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Trust Issues [Konyo/Private]

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#1Raymus Kouris 

Trust Issues [Konyo/Private] Empty Sun Feb 13, 2022 8:33 am

Raymus Kouris
Ah yes, Konyo Sokolov. Probably one of the most infamous mages in Fiore. Or maybe in earthland as a whole? Former leader of a dark guild, a laundry lisr of crimes and above all some other heinous rumors of past exploits made sure he was solely seen as a criminal in the eyes of the law. Despite this he remained one of the key figures in making Infinity Wolves. Now to any sane person this would raise a lot of eyebrows yet the other fpunders didn't seem to mind at all really. Lee was of course related to them while Atani had faith in both Lee's judgement and seemingly Konyo's character as a whole since he served their time. Raymus on the otherhand was not so easily convinced. Which isnt to say he didn't take the previous founder's opinions on board, but he wanted to make his own decision on this matter.

Having already met a fairly large threat in the Enternal Nightmare's Guild master, he knew polite mannerisms didn't mean you were suddenly some saint. He also knew thay humans were probably the most dangerous beings around especially when it came to positions of power.

So not too long after the guild was founded, Raymus wrote the former guild master their own little letter asking them to come to the cliffs so they could talk this out. Or at least meet to try and quell any bad blood between them. It was pretty clear from their first meeting that Ray really did not like or trust Konyo so this letter would be the start of their truce. Waiting along the rocky cliffs in the early hours of the morning, looking over the docks, the werewolf waited for Konyo to show.



Trust Issues [Konyo/Private] VKsDy2Z
#2Kon 

Trust Issues [Konyo/Private] Empty Sun Feb 13, 2022 7:40 pm

Kon

Various Nicks and Bruises had begun to litter across Kon’s body, having begun his own journey of sorts to develop his new identity, one without magic and complete reliance on his equipment and developing physique prowess. Fortunately so far he had come across opponents that he either heavily out stripped or were willing to go easy on him. He would not be given the same luxuries with the man who had called him out just some weeks ago, Raymus, a fellow Infinity Wolves member who had great reservations with even permitting him into the guild. A completely understandable concern given Kon’s rocky track record while both as a Rune Knight and as the leader of a now defunct Dark Guild. In earnest Kon saw his time while being in the Rune Knights and by extension Holy Knights to have been far more morally grey committing deeds under the thin veneer of doing bad things for good reasons. At least when he was the Guild Master of the Sentinel Syndicate he had complete autonomy and recognized what and why he was doing in the first place.

Obviously such justification would not be sufficient for his guild mate with them undoubtedly wanting to challenge not just his integrity but also his abilities as an adventurer. Admittedly Kon would be at a substantial disadvantage, knowing incredibly little about Raymus, outside of his furry background and the shortest of summaries about his physical and magical abilities through his Millenium Eye. Such information truly did little to quell Kon’s own nervousness, but he would commit himself just as he would any other opponent. They were to meet at the Astera Cliffs, just as he had done with LeeAnn only a few weeks ago.

Lacking any form of rapid transport through the access of a nearby building, Kon resigned himself to travel across the grassy flats towards the rocky overhang on his trusty steed which had been maintained by a stableboy through the Guild itself. Galloping towards their agreed meeting spot, Kon was briefly blinded with the rising sun glaring out as it creeped over the sea. Wincing he covered his right eye, shadowing the more vulnerable fleshy eye allowing the clearing before him and his guild mate and soon-to-be combatant to come into view. Maintaining a casual stride towards Raymus, Kon came to a crawl as he drew closer and closer before dismounting entirely.

