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Astrid | Sheet ♫

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#1Astrid 

Astrid | Sheet ♫  Empty Thu Aug 31, 2023 5:33 pm

Astrid




























































Astrid Venier




Name: Astrid Venier

Birthday: Twenty-Four | Born November 11th, X770

Gender: Female

Race: Aberration

Modifications:


Sexuality: Homosexual

Relationship: Single

Magic: God Soul: Chronos, the Titan of Time

Class: Spellsinger

Specialization: Druid

Enhancements:
  • God Soul: Chronos, the Titan of Time
  • God Soul: Chronos, the Titan of Time
  • Ultimate Spell
  • Damage Over Time
  • Armor Piercing


Rank: Z-Rank

Guild: Phantom Lord

Guild Level: Guild Master [133/50 Posts]

Companion:

Tattoo: C6 Vertebrae | Black

Face: Arlecchino | Genshin Impact






Last edited by Astrid on Mon May 20, 2024 4:38 pm; edited 10 times in total

#2Astrid 

Astrid | Sheet ♫  Empty Thu Aug 31, 2023 5:36 pm

Astrid





















































PERKS

Moderate Arcane Resistance: Astrid receives a Moderate Resistance to Arcane-type Spells.
  • via Sage Monarch's Sunglasses

Minor Light Resistance: Astrid receives a Minor Resistance to Light-type Spells.
  • via God Soul: Chronos, the Titan of Time

Moderate Physical Resistance: Reduces damage taken by Physical attacks by 2 Ranks.
  • via Aberration
  • via God Soul: Chronos, the Titan of Time

Minor Nature Weakness: Astrid receives a Minor Weakness to Nature-type Spells.
  • via God Soul: Chronos, the Titan of Time

Minor Debuff Resistance: Reduces the potency of Debuffs applied against them by 1 Rank.
  • via Aberration

Minor Drain Resistance: Reduces the potency of Life Drain and Mana Drain effects against them applied by 1 Rank.
  • via Aberration

Knockback Immunity: Astrid cannot be knocked back.
  • via Luchador's Belt

Minor Water Weakness: Increases the damage taken by Water spells by 1 Rank.
  • via Aberration

Moderate Healing Weakness: Reduces the potency of Healing received by other sources by 2 Ranks.
  • via Aberration

Moderate Other-Buff Weakness: Reduces the potency of Other Buff spells received by other sources by 2 Ranks.
  • via Aberration

Major Sonar Detection: Astrid can can use sonar to detect the movements of anyone within a 50-meter range and sense their location.
  • via Aberration

Minor Vibration Sense: Astrid can feel vibrations in the air up to 10 meters around her.
  • via Arachnida

Arcane Cooldown Reduction: Astrid receives a cooldown reduction of 3 posts on her Arcane-type spells.
  • via Sage Monarch's Sunglasses (2)
  • via Symbiotic Fleshweave (1)

Arcane Increased Range: Astrid receives an increased AoE size of 10 meters on her Arcane-type spells.
  • via Sage Monarch's Sunglasses

Arcane AoE Boost: Astrid receives an increased range of 10 meters on their Arcane-type spells.
  • via Sage Monarch's Sunglasses

Spider Sense: Astrid possesses an enhanced perception that allows her to foretell danger before it happens which intensifies based on the threat or proximity within 20 meters.
  • via Arachnida

Endurance Protection: Astrid does not receive damage to her Endurance when receiving damage to her Constitution. Her skin cannot be pierced, slashed, burned, etc. They do not receive additional damage from such effects.
  • via Luchador's Belt

Otherworldly Knowledge: Astrid can see a brief description of someone as if they have a reputation of 10,000+. This information cannot be shared with others.
  • via Levithan's Maw

Secondary Mouth: Astrid can use the mouth within her belly to attack others, dealing damage equal to her Intelligence and drain them of equivalent Mana.
  • via Levithan's Maw

Universal Spell Enhancement: Astrid's spells all benefit from effects that enhance a spell type such as Enhancements, Items, and Classes where applicable to all Spell Types.
  • via God Soul: Chronos, the Titan of Time


ATTRIBUTES & MANA

Strength: 1 | 1 Total [+0]
  • Damage: 1x D-Rank

Speed: 255 | 300 Total [+45 | +45 - Symbiotic Fleshweave]
  • Lunge Distance & Speed: 15 m/s
  • Run Speed: 30 m/s

Constitution: 191 | 191 Total [+0]
  • Hit Points: 4x S-Rank
  • Run Duration: 7 Posts
  • Lunge Frequency: Thrice Per Post

Endurance: 191 | 191 Total [+0]
  • Pain Tolerance: 2x S-Rank
  • Weapon Mastery WC Reduction: 40%

Intelligence: 1001 | 1051 Total [+50 (Sage Monarch's Sunglasses)]
  • Mana Reduction: 65%
  • Spell Training WC Reduction: 75%
  • Enhancement Slots: +5

Mana: 7,650 | 11,650 Total [+2,000 (Sea Dragon King's Earrings), +2,000 (Sea Dragon King's Coil)]

MISSION MODIFIERS

Word Count Reduction: 20%
  • 20% via Symbiotic Fleshweave

Jewel Modifier: 60%
  • 50% via Levithan's Maw
  • 10% via Phantom Lord, Rank 2 - Well Connected

Experience Modifier: 0%

EQUIPMENT

WEAPON (MAIN-HAND)



Name:

Slot: Weapon

Type:

Class:

Element:

Damage:

Durability:

Description:

Details:

Lore:

Effects


  • Effect:
  • Effect:
  • Effect:

Spells


  • Name:
    Rank:
    Mana Cost:
    Requirements:
    Type:
    Element:
    Range:
    Cooldown:
    Duration:
    Effect:


HEAD



Name: Sage Monarch's SUnglasses

Slot: Head

Type: Sunglasses

Class: Mythic

Weight: Light

Element: Arcane

Durability: 3x S-Rank

Description: A pair of sunglasses.

