, to rifles, to hand canons. Armor that exist in the pocket dimension is typical leather based, but light metals do exist in the arsenal.
Strengths:
Always on hand, since they are requip and can be summoned
Right weapon can be summoned depending on situation. If Long Range of Mid Range is needed.
Piercing Damage, so rank damage is ignored in most cases.
Weaknesses:
Beings with armors, since this can protect the body.
Sound from firing weapons, alerts person in range
Close Range Combat, guns aren't necessarily idealistic for close combat.
Reloading, takes time during the heat of combat
Abilities/Powers:
Sleight of Hand: passive ability that reloads the weapon simply by dipping it into the pocket dimension, then pulling it back out.
Marksman: User is extremely accurate and has a more than adequate understand of physics when it comes to using projectiles.
Spell Template
Primary Magic: Gunslinger Requip
Secondary Magic: N/A
Caster or Holder: ReQuip
Description: This magic consist of the use of bullet based artillery, that ranges from pistols, to rifles, to hand canons. Armor that exist in the pocket dimension is typical leather based, but light metals do exist in the arsenal.
Strengths:
Always on hand, since they are requip and can be summoned
Right weapon can be summoned depending on situation. If Long Range of Mid Range is needed.
Piercing Damage, so rank damage is ignored in most cases.
Weaknesses:
Beings with armors, since this can protect the body.
Sound from firing weapons, alerts person in range
Close Range Combat, guns aren't necessarily idealistic for close combat.
Reloading, takes time during the heat of combat
Abilities/Powers:
Sleight of Hand: passive ability that reloads the weapon simply by dipping it into the pocket dimension, then pulling it back out.
Marksman: User is extremely accurate and has a more than adequate understand of physics when it comes to using projectiles.
Spell Template
- I'll add images after I've been a member for Seven Days:
Name: Juice
Rank: D-Rank
Type: Requip
Description: A pair of dual pistols that can maintain an accurate shot from up to 40m away. After that range the bullet begins to sway away from the intended target. They fire your typical rounds, and have no augmentation to them what so ever. They deal piercing style damage.
Strengths: Small so hard to see| Fast| Fatal
Weaknesses: Strong winds| Thick obstructions ie: slabs of metal or pillars of earth| Sound from firing alerts peoples| Having to reload after 10 shots.
Duration: Stay on hand till withdrawn
Cooldown: 2 Post after withdrawn.- Abilities:
Active Ability: Burst Shot
Description: This ability requires a shot from both guns in the Juice Collection, one followed by the other. One pistol harboring more fire power than the other, allows one bullet to travel faster. So after one bullet is fired, when the range is chosen the second bullet is then fired, aimed at the 1st bullet. Upon contact both shatter sending an onslaught of shrapnel at targets creating an area attack out of bullets. The range is only a 2.5m radius, but it is better than nothing and is still highly effective, being able to blind and cause decent(no deeper than an inch) lacerations.
Duration: Instant
Cooldown: 3 Post- Passive Ability:
Passive Ability: Hunter
Description: This ability only works on items Naesala has come into possession of or has been able to influence with his magic. Passively tagging the items with his magical signature if you can call it that, when he shoots bullets they are drawn to trace or seek out his magical signature in select items. This allows him to make blind shots when he deems fit.
Name: Zombino
Rank: D-Rank
Type: ReQuip
Description: Zombino is bolt action rifle, that is used for mid and long range combat. Up to 75m out an accurate shot can be made with focus. It comes with a sight and a stand for stakeouts.
Strengths: Range| Piercing style damage| Fast
Weaknesses: Strong Winds| Close Range| Noise the rifle emits| Very bad weapon for close combat
Duration: 10 Post
Cooldown: 12 Post- Abilities:
Active Ability: Death Stroke
Description: This is a series of shots that displays sheer accuracy and power, only possible with he fire power of this rifle. It doesn't look like much work from simply watching and that's because it isn't. Using a simple coating of magic on the user's bullets they can pierce through countless amounts of simple nonmagical constructs. Walls, frames, trees, etc as long as it wasn't made by another mage's magic in the same topic.
Duration: 2 Post
Cooldown: 5 Post- Passive Ability:
Passive Ability: Blind Eye
Description: Removing his eye patch, Naesala can channel magic into where his eye should be and use it as a variety of scopes for his rifle. That being thermal, night vision, and variable zoom up to 16x.
Name: Lancaster Suit
Rank: D-Rank
Type: ReQuip
Description: This piece of armor provides chest, forearm, and shoulder protection from D-Rank damage. It's made of leather and various textiles. It's flexible and lightweight, being able to take a decent amount of punishment (3 D-Rank Strikes) Before being destroyed.
Strengths: Defense| Can be summoned instantly| Can take multiple hits
Weaknesses: Doesn't provide full body protection| Can still be destroyed with appropriate amount of damage | Has an extensive cooldown leaving user vulnerable for a long period of time after use.
Duration: 5 Post
Cooldown: 7 Post- Abilities:
Active Ability: Flight
Description: Like the name states, this ability gives the user the ability to fly temporarily. Not able to exceed speeds they can naturally move at without assistance or being influenced by another party, the user has full control of their direction.
Duration: 6 Post
Cooldown: 10 Post- Passive Ability:
Passive Ability: Rebound
Description: Any attacks that have their damage blocked from this piece of armor can be subjected to this ability. That being the power to rebound or return the attack to the sender, but only if the user was struck in the gut by the blow. This working by the user drawing in their stomach, then flexing it applying force to propel it back to sender. The damage remains the same and this can apply to anything that is the size of the users body. Limited to how many hits the armor can take of course.
Name: Maxima
Rank: D-Rank
Type: ReQuip
Description: Maxima is a triple barrel hand cannon with a pistol grip. After every shot it must be reloaded making using it a very weary choice. Upon landing the shells explode, enveloping a 1.5m area in flames for a instant. These flames do D-Rank damage while the bullets them self follow the rules for Blunt of Bludgeon damage. The range for this weapon is 30m and the shells are about 6 inches in diameter.
Strengths: Powerful| Blunt Damage| Explosion Range
Weaknesses: Heavy |Reload after every shot| Flame do ranked damage| Armor can block blunt damage.
Duration: 10 post
Cooldown: 12 Post- Abilities:
Active Ability: Remote Destruction
Description: This ability allows the user to not only cause the shells to explode mid flight, but also increases the explosion range to a 3m radius. The damage amount remains the same however.
Duration: Instant
Cooldown: 3 Post- Passive Ability:
Passive Ability: Ghost Buster
Description: Maxima has the special ability to cause harm to spiritual apparitions such as ghost.
Last edited by ZombieJuice. on 27th August 2014, 12:19 am; edited 3 times in total