Trusting his own Guild Mate not to cut him down where he stood, Kon briefly greeted them. “Nice to meet you once again Raymus, it’s a lovely lookout isn’t it?” Remarking at the view of Astera as he removed his bow from his horse’s saddle. Shifting his grasp a few times around the bow’s handle, Kon continued on hoping to discuss the disagreement between them further. “Now either of us are fools, you obviously hold an objection to me being in the Infinity Wolves and no matter what the other guild members might say it only makes sense that you’ll continue to harbour this distrust towards me, I am certainly not a good man something which can be seen since I arrived in Fiore, but I hope after you come to know me further that you will learn that I do not mean you, the guild and especially not my cousin, LeeAnn any harm directly or otherwise.” Rubbing his nose warding off a sneeze. “My services towards the guild will be just as they have always been regardless of whom I chose to serve, doing the things people don’t want to get their own hands dirty with, perhaps today I will be able to show that to you.”



Attributes

Strength: 501 + 60 (The Singularity)
Adjusted Strength 561
  • 2x S-Rank


Speed: 251 + 60 (Asmaan Earrings) - 60 (The Singularity) - 60 (Urdurain)
Adjusted Speed: 191
  • 15 M/s Lunge
  • 30 m/s Run

Constitution: 121
  • 4x S-Rank Durability
  • 7 Post Running Duration
  • Dash Thrice per post

Endurance: 126
  • 2x S-Rank Limb Durability
  • 30% Weapon Mastery WC Reduction

Intelligence: 251
  • 50% Mana Reduction
  • 50% Word Count Reduction

Mana: 8,750/8750


Equipment

Weapon


Name: Rama's Bow
Slot: Weapon
Type: Bow
Class: Mythic
Quantity: Limited
Element: Fire
Durability: 3x S-Rank

Effects

  • Long Shot: The user receives a 10 meters range increase to the spells attached to Rama's Bow.
  • Speed Shot: The user receives a 10 m/s speed increase to the spells attached to Rama's Bow.
  • Big Shot: The user receives a size increase of 10 meters to the AoE spell attached to Rama's Bow.
  • Rama's Fiery Rage: Upon dealing damage with a spell from Rama's Bow, the target will suffer Fire-type damage over time for 2 more posts. The lingering additional damage is 1 rank lower than the rank of the spell. The effect does not stack should the target be hit multiple times, however, it will reset the duration of the damage over time. Should the target be hit by a spell ranked lower than the highest-ranked damage over time applied to a target, it will not decrease the damage. Rama's Fiery Rage is unaffected by additional damage through modifiers.


Spells

  • Name: Arrow Shot
    Rank: D
    Mana Cost: 25
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 10 Meters
    Cooldown: 1 Post
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: C
    Mana Cost: 50
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 15 Meters
    Cooldown: 2 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: B
    Mana Cost: 100
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 20 Meters
    Cooldown: 3 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: A
    Mana Cost: 200
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 25 Meters
    Cooldown: 4 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: S
    Mana Cost: 500
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 30 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Meteor Shower
    Rank: A
    Mana Cost: 200
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 25 Meters
    Cooldown: 4 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow up into the air. The arrow then curves and descends towards the user's target location. As the arrow descends, it changes into a meteor shower that rains down on an 8-meter diameter area.

  • Name: Meteor Shot
    Rank: S
    Mana Cost: 500
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 30 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target. As the arrow is released, it becomes a giant meteor with a width and height of 10 meters.

  • Name: Searing Shot
    Rank: S
    Mana Cost: 500
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 30 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target. Searing Shot is incredibly hot. Thus, it deals damage to both the equipment of the target and the target themselves.

Off-Hand


Name: Urdurain
Type: Off-Hand
Weight: Heavy
Class: Legendary
Element: Lightning
Durability: Indestructible

Effects

  • Indestructible: The item is indestructible.


Drawbacks

  • Speed: -60


Armor


Name: The Singularity
Slot: Armor
Type: Heavy Armor
Class: Legendary
Weight: Heavy
Quantity: Custom
Quantity: Arcane
Durability: 3x S-Rank

Drawback

Speed: -60

Bonus

Strength: +60

Spells

  • Name: Gravitational Singularity
    Rank: S
    Mana Cost: 10% of Total Base Mana
    Requirements: The Singularity
    Type: Supplementary
    Element: Light
    Range: Self
    Cooldown: 5 posts
    Duration: Sustain
    Effect: The user pulls the void into themselves causing them and their equipment to instantly reduce to a quarter of their original size.  They are fully capable of casting magic and physically attacking. This is a transformation and not a spell. Therefore, it cannot be canceled by artefacts or magics that can cancel spells.