Lore: At times, the mages have brought unrest to the world with their thirst for knowledge and power. Thus, the Monarch Circle was founded a thousand years ago by an agreement between certain nations to put an end to the intrigues of the mages. Composed out of powerful mages from various nations, the mages fulfilled their tasks with earnestness and established peace and justice, where hate and intrigues had once reigned supreme.

They were to research Magic for the well-being of everyone, prevent wars and conflicts, as well as to keep power-hungry mages under control. During most of its existence first years, the circle followed these goals and Earthland had peace and order.

This changed when the Monarchs discovered the Eo in the Mad Rifts. Its power slowly drew some of the Monarchs insane. When the Monarchs discovered the runes telling of the Shroud hidden by the High Elves in ancient Elven ruins, some started forging plans to claim this godlike power for themselves. The greed caused by this lofty goal was enough to split the Monarchs so each mage wanted to gain the godly power for themselves.

The struggle and infighting resulted in the deaths of many Monarchs. Some decided that it was no longer worth it and gave up their search, while others realized that they had to operate from the shadows to continue. In the end, none of them succeeded in unraveling the Shroud. The Monarchs faded away into obscurity and the organization was quickly disbanded by the nations never to be spoken of again.

Bonus:
  • +50 Intelligence


Effects


  • Cooldown Reduction: The user receives a cooldown reduction of 2 posts on their Arcane-type spells.
  • Increased Range: The receives has an increased range of 10 meters on their Arcane-type spells.
  • AoE Boost: The user receives an increased AoE size of 10 meters on their Arcane-type spells.
  • Elemental Resistance: The user receives a Moderate Resistance to Arcane-type spells.
  • Purchase Discount: The user receives a discount of 50% on purchasing Arcane-type spells instead of training them.


ARMOR



Name: Symbiotic Fleshweave

Slot: Armor

Type: Flesh Coating

Weight: Medium

Element: Darkness

Durability: 2 S-Rank

Description: Composed of a genuinely alien substance, this substance at first resembles that of fleshy tendrils and exposed muscles, more like that of the innards of a human body than anything else. In its actual form and purpose, the material grows to that of a type of armor that envelops a wearer, effectively acting as a sort of skin that the wearer is able to manipulate and control. In their wearing of this Symbiotic Fleshweave, the wearer develops a symbiotic relationship with the alien organism, it effectively serving beneath the wearer, providing it with its power, protection, and strengths, while the wearer provides it with the freedom of existence. The true depths of this Fleshweave and the effects that it has over the wearer is one of significant question however, with it not being clear just how this relationship go and the impact that it potentially has upon the wearer, and vice versa how the wearer's behavior and actions influence the development of the Fleshweave.

Measurements: The Fleshweave predominantly covers the user's body to varying degrees, forming almost a skintight layer with numerous veins and inconsistent textures littered throughout the entirety of it as it expands over the wearer's body. Thick and black in texture, it almost resembles that of a thick tar being poured upon the body than that of an sort of tight garment that would otherwise be worn. It is overwhelmingly concentrated more within the chest cavity of the wearer, extending down often to the point where it completely covers the wearer's legs. It also reaches out past the wearer's arms, though the length to which it engorges those appendages can be known to vary, extending past the full length of the hand to barely beyond the elbow. Even upon the neck the Fleshweave can cover, though seldom ever does it extend past the upper portions branching into the head area.

Bonus:
  • +45 Speed

Effects


  • Adrenal Glands: While wearing the Fleshweave, the wearer feels a constant source of energy pumping through them; the Fleshweave breathing as if an overlaying organ, pumping adrenaline into the wearer. As such, the wearer is capable of acting quicker and accomplishes tasks with greater proficiency, receiving an additional 20% word count reduction to quests.
  • Symbiotic Understandings: The Fleshweave responds to that of its wearer, drawing on its relationship to better serve. It recognizes and synergizes itself to the Magic that the wearer is accustomed towards, providing them with an enhanced sense of proficiency in that respective school. The wearer receives a cooldown reduction of 1 post for the element of Arcane.

Spells


  • Name: Symbiotic Tethering
    Rank: S++
    Mana Cost: 500
    Requirements: Symbiotic Fleshweave
    Type: Defensive [S+: Overcharge - Defensive | S++: Nullification Immunity]
    Element: Darkness
    Range: Self
    Cooldown: 5 Posts
    Duration: Sustain
    Effect: The wearer calls out the word "Protect" to which the Fleshweave envelops the wearer and for a brief moment, assimilates with them, thereby giving it the capability of manipulating the wearer's genetic structure and change their physical form into an almost sub-solid form, similar to that of a fluid-like substance still possessing its large normal form. In this, the wearer appears like normal, though upon closer inspection it becomes clearer that their structure is not solid, but rather, almost free-form of sorts. This becomes all the more evident when they are attacked by any sort of ability, as the attack will effectively phase through the user, there being some level of visual feedback applied but otherwise them appearing utterly unphased. This can enable the wearer to ignore up to 4 S-Rank worth of damage, after which point the Fleshweave's capability to perform this feat can no longer be harnessed without sufficiently recharging itself through natural processes.


