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VI. Zabimaru 🔹

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#1Jyu 

VI. Zabimaru 🔹 Empty Fri Jun 19, 2020 6:27 pm

Jyu

Name: Zabimaru

Slot: Weapon

Type: Sword

Handling: One-Handed

Class: Legendary

Quantity: Limited

Element: Arcane

Damage: +100 Strength

Durability: 4x S-Rank

Description: Zabimaru is a 6-part segmented blade; each segment is wider than the one preceding it from the hilt, with 2 pick-like protrusions on the front and back of each segment, with the ones on the front much longer than the ones on the back.

Details: The blade is 2 meters long and the hilt is 30 centimeters long.

Spells:



  • Name: Howl
    Rank: D-S
    Mana Cost: 100-500
    Requirements: Zabimaru
    Type: Supplementary
    Element: Arcane
    Range: -
    Cooldown: -
    Duration: Instant
    Effect: The segments of Zabimaru can grow in length tremendously. The segments are connected by a stretchable thread, making Zabimaru more useful as a whip than an actual sword, however, it can serve as a regular sword just as easily. Upon swinging the sword, the user can extend the blade and make it serve as a cutting whip. It takes two seconds for the weapon to reach its maximum size. The cooldown and mana cost applied to this spell is based on the selected length increase. The user must clearly describe the selected length when using this spell.

    • 1 or 2 Meters: 0 Post Cooldown (100 Mana)
    • 3 or 4 Meters: 1 Post Cooldown (200 Mana)
    • 5 or 6 Meters: 2 Post Cooldown (300 Mana)
    • 7 or 8 Meters: 3 Post Cooldown (400 Mana)
    • 9 or 10 Meters: 4 Post Cooldown (500 Mana)




  • Name: Execution
    Rank: S
    Mana Cost: 1000
    Requirements: Zabimaru
    Type: Offensive
    Element: Arcane
    Range: 25 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user disconnects the segments of Zabimaru and levitates them into the air with their mana. The 6 split segments then each chase the target and attack a different part of the target's body (head, left arm, right arm, torso, left leg, right leg). Upon impact, each hit deals A-rank damage to the specific body part individually (which can rack up more than S-rank damage if everything lands). The user cannot reform Zabimaru again in the same post. This spells leaves the user vulnerable till the next post in which the sword will become whole again.




  • Name: Roar
    Rank: S
    Mana Cost: 500
    Requirements: Zabimaru
    Type: Supplementary
    Element: Arcane
    Range: 25 Meters
    Cooldown: 5 Posts
    Duration: Sustain
    Effect: Upon using this spell, Zabimaru turns into a long, bony tail composed of vertebra-like structures protruding from the user's hilt which trails behind the user and hangs around their waist like a loose sash. It no longer consists out of 6 segments but 20 segments. The end of the tail has a huge skeletal serpent's head which can bite targets. The vertebra-like structures have a width of 1 meter and a length of 25 meters. The final 3 meters of the blade is the serpent's skeletal skull. The skeletal serpent can be manipulated with each swing to move as the user desires. The vertebra-like structures can be used to slam down on targets to cause bludgeoning. The head can be used to slam onto a target to cause bludgeoning damage as well, or it could be used to bite and cause piercing damage.




  • Name: Grand Execution
    Rank: S
    Mana Cost: 2000
    Requirements: Zabimaru
    Type: Offensive
    Element: Arcane
    Range: 25 Meters
    Cooldown: 5 Posts
    Duration: Sustain
    Effect: The user must have Roar sustained when using this spell. Roar must also have been sustained for at least two posts before using this spell. The user disconnects the vertebra-like segments of Zabimaru and levitates them into the air with their mana. The segments all come crashing down on a single target within range causing 2x S-rank damage in general. The user cannot reform Zabimaru again in the same post. This spells leaves the user vulnerable till the next post in which the sword will become whole again. This attack cannot be dodged.

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