  • Name: Lock-down
    Rank: A-Rank
    Mana Cost: 200
    Requirements: The Singularity
    Type: Offensive
    Element: Arcane
    Range: 20 meters
    Cooldown: 4 posts
    Duration: Instant
    Effect: The user draws back their arm towards them before clicking their fingers at a location or target to cast this spell, a magic circle will appear from below the location and at the user’s hand before a wave of energy 4 meters in diameter grows in mass at the focal point after the equivalent time to travel from the user to the location has passed. This wave will then compound into itself and dealing 1x A-Rank damage to everything in the area.

  • Name: Gravity Push
    Rank: B-Rank
    Mana Cost: 100
    Requirements: The Singularity
    Type: Supplementary
    Element: Arcane
    Range: 2 meters
    Cooldown: 3 posts
    Duration: Instant
    Effect: The user slams their hands together creating a powerful blast that surrounds them pushing away everything that is within 2 meters of them at spell speed before dispersing shortly after.


Helm


Name: Pilot Cap
Slot: Head
Type: Cap
Class: Legendary
Weight: Light
Quantity: Limited
Quantity: Wind
Durability: 1x S-Rank

Effects

  • Windcaller: The user receives a 1 post cooldown reduction on Wind-type spells.
  • Top Gun: The user can fly twice as high with Flying-type spells.
  • Aerial Pursuit: The user's acceleration period to reach their maximum speed is reduced by 1 second while flying compared to their movement speed on land.


Earrings


Name: Asmaan Earrings
Type: Earrings
Class: Legendary
Quantity: Unlimited
Element: Arcane
Durability: Indestructible

Bonus

Speed: +60

Necklace


Name: Everfrost
Type: Necklace
Class: Unique
Quantity: Custom
Element: Frost
Durability: 1x S-Rank

Effects

  • Frost Shift: Everfrost is an enhanced gemstone that allows the user to change their item and magic spells cast to frost. Doing so will increase the mana cost of the spell by 50%.

    Note: This does not affect racial transformations, spell transformations or innate abilities such as consumption.


Relic


Name: Millennium Eye
Type: Eye
Class: Legendary
Quantity: Limited
Element: Arcane
Durability: Indestructible

Effects

  • Power Scouter: When looking at a target, the user can see the amount of mana they posses and their exact distribution of attribute points. They cannot mention the number to others since it would make no sense to them, but the user can make perfect sense of the value they see.
  • Type Scouter: The user can see the type (Offensive, Defensive, Supplementary etc.) of a spell when looking at one, and also the elemental-type to which that spell belongs. The user can also see which type of mana a target possesses when looking at them (Fire, Water, Earth etc.).
  • Mana Seeker: The user can see mana with the Millennium Eye. Therefore, even if their vision is completely blurred or the target is invisible, they can still see the silhouettes of whoever that possesses mana. Depending on how much mana they possess, the silhouette appears brighter or dimmer.


Modification


Name: Ferion's Hawken Eye
Slot: Modification
Type: Eye
Class: -
Quantity: Limited
Element: -

Effects

  • The user can see perfectly clear up to 100 meters. This means that if someone is holding a note 60 meters away, the user can read it as long as the line of vision is not obstructed.
  • The user can see the trajectory of projectiles. The lines of projectiles (where they will land eventually) will appear as lines in their sight as they are moving. Should the user have enough time to react, they will always be able to determine where a projectile will land. This does not count for spells that can be moved around by the will of the user. Only static movements can be predicted where they will land. Imagine a baseball being thrown and you see a line in front of the baseball ending one meter next to your foot. Should you have enough time to react, you could still catch it cause you know where it will land. Or dodge it.
    land.