EARRINGS


Name: Sea Dragon King's Earrings

Slot: Earrings

Element: Arcane

Durability: 3x S-rank

Description: A pair of earrings from the Sea Dragon King's treasury.

Bonus:
  • Mana: +2000


NECKLACE


Name: Arachnida

Slot: Necklace

Type: Necklace

Element: Arcane

Durability: 2x S-rank

Description: When worn, its wearer can shoot out strings of spiderwebs with the strength of iron.

Lore: Arachnida is an ancient necklace created by a woman from Bellum. After her husband died she became lonely, finding the various spiders in her attic to be her only companions. She isolated herself and became obsessed with spiders so much that she sought to become one. Using the the bodies of the spiders in her home, she created the Arachnida necklace and enchanted with ancient magic. However, rumor has it that when she finally put the necklace on she went mad. Unable to find comfort in the idea of other women being happily married, she went from house to house killing husbands in their sleep.

Effects


  • Spider-Sense: Spider-Sense presents a psychological awareness of the user's surroundings. The power itself originates as a tingling feeling in the back of the skull. The enhanced perception allows the user to foretell danger before it happens and warns the user of it in no time. The greater the danger or how close the danger increases the tingling sensation. The user is able to feel impending danger happening to them within 20 meters while they are conscious which allows them to pinpoint the source of the danger. Additionally, spider-sense gives them the ability to feel vibrations in the air up to 10 meters around them.


Spells


  • Name: Sticky Web
    Rank: B
    Mana Cost: 100
    Requirements: Arachnida
    Type: Supplementary
    Element: Arcane
    Range: 15 meters
    Cooldown: 2
    Duration: Instant
    Effect: The user shoots a strand of web from their wrists at the hand or foot of a target. Upon impact, the web becomes sticky and attaches itself to the surface. The target can use their Strength if applicable to brush it off and never get stuck in the first place. If they fail, the hand or foot is stuck to the surface.

  • Name: String Pull (User)
    Rank: A
    Mana Cost: 200
    Requirements: Arachnida
    Type: Supplementary
    Element: Arcane
    Range: 20 meters
    Cooldown: 3
    Duration: Instant
    Effect: The user shoots a strand of web from their wrists and connects it to a second point. The user can then pull themselves at spell speed towards that second point. If it is an object, it must weigh more than the user.

  • Name: String Pull (Target)
    Rank: A
    Mana Cost: 200
    Requirements: Arachnida
    Type: Supplementary
    Element: Arcane
    Range: 20 meters
    Cooldown: 4
    Duration: Instant
    Effect: The user shoots a strand of web from their wrists and connects it to a second point. The user can then pull the target at spell speed towards themselves. If it is an object, it must weigh less than twice the weight of the user. If it is a character, their strength must be more than the target and the target will be pulled at spell speed. This can be negated if the user uses mana equivalent to the mana cost of the spell to break free. If they fail, they are pulled towards the user keeping a distance of 3 meters between the user and the target.

  • Name: Spider Swing
    Rank: A
    Mana Cost: 200
    Requirements: Arachnida
    Type: Supplementary
    Element: Arcane
    Range: 20 meters
    Cooldown: -
    Duration: Instant
    Effect: The user shoots a strand of web from their wrists and connects it to a stationary object. The user can then swing in the air, traveling in an arc. The user can move a distance of 20 meters at speeds based on their dash speed.


RING


Name: Sea Dragon King's Coil

Slot: Ring

Element: Arcane

Durability: 3x S-rank

Description: A ring from the Sea Dragon King's treasury.

Bonus:
  • Mana: +2000


RELIC


Name: Luchador's Belt

Slot: Relic

Type: Belt

Class: Mythic

Element: Arcane

Durability: 3x S-Rank

Description: A mighty belt worn around the waist to proof physical dominance in combat. It's a masterpiece entrusted to a brawler who has come to understand the true beauty of battle. Ding, ding—glistening combatants match each other pound for pound, round for round until—eight, nine, ten—only one stands, basking in the cheers of the roaring crowd.

Lore: Originally an agave farmer in Stella who, after learning of his childhood friend Lupita was kidnapped, chased down the undead charro Carlos Calaca. Once again donning his mask and belt, the luchador traveled across the lands to find his childhood friend. In an epic battle, the luchador rescued Lupita from Carlos' grasp and defeated the undead charro.

Effects


  • Lucha Libre: The user cannot be knocked back.
  • Steel Skin: The user does not receive damage to their Endurance while still receiving damage to their Constitution. The skin of the user cannot be pierced, slashed, burned etc. While they do still receive damage, it makes them impervious to the additional damage that might come into play from such hits.





Last edited by Astrid on Mon May 20, 2024 4:34 pm; edited 6 times in total

#3Astrid 

Astrid | Sheet ♫  Empty Sun Sep 10, 2023 9:28 pm

Astrid





















































Modifications

Modification (Slot 1)



Name: Makima's Controlling Eye (Left)

Slot: Modification

Type: Eye

Quantity: Limited

Element: -

Details


Description: A singular eye ripped from an incarnation of the Demon Queen of Control, perfectly perserved within a magical jar. The eye is yellow gold in colour, adorned by multiple concentric rings around the pupil. The eye can be placed into someone's socket in order to obtain certain feats.