Spells

  • Name: Marked
    Rank: A
    Mana Cost: 200
    Requirements: Ferion's Hawken Eye
    Type: Supplementary
    Element: Arcane
    Range: 100 Meters
    Cooldown: 1 Post
    Duration: Sustain
    Effect: The user can use the Marked spell on a target once they have viewed them in a topic. The user is capable of knowing the exact location of the target as long as they have been tagged by the Marked spell.

  • Name: Lock-On
    Rank: S
    Mana Cost: 500
    Requirements: Ferion's Hawken Eye
    Type: Supplementary
    Element: Arcane
    Range: 100 Meters
    Cooldown: 1 Post
    Duration: Sustain
    Effect: The user can use the Lock-On spell on a target and Lock-On their projectiles while it is sustained. Each move (should it be projectiles, such as arrows) or spell (which serve as projectiles, such as bolts and blasts) will move towards the target up to its set range limit. A single arrow, fireball, or even worse. Once a targeted has been Locked-On, all projectiles of the user will chase them.


Companion


Name: Timcanpy
Slot: Companion
Race: Construct
Class: Legendary
Quantity: Limited
Element: Light
Mana: 2000

Statistics:
  • Strength: 1
  • Constitution: 121
  • Speed: 31


Perks

  • Matched Speed: While tethered, the wisp may travel at the same speed as their tethered partner.
  • Flight: The companion is capable of flight, and can cover up to one meters above the ground or match the height of their tethered partner.


Spells

  • Name: Overcharge
    Rank: A
    Mana Cost: 200
    Requirements: None
    Type: Supplementary
    Element: Light
    Range: Nil
    Cooldown: 4
    Duration: Sustain
    Effect: Timcanpy may overcharge itself allowing it to use the rest of his abilities more frequently and more efficiently, contextually receiving a 1 post cool-down reduction and a 10% mana reduction. This effect carries over to those tethered to Timcanpy.

  • Name: Tether
    Rank: A
    Mana Cost: 200
    Requirements: None
    Type: Supplementary
    Element: Light
    Range: 20 meters
    Cooldown: 4 Posts
    Duration: Sustain
    Effect: Timcanpy throws a beam at a target which will pull the spirit within 5 meters of them if they are more than 15 meters away while Io is tethered to the target, the target will receive 1xA rank worth of healing that Timcanpy receives on top of any healing that the target gains from other methods. If the target or Timcanpy leaves the maximum range of 20 meters the tether will break.


#3Raymus Kouris 

Trust Issues [Konyo/Private] Empty Sun Feb 20, 2022 1:39 am

Raymus Kouris
Looking over the horizon as the sun began to glare, Raymus turned his head to shield his eyes but also look st his own kount curled up near by, two large pathes of white fur poking out of the incredibly large Purple monster that was his tempest wolf. It almost seemed irionic that he, part wolf would ride around on another for convenience but nevertheless if his mount didn't mind then neither would he.

Despite the sun there was a notable chill in the air. Having lived in Hargeon for so with Blue Pegasus this sort of weather was to be expected, Astera being another port town after all. Yet something else seemed to nip at the Werewolf other than the cold. Perhaps it was nervousness, Konyo was a renowned mage and his deeds while dastardly were impressive. Or perhaps it was doubts of his own intentions, second guessing his own resolve as well as Konyo's. Or maybe it was the guy's weird mismatched eyes that were bought on the black market and to look any way imposing Raymus would have to stare both of them in the face? Who could really say. Still, the die had been cast, letter sent and rendezvous made. Ot was only a matter of time before Konyo would arrive and they could finally settle things.

Adjustubg his cape to accommodate the oncoming windchill, the scent of Konyo carried by the gust told the werewolf he was here before he had come too close. Despite wanting to cut his fellow founder off, to ram his foot in their mouth to stop them talking so they could get onto the real reason they had come together, Raymus did not. Exercising the bare minimum of restraint his gaze was solely fixed on the horizon infront of him, not budging until Konyo's lips finally stopped flapping. "Done?"

Turning his head slightly to confirm Konyo wasn't going to start spewing out the same nonsense again, Raymus would turn his entire body around so he now faced him. His face was almost emotionless, save for a stern upperbrow keeping the sun from his eyes. His arms were crossed over his chest, wrapping into his blue jumpsuit for added warmth. Now getting a full view of his opponent, well the outfit was ridiculous. Having being taught the basics of fashion by Alissa, even Raymus could tell the absolute disaster that was Konyo's ensemble. Which could only mean that they had some incredibly powerful effects attached to them.

"You seem to get the gist of why I asked you out here but just to make things plane for accounting purposes." he laused for a moment to begin cracking his knuckles and rolling his joints. "I asked you out here to see how strong you are. You're track record is good but not immaculate and with danger around every corner I was to confrim you can protect what matters most when the time arrises. If you can do at least that I might stop giving you a hard time." There was a few other points Raymus would neglect to mention but for now this was good enough. Besides the last thing he wanted to be was a hypocrite and go on talking too long.

"Now of you're ready...." Lowering his knees to a more comfortable position he would get into his fighting stance, tapping some feet along the way to activate some spells. He could transform of course hut for now that would be saved for later.

Stuff:



Trust Issues [Konyo/Private] VKsDy2Z
#4Kon 

Trust Issues [Konyo/Private] Empty Mon Feb 21, 2022 6:28 am

Kon

Raymus, clearly a man that held Kon with very little regard, barely making an attempt to give a response. Kon immediately lost a large if not all respect for the fellow founder and werewolf. Given they had given him no courtesy, Kon would do so in kind, with his eye beginning to bleed as Raymus began to call out and challenge Konstantin’s own abilities. Conflict without a doubt bound to ensure, Kon shifted his draw hand to the string of his bow all the while as Raymus began to stomp in his own right to bolster his strength. Kon would have to be careful not to take a blow from the werewolf, he was certainly a fit figure. He had already clashed with another, the other day, fracturing his jaw in the process, the idea of a broken jaw and drinking through a straw was a less than appealing one. His helm, closer to a cap in reality, really wouldn’t do him any good service if he were to be hit in the face. Close-range conflict was unlikely with them opening a dialogue at a respectable distance, some 20 metres away, from one another. Kon hoped to continue expanding upon this distance walking backwards as Raymus continued his tirade and spewing venom towards Kon’s character.

Nonetheless, with Raymus revealing his real intent to fight Kon, he wasted no time as he walked back and launched his strongest basic arrow from the golden bow towards the werewolf at their kneecap aided by the hawken’s eye. The arrow itself would travel an astounding 40 m/s, and the distance between them would cause the arrow to strike Raymus within half a second. Another shot would be all that Kon needed to ensure that Raymus was unable to move enough to avoid his pot shots, let catch the would-be ranger, but while the former mage did draw another arrow swiftly aiming for the founder’s leg now, Kon was prepared to relax his drawstring and strike down his opponent instead.



Attributes

Strength: 501 + 60 (The Singularity)
Adjusted Strength 561
  • 2x S-Rank


Speed: 251 + 60 (Asmaan Earrings) - 60 (The Singularity) - 60 (Urdurain)
Adjusted Speed: 191
  • 15 M/s Lunge
  • 30 m/s Run

Constitution: 121
  • 4x S-Rank Durability
  • 7 Post Running Duration
  • Dash Thrice per post

Endurance: 126
  • 2x S-Rank Limb Durability
  • 30% Weapon Mastery WC Reduction

Intelligence: 251
  • 50% Mana Reduction
  • 50% Word Count Reduction

Mana: 7,250/8750
Spells Cast: Lock-On, Basic Shot - S-Rank, Searing Shot


Equipment

Weapon


Name: Rama's Bow
Slot: Weapon
Type: Bow
Class: Mythic
Quantity: Limited
Element: Fire
Durability: 3x S-Rank