Description: Ancient, powerful Demons are known to transcend the boundaries of Life and Death. These powerful Demons represent the fears of mortals, their vices, or even aspects of their malice, and derive power from them. They deal with humans, at times even selling away the entirety of their power, but always at the cost of the supplicant's soul, or that of their kin, or even their entire clan. Among these demons, few are quite as infamous as the Demon Queen of Control, who was said to have the power to control anybody who fell under her wicked gaze. Centuries ago, a war in the Abyss saw her and other powerful demons lose much of their power at the hands of a single Demon Renegade. Though some of her cohorts swore vengeance, the Queen of Control was infatuated with the Renegade who slew her, and swore in the end she would make him hers, to own and wield him as her most powerful weapon. Though she still schemes even to this day, the body she had at the time has since disappeared, only for her eyes to appear in the inventory of a certain Merchant.

Spells


  • Name: Submission
    Rank: S
    Mana Cost: 500
    Requirements: Makima's Controlling Eye
    Type: Supplementary
    Element: N/A
    Range: -
    Cooldown: 2 Posts
    Duration: Sustain
    Effect: By gazing upon a chosen the target, the user can force others into submission and obedience as long as they have seen the user's eye. To use the effect, the user must issue an order, while the target may either submit to the user and obey, or attempt to resist the spell. Should the enemy attempt to resist, they must roll a D100 and roll higher than 50 in order to resist successfully; if they fail, they will take 1S rank damage directly to the head, while their Speed, Intelligence and damage dealt will be considered one rank lower for that turn. Additionally, the difference between the user's and their enemy's reputation will affect the threshold needed to successfully resist. Every 1000 points of difference in reputation between user and target will increase or reduce the dice success threshold by 1 depending on who has the higher reputation: The user or the target respectively. The treshold cannot increase above 75 or decrease below 25. In subsequent turns that the target attempts to resist, they may roll again to break free of the spell while taking only A-rank damage if they fail. Each success or failure in resisting will decrease or increase the threshold by 5 respectively. A target cannot be asked to commit actions such as the taking of their own life, committing explicit actions upon others, or other actions that would be considered taboo according to site rules. Attempting to have these actions carried out will result in the spell failing upon the target for the remainder of the topic. Though the user may look at multiple targets, they may only issue a single command per turn.


Modification (Slot 2)



Name: Levithan's Maw

Slot: Modification.

Type: Torso.

Quantity: Limited

Element: -

Details


Description: Almost barbaric the original expedition was ruthless in harvesting everything and anything that they came across and were able to take back with them into the real world, justifying it through the significant losses and injuries that fell upon their naive excursion into the dangerous plane of existence. Perhaps none more savage is the Levithan's Maw, the lower jaw taken directly from a dying beast that was then subject to experimentation, with Talaz Lagaarian scientists exploring the fundamental usability of replacing a person's torso with the vacuum-like maw. After the original host, Allison Haus, was genetically modified to accept the Maw, they were sent out into the void with a scientist team of twenty, leading to the deaths of everyone bar the host resulting in one of the most deadly accidents to occur within an expedition. Believing they had murdered some of their closest friends and even family, Allison cast aside all of her possessions and allowed the denizens of the void to consume him with their belly being left to gather dust in its mutilated state, ready to be used by someone truly capable of harnessing its power.

Extra


Drawbacks:
  • Maw's Hunger: The user can not transfer Jewels to or from their character whilst possessing Maw's Hunger nor can they focus their attention away from magic preventing them from gaining weapon mastery.
  • Redirected Focus: While possessing the Levithan's Maw, the user will be unable to obtain any strength with their base being fixed to 1 unless sourced from the Grand Hunger Spell.
  • Locked Identity: Due to the nature of the Levithan's Maw the user will be unable to change their appearance with any attempt being reverted the following day with the maw permanently defining their appearance after its implementation.

Effect


  • Consumptive Power: The user receives 50% more Jewels from completing Neutral and Bad Quests, they also receive 20% more jewels when fighting opponents.
  • Otherworldly Knowledge: The user can see a brief description about someone as if they have a reputation of 10,000+. Though, this information cannot be shared with others. Upon trying to share this information with others, the user will mumble and lose their speech for 5 posts.
  • Secondary Mouth: The user may use the mouth on their belly to perform various innate actions such as talk and eat, they may also use it to attack their enemies within 50 centimeters of them, dealing damage equivalent to their base intelligence as though it were strength and causing their targets to be drained of mana for the equivalent amount.
    Corrosive Saliva: Coated in the stomach acid of the Levithan, the maw is capable of tearing apart the strongest of metals as a result, any damage inflicted upon equipment by the Maw ignores any resistances that it may have.

Spells


  • Name: Realm of the Void
    Rank: S
    Mana Cost: 5% of the users total base mana pool
    Requirements: Levithan's Maw
    Type: Supplementary
    Element: ~
    Range: Topic Wide
    Cooldown: Once per topic
    Duration: Sustain
    Effect: The user slams their hand into the ground causing a stationary magic circle to appear beneath them before disappearing and causing the area to blacken entirely while flora and fauna from the void begin to break their way through into the real world, while cosmetic these otherworldly entities thrive on magical power, because of this, individuals inside the realm will lose mana equivalent to 5% of their total base mana pool each turn and any spells they attempt to cast will cost an additional 50% mana, this effect does not apply to the user. This spell can not be nullified.

  • Name: Grand Hunger
    Rank: D-S
    Mana Cost: ~
    Requirements: Levithan's Maw
    Type: Supplementary
    Element: ~
    Range: 1 Meter
    Cooldown: None
    Duration: Instant
    Effect: The user reveals their stomach out towards a Buff spell that is 1 meter within their range to consume it. The spell transforms to buff the user for one rank lower than the equivalent rank which will last for up to 2 turns or until the user stops paying for the mana equivalent to the spell consumed. These spells must be either arcane, sourced from the void or of the same element as the respective element of the user's magic. If the user consumes a spell that has another element combined with it, the user will be damaged equivalent to the rank of the spell. Upon consuming a spell that is ranked equal or lower than the user, the user will receive the buff. Should a user try to consume a spell that is one rank higher than them they must instead pay mana equal to the amount used to cast the spell to consume it. Spells that are at least two ranks higher than the user require double the amount of mana to consume.

  • Name: Levithan's Tongues
    Mana Cost: -
    Requirements: 50 RP posts with the Levithan's Maw
    Type: Transformation
    Element: Arcane
    Range: Self
    Cooldown: 3 Posts
    Duration: Sustain
    Effect: The two tongues within the Levithan Maw from their stomach unravel allowing the user to independent attack targets with them, each having a 2x S-Rank durability, which can attack up to 15 meters away. They deal equal to two ranks lower than the user's base intelligence and can bind their targets dragging them towards the user relative to one rank lower than their base intelligence, this can be compounded by bounding them with multiple tentacles at once. This is a transformation and not a spell. Therefore, it cannot be canceled by artifacts or magics that can cancel spells.




Last edited by Astrid on Thu May 02, 2024 8:07 pm; edited 1 time in total

#4Astrid 

Astrid | Sheet ♫  Empty Thu May 02, 2024 8:01 pm

Astrid


















































PRESTIGE RACE: ABERRATION

Aberration (New Character): The concept of Aberrations are that of a truly horrific nature. The attempting to advance the capabilities, power, and quality of life of man through the dangerous fusion of Magic and experimental sciences, neither tested nor determined to be safe, yet nevertheless practiced with wild abandonment and hijacked by those within the Underworld of Fiore for a singular purpose, to create living weapons; monsters composed of the marriage of flesh and machinery.

To be created as an Aberration is to likely sacrifice one's own humanity, to forever question whether they are whatever born as or rather that of a machine. Do they possess a soul? Is what drives them that of software, potentially that designed by those with only nefarious intentions behind them? Tragically, this is all too common, and those whom have the misfortune of being born into or ending up having such a fate often only exist for the purpose of becoming a weapon until their eventual destruction, rarely if ever having the opportunity to live an actual life.

Aberration (New Character Details): The user is an unfortunate soul, either having been born into a life where becoming an Aberration was less of a choice and more a consequence forced upon them, whether by their own doing or that of their previous generation. The purpose for them having been subjected to the horrific surgery can be motivated by illicit trade, pure sadism, to be used as a weapon, or for other more nefarious reasons.

Aberration (Burn): To become an Aberration, one must be either willing to undergo or otherwise be forced to suffer through the brutal series of surgeries that will inevitably erode away their humanity, strip them of their free will, grant them extraordinary power at the cost of becoming little more than an advanced weapon of war, having both the imperfections of mortal man while also having the technical flaws that exist within machines. Imperfect however one would look at it, so must be the mind that would ever willingly subject themselves to such a fate.

Aberration (Burn Details): The user uses the burn method to burn away a portion of their experience and statistics in order to successfully undergo the Aberration's Surgery.

Perks



  • High Composite Fleshcraft: Aberrations receive a Minor Resistance against Physical attacks.

  • Overdrive Engine Capacity: Aberrations receive a Minor Resistance against Debuffs.

  • Erosive Plating: Aberrations receive a Minor Weakness against Water.

  • Sonar Module: Aberrations can use sonar to detect the movements of anyone within a 50-meter range of them and sense their location.

  • Hyperaccelerated Internal Immune System: Mana Drain and Life Steal effects against Aberrations are reduced by 1 Rank.

  • ARK-Virus Infection: Healing spells applied to Aberrations from other sources are reduced by 2 Ranks.

  • ARK-Virus Synthesizing Cancer: Other Buff spells cast on Aberrations from other sources are reduced by 2 Ranks.


Spells


  • Name: Vitality Drain
    Rank: D-S
    Mana Cost: -
    Requirements: Aberration
    Type: Supplementary
    Element: Arcane
    Range: 5 Meters
    Cooldown: -
    Duration: Instant
    Effect: An Aberration can hold out one of their hands in the direction of a target spell or in contact with a target. By paying Mana equal to the cost of the spell and/or a rank of their choice when used in contact with a user, the Aberration may drain mana from the target, adding the rank's worth associated with the paid Mana cost towards the Aberration's Constitution, restoring any lost. The cooldown and mana cost are based on the rank's worth of energy drained, up to a maximum of S-rank. While this spell is on cooldown, the Aberration may cast this again, but doing so results in the Aberration's arm(s) being rendered permanently hindered for the remainder of the topic, unable to be used either to fight or as a medium for spells. The cooldown of this spell can only be reduced through the different Aberration Transformations.


  • Name: Fallout Dispersal Unit
    Rank: S
    Mana Cost: 5% of Total Base Mana
    Requirements: 50 RP Posts as an Aberration; at least A-Rank
    Requirements: Aberration
    Type: Debuff
    Element: Arcane
    Range: 25 Meters
    Cooldown: 5 Posts
    Duration: Sustain
    Effect: A cloud of purple fog begins to disperse around the Aberration, spreading out in all directions. Those who come into contact with the cloud with the exception of the Aberration will suffer from symptoms similar to that of nuclear poisoning, resulting in an S-Rank penalty to all Physical attributes for a period of 3 posts. Upon re-entering the toxic cloud, the duration of the debuff will reset.