Effects

  • Long Shot: The user receives a 10 meters range increase to the spells attached to Rama's Bow.
  • Speed Shot: The user receives a 10 m/s speed increase to the spells attached to Rama's Bow.
  • Big Shot: The user receives a size increase of 10 meters to the AoE spell attached to Rama's Bow.
  • Rama's Fiery Rage: Upon dealing damage with a spell from Rama's Bow, the target will suffer Fire-type damage over time for 2 more posts. The lingering additional damage is 1 rank lower than the rank of the spell. The effect does not stack should the target be hit multiple times, however, it will reset the duration of the damage over time. Should the target be hit by a spell ranked lower than the highest-ranked damage over time applied to a target, it will not decrease the damage. Rama's Fiery Rage is unaffected by additional damage through modifiers.


Spells

  • Name: Arrow Shot
    Rank: D
    Mana Cost: 25
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 10 Meters
    Cooldown: 1 Post
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: C
    Mana Cost: 50
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 15 Meters
    Cooldown: 2 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: B
    Mana Cost: 100
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 20 Meters
    Cooldown: 3 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: A
    Mana Cost: 200
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 25 Meters
    Cooldown: 4 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: S
    Mana Cost: 500
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 30 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Meteor Shower
    Rank: A
    Mana Cost: 200
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 25 Meters
    Cooldown: 4 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow up into the air. The arrow then curves and descends towards the user's target location. As the arrow descends, it changes into a meteor shower that rains down on an 8-meter diameter area.

  • Name: Meteor Shot
    Rank: S
    Mana Cost: 500
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 30 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target. As the arrow is released, it becomes a giant meteor with a width and height of 10 meters.

  • Name: Searing Shot
    Rank: S
    Mana Cost: 500
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 30 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target. Searing Shot is incredibly hot. Thus, it deals damage to both the equipment of the target and the target themselves.

Off-Hand


Name: Urdurain
Type: Off-Hand
Weight: Heavy
Class: Legendary
Element: Lightning
Durability: Indestructible

Effects

  • Indestructible: The item is indestructible.


Drawbacks

  • Speed: -60


Armor


Name: The Singularity
Slot: Armor
Type: Heavy Armor
Class: Legendary
Weight: Heavy
Quantity: Custom
Quantity: Arcane
Durability: 3x S-Rank

Drawback

Speed: -60

Bonus

Strength: +60

Spells

  • Name: Gravitational Singularity
    Rank: S
    Mana Cost: 10% of Total Base Mana
    Requirements: The Singularity
    Type: Supplementary
    Element: Light
    Range: Self
    Cooldown: 5 posts
    Duration: Sustain
    Effect: The user pulls the void into themselves causing them and their equipment to instantly reduce to a quarter of their original size.  They are fully capable of casting magic and physically attacking. This is a transformation and not a spell. Therefore, it cannot be canceled by artefacts or magics that can cancel spells.

  • Name: Lock-down
    Rank: A-Rank
    Mana Cost: 200
    Requirements: The Singularity
    Type: Offensive
    Element: Arcane
    Range: 20 meters
    Cooldown: 4 posts
    Duration: Instant
    Effect: The user draws back their arm towards them before clicking their fingers at a location or target to cast this spell, a magic circle will appear from below the location and at the user’s hand before a wave of energy 4 meters in diameter grows in mass at the focal point after the equivalent time to travel from the user to the location has passed. This wave will then compound into itself and dealing 1x A-Rank damage to everything in the area.

  • Name: Gravity Push
    Rank: B-Rank
    Mana Cost: 100
    Requirements: The Singularity
    Type: Supplementary
    Element: Arcane
    Range: 2 meters
    Cooldown: 3 posts
    Duration: Instant
    Effect: The user slams their hands together creating a powerful blast that surrounds them pushing away everything that is within 2 meters of them at spell speed before dispersing shortly after.