  • Name: Modernized Warfare System
    Rank: S
    Mana Cost: 5% of Total Base Mana
    Requirements: 50 RP Posts as an Aberration; at least A-Rank
    Type: Transformation
    Element: Arcane
    Range: 25 Meters
    Cooldown: 5 Posts
    Duration: Sustain
    Effect: The Aberration is capable of restructuring the mechanical and biological makeup of one of its limbs, turning it into that of a weapon system capable of firing projectiles at targets. Once per post, the Aberration may fire a 3cm bullet composed of Magically-infused iron that travels forward, dealing S-Rank damage upon strike. The firing mechanism can be destroyed after suffering 2 S-Rank worth of damage or if the limb is rendered hindered by other effects such as overutilizing Vitality Drain. Only one limb may be subjected to the effect of Modernized Warfare System at a time. This is a transformation and not a spell. Therefore, it cannot be canceled by artifacts or magics that can cancel spells. The bullet fired can be cancelled, however.

Transformations


  • Name: Aberration First Stage - Hybrid
    Mana Cost: 2% of Total Base Mana
    Requirements: 50 RP Posts as an Aberration; at least B-Rank
    Type: Transformation
    Element: Arcane
    Range: Self
    Cooldown: 3 Posts
    Duration: Sustain
    Effect: The Aberration restructures the mechanical and biological makeup of its entire body, becoming like that of a humanoid figure having considerable mechanical components to the point where one would wonder if the Aberration were human any further. The Aberration reduces the attributes of those that are ranked equal or one rank lower by 10%. Though, anyone that is two ranks lower or more than the Aberration will suffer a reduction of 20%. This only affects those within 25 meters of the Aberration. Vitality Drain has its cooldown reduced by 1 post. This is a transformation and not a spell. Therefore, it cannot be canceled by artifacts or magics that can cancel spells.


  • Name: Aberration Second Stage - Aberrant Monstrosity
    Mana Cost: 5% of Total Base Mana
    Requirements: 100 RP Posts as an Aberration; at least S-Rank
    Type: Transformation
    Element: Arcane
    Range: Self
    Cooldown: 5 Posts
    Duration: Sustain
    Effect: The Aberration restructures the mechanical and biological makeup of its entire body, becoming like that of a warped creature combining metal, robotic-like components with horrific creature elements, whatever human elements may have been present now seeming to be gone. The Aberration reduces the attributes of those that are ranked equal or one rank lower by 10%. Though, anyone that is two ranks lower or more than the Aberration will suffer a reduction of 20%. This only affects those within 25 meters of the Aberration. Vitality Drain has its cooldown reduced by 2 Posts and also heals Endurance when used. Lastly, the Aberration may not be healed by any means outside of Vitality Drain, including Life Steal effects. However, their Weakness to Water becomes a Moderate Weakness. This is a transformation and not a spell. Therefore, it cannot be canceled by artifacts or magics that can cancel spells.


#5Astrid 

Astrid | Sheet ♫  Empty Thu May 02, 2024 8:11 pm

Astrid

























Third Generation Dragon Slayer Magic: Eldritch Dragon Slayer

Element: Arcane

Lore: While dragons are commonly seen above the influence of man, they are also vulnerable to the void as is the example of Nejal'reum, an ancient dragon and ally to Qarilian the Devourer Dragon. Believed that it would have taken the side of Qarilian in the Clash of the Ancient Dragons, Nejal'reum never got a chance as they somehow had been thrown into the void prior to the beginning of the massive conflict. Left within the void for greater time than ever could be hoped to be recounted, the dragon eventually succumbed to the mysterious magical power of the void, eventually becoming more than what it ever could have been. It had become the Eldritch Dragon, calling the void their home as it fought a violent war against another dragon that had been flung into the void, Yldrunith. Their brutal rivalry was finally brought to an end with Nejal'reum's death, but despite this a small piece of it remained: a lacrima infused with the same Eldritch Magic that it for centuries enveloped itself in. When the Fractured Sky opened within Earthland, eventually the lacrima found itself landing within the country of Fiore, for the hope that eventually one would assume the powers that Nejal'reum once harnessed.

Extra


Requirements:
  • The user must possess a First Generation Dragon Slayer magic. The element of the magic does not matter.

Restrictions:
  • The magic requires one available Enhancement slots.

Note:
  • The user will become a Third Generation Dragon Slayer upon purchasing this lacrima.
  • The user does not need a class capable of performing these spell types.
  • The user needs to train the spells.
  • Discounts don't apply on this magic.

Third Generation Dragon Slayer Spells


  • Name: Consumption
    Rank: D-S
    Mana Cost: ~
    Requirements: Third Generation: Eldritch Dragon Slayer
    Type: Supplementary
    Range: 1 Meter
    Cooldown: None
    Duration: Instant
    Effect: The user opens their mouth towards an Offensive-type spell that is 1 meter within their range to consume it. The spell dematerializes into mana and is inhaled and consumed by the user. These spells must be of the same element as the respective element of the slayer magic. If the user consumes a spell that has another element combined with it, the damage or effect of the spell will be applied to the portion. Upon consuming a spell that is ranked equal or lower than the user, the user will receive the mana that was spent to cast the spell. Should a user try to consume a spell that is one rank higher than them they must instead pay mana equal to the amount used to cast the spell to consume it. Spells that are at least two ranks higher than the user require double the amount of mana to consume.

  • Name: Dragon Force
    Mana Cost: 5% of Total Base Mana
    Requirements: The user must complete 50 posts as a 3rd Generation Dragon Slayer
    Type: Transformation
    Range: Self
    Cooldown: Once per Topic
    Duration: Sustain
    Effect: When using Dragon Force, the user will grow scales across their body and develop an aura around them of the color of their element. Their features will look more like that of a dragon, while they still retain their humanoid appearance. This transformation increases the base physical stats of the user by 20% as long as it is sustained. In addition, the user may cast offensive spell type for one rank higher while using this transformation. This is not a spell but a biological capability. Therefore it cannot be canceled by artifacts or magics that can cancel spells.

Dragon Slayer Bonus


Enhanced Resistance:
  • The user receives Moderate Resistance to Arcane.

Enhanced Smell:
  • The user has an enhanced smell that allows them to smell anyone within a 25-meter radius. They can only associate the smell with someone if they have smelled them before in a topic. The user can't pinpoint their location to fight blindly. It simply tells them that whoever they are smelling is within a 25-meter radius.

Gimmicks


  • The user is able to communicate telepathically with anyone within the same topic.
  • When Debuffing an enemy's intelligence, the user is able to temporarily disable the use of that enemy's magic enhancements: If an Intelligence debuff would cause the enemy to lose a tier of Intelligence with an Enhancement Slot attached to it, that enemy's spells will no longer benefit from the enhancement in that slot until the debuff is removed and their Intelligence restored. This only applies to spells that were cast or sustained while the Intelligence-reducing Debuff was applied.

Spells


  • Name: Eldritch Dragon's Essonkinetic Shift
    Rank: A
    Mana Cost: 200
    Requirements: Eldritch Dragon Slayer Magic
    Type: Supplementary
    Element: Arcane
    Range: -
    Cooldown: 4 Posts
    Duration: Instant
    Effect: The user snaps their finger, causing Eldritch Magic to condense in front of them and shatter, creating a crack within the realm of space, effectively acting as a portal from which the user is able to step through with their next step appearing up to 20 meters away. As the user passes through the rip in space and immediately steps out elsewhere, it is impossible for the user to hide within the tear as a means of protection.


  • Name: Eldritch Dragon's Psionic Barricade
    Rank: A
    Mana Cost: 200
    Requirements: Eldritch Dragon Slayer Magic
    Type: Defensive
    Element: Arcane
    Range: -
    Cooldown: 4 Posts
    Duration: Instant
    Effect: The user holds up an arm towards a target, causing a shield composed of Eldritch Magic to materialize around with a maximum height and width of 8 meters in both directions. Any spells up to a maximum of 1 S-Rank worth of damage are repelled by the shield, projecting back to their place of origin. If the shield is struck by damage that exceeds 1 S-Rank only 1 S-Rank will be repelled and the difference in damage will be dealt to the user's arm.


  • Name: Eldritch Dragon's Mind Blast
    Rank: A
    Mana Cost: 200
    Requirements: Eldritch Dragon Slayer Magic
    Type: Offensive [Enhancement: Damage Over Time, Armor Piercing, Overcharge - Offensive]
    Element: Arcane
    Range: 20 Meters
    Cooldown: 4 Posts
    Duration: Instant
    Effect: The user pushes their palm forward towards a target to release an invisible blast. The blast expands outward in a cone, reaching a maximum height and width of 10 meters at the conclusion of the spell. It causes 1 S-Rank worth of damage on impact and knocks the target back for the remainder of the range.


  • Name: Eldritch Dragon's Psionic Blindness
    Rank: A
    Mana Cost: 200
    Requirements: Eldritch Dragon Slayer Magic
    Type: Debuff (Blindness)
    Element: Arcane
    Range: 20 Meters
    Cooldown: 4 Posts
    Duration: Sustain
    Effect: The user holds out a hand towards a target and makes a faint swiping gesture. This causes Eldritch Magic to swirl in the location around the target, creating what appears like a very faint cloud that exists for a moment before dissipating away, manifesting then into tendrils of Eldritch Magic protruding from various exposed orifices on the target, particularly their eyes, effectively blinding the target for however long this spell is sustained.


  • Name: Eldritch Dragon's Essokinetic Recovery
    Rank: S
    Mana Cost: 500
    Requirements: Eldritch Dragon Slayer Magic
    Type: Supplementary
    Element: Arcane
    Range: Self
    Cooldown: 1 Post
    Duration: Instant
    Effect: If the user is bisected, the user can tap into the deepest recesses of their mind that have been gifted by the Eldritch Dragon to cause Eldritch Magic to seemingly pull the the body together again, seemingly having undone the damage sustained. The damage applied still counts as damage to Constitution and Endurance, however the limb will no longer be considered severed. In topics that are Orange, Eldritch Dragon's Essokinetic Recovery can deny the lasting effects of maims by using it. Though, in Red topics, it could save the life of the user when they are severed at the neck for example. This is not a spell but a biological capability. Therefore it cannot be canceled by artifacts or magics that can cancel spells. Which each use within a topic, the Mana cost to use this spell doubles.


  • Name: Eldritch Dragon's Incomprehensible Wisdom
    Rank: S
    Mana Cost: 500
    Requirements: Eldritch Dragon Slayer Magic
    Type: Supplementary
    Element: Arcane
    Range: 5 Meters
    Cooldown: 25 Posts
    Duration: Sustain - 5 Posts
    Effect: The user points a finger in the direction of a target, blessing them with a small glimpse of the infinite knowledge bestowed upon by the Eldritch Dragon. To the target, it appears like a state of bliss, of being showered with knowledge far beyond their greatest comprehension, but to onlookers it seems like a horrific experience. In this state of Eldritch bliss, the target surrenders themselves in a state of conscious vulnerability, suffering from a Minor Magical Weakness for as long as this spell is sustained. This weakness only applies to the body of the target and not their equipment. The spell does not stop affecting a target if they get out of range. It can only be sustained for 5 posts at most on a target.