Helm


Name: Pilot Cap
Slot: Head
Type: Cap
Class: Legendary
Weight: Light
Quantity: Limited
Quantity: Wind
Durability: 1x S-Rank

Effects

  • Windcaller: The user receives a 1 post cooldown reduction on Wind-type spells.
  • Top Gun: The user can fly twice as high with Flying-type spells.
  • Aerial Pursuit: The user's acceleration period to reach their maximum speed is reduced by 1 second while flying compared to their movement speed on land.


Earrings


Name: Asmaan Earrings
Type: Earrings
Class: Legendary
Quantity: Unlimited
Element: Arcane
Durability: Indestructible

Bonus

Speed: +60

Necklace


Name: Everfrost
Type: Necklace
Class: Unique
Quantity: Custom
Element: Frost
Durability: 1x S-Rank

Effects

  • Frost Shift: Everfrost is an enhanced gemstone that allows the user to change their item and magic spells cast to frost. Doing so will increase the mana cost of the spell by 50%.

    Note: This does not affect racial transformations, spell transformations or innate abilities such as consumption.


Relic


Name: Millennium Eye
Type: Eye
Class: Legendary
Quantity: Limited
Element: Arcane
Durability: Indestructible

Effects

  • Power Scouter: When looking at a target, the user can see the amount of mana they posses and their exact distribution of attribute points. They cannot mention the number to others since it would make no sense to them, but the user can make perfect sense of the value they see.
  • Type Scouter: The user can see the type (Offensive, Defensive, Supplementary etc.) of a spell when looking at one, and also the elemental-type to which that spell belongs. The user can also see which type of mana a target possesses when looking at them (Fire, Water, Earth etc.).
  • Mana Seeker: The user can see mana with the Millennium Eye. Therefore, even if their vision is completely blurred or the target is invisible, they can still see the silhouettes of whoever that possesses mana. Depending on how much mana they possess, the silhouette appears brighter or dimmer.


Modification


Name: Ferion's Hawken Eye
Slot: Modification
Type: Eye
Class: -
Quantity: Limited
Element: -

Effects

  • The user can see perfectly clear up to 100 meters. This means that if someone is holding a note 60 meters away, the user can read it as long as the line of vision is not obstructed.
  • The user can see the trajectory of projectiles. The lines of projectiles (where they will land eventually) will appear as lines in their sight as they are moving. Should the user have enough time to react, they will always be able to determine where a projectile will land. This does not count for spells that can be moved around by the will of the user. Only static movements can be predicted where they will land. Imagine a baseball being thrown and you see a line in front of the baseball ending one meter next to your foot. Should you have enough time to react, you could still catch it cause you know where it will land. Or dodge it.
    land.


Spells

  • Name: Marked
    Rank: A
    Mana Cost: 200
    Requirements: Ferion's Hawken Eye
    Type: Supplementary
    Element: Arcane
    Range: 100 Meters
    Cooldown: 1 Post
    Duration: Sustain
    Effect: The user can use the Marked spell on a target once they have viewed them in a topic. The user is capable of knowing the exact location of the target as long as they have been tagged by the Marked spell.

  • Name: Lock-On
    Rank: S
    Mana Cost: 500
    Requirements: Ferion's Hawken Eye
    Type: Supplementary
    Element: Arcane
    Range: 100 Meters
    Cooldown: 1 Post
    Duration: Sustain
    Effect: The user can use the Lock-On spell on a target and Lock-On their projectiles while it is sustained. Each move (should it be projectiles, such as arrows) or spell (which serve as projectiles, such as bolts and blasts) will move towards the target up to its set range limit. A single arrow, fireball, or even worse. Once a targeted has been Locked-On, all projectiles of the user will chase them.


Companion


Name: Timcanpy
Slot: Companion
Race: Construct
Class: Legendary