  • Name: Eldritch Dragon's Mind Break
    Rank: S
    Mana Cost: 500
    Requirements: Eldritch Dragon Slayer Magic
    Type: Offensive - Debuff [Enhancement: Armor Piercing]
    Element: Arcane
    Range: 25 Meters
    Cooldown: Once per topic
    Duration: Sustain - 5 Posts
    Effect: The user holds out a hand in front of them, sending an innumerable amount of waves of Eldritch Magic at multiple targets. The target suffers from brutal levels of psychological and mental trauma, akin to one's mind being utterly torn asunder. While under the effect of this trauma the victims will receive A-rank damage to the head each turn, or can attempt to purge the magic from their being by taking 3 S-rank damage to the head right away. As long as the victim is under effect of the Mind Break their Intelligence is considered zero. Overcharge does not apply to this spell, and it cannot be nullified.

  • Name: Eldritch Dragon's Horrific Tendril
    Rank: S
    Mana Cost: 500
    Requirements: Eldritch Dragon Slayer Magic
    Type: Offensive [Enhancement: Damage Over Time, Armor Piercing, Overcharge - Offensive]
    Element: Arcane
    Range: 25 Meters
    Cooldown: 5 Posts
    Duration: Sustain
    Effect: The user swipes their hand with their index and middle finger locked together as though almost like they are cutting through the air, causing a Magic Seal to appear beneath a target. From this Seal will appear a tendril composed of Eldritch Dragon Slayer Magic that will penetrate through the target, dealing 2 S-Rank damage upon the strike while also holding the target in place unless they are capable of breaking it through either paying the associated Mana cost, destroying the tendril, or otherwise having an Intelligence Attribute higher than that of the user, or if the user were to cancel the effect and cease sustaining it. For any additional targets that the user would wish to use this spell against, they must pay an additional Mana cost, as well as towards any binding effect that takes place afterwards. With each subsequent post following any targets being struck by this ability, they will suffer an additional instance of damage equal to 1 Rank lower than the previous post (2 S -> 1 S -> 1 A, etc) so long as the user wishes to sustain the damage component.

  • Name: Eldritch Dragon's Roar
    Rank: S
    Mana Cost: 500
    Requirements: Eldritch Dragon Slayer Magic
    Type: Offensive [Enhancement: Damage Over Time, Armor Piercing, Overcharge - Offensive]
    Element: Arcane
    Range: 25 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user holds a finger up to their lips while taking in a deep breath. They then exhale, unleashing a massive blast of Eldritch Dragon Slayer Magic out at a target, travelling the maximum distance of the spell, dealing 2 S-Rank damage to all targets caught within its blast proximity as it expands outward, having a maximum width of 25 meters at its furthest length. With each subsequent post following any targets being struck by this ability, they will suffer an additional instance of damage equal to 1 Rank lower than the previous post (2 S -> 1 S -> 1 A, etc) so long as the user wishes to sustain the damage component.

  • Name: Eldritch Dragon's Penetrating Cruelty
    Rank: S+
    Mana Cost: 500
    Requirements: Eldritch Dragon Slayer Magic
    Type: Offensive [S+: Homing | Enhancement: Damage Over Time, Armor Piercing, Spell Overcharge - Offensive]
    Element: Arcane
    Range: 25 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user develops an otherworldly hue as Eldritch Dragon Slayer Magic manifests all around them in an uncontrollable state as they hold up a finger towards their lips. With a snap of the user's finger, the Magic that manifested around them erupts outwards into a blast of volleys of almost arrow-like projectiles composed of Eldritch Dragon Slayer Magic that fly out in all directions towards anyone whom the user views as an enemy. For each target, there will be a volley that homes in, travels towards, and pursues them until they strike the target. Reaching the target, they will coalesce into a singular arrow-like form that will strike at the user, sending a massive surge of Eldritch Dragon Slayer Magic through their body up right to their head, inflicting 2 S-Rank worth of damage to the target's head. With each subsequent post following any targets being struck by this ability, they will suffer an additional instance of damage equal to 1 Rank lower than the previous post (2 S -> 1 S -> 1 A, etc) so long as the user wishes to sustain the damage component.

  • Name: Eldritch Dragon's Omnipotent Subjugation
    Rank: S++
    Mana Cost: 500
    Requirements: Eldritch Dragon Slayer Magic
    Type: Supplementary [S++: Topic Wide, Nullification Immunity]
    Element: Arcane
    Range: Topic Wide
    Cooldown: Once Per Topic
    Duration: Sustain
    Effect: The user says the word, "Bow" and then with a snap of their finger, Eldritch Magic will immediately materialize around them and spread out in every direction for as long as the eye can see. As it passes any given target, whether friend or foe, the Eldritch Dragon Slayer Magic will coalesce around them, immediately then changing forms into becoming that of a sort of 'collar and chain' wrapped upon the individual's neck leading back to the user, like that of a long lease. While these chains exist, those bound will be blinded, deafened, and muted until the user cancels this spell. This spell overrides any sort of passive effects that the individuals may have towards those Physical senses nor will Magical Sight granted through spells function, however passive Magical Sight will still usable while this spell is active.


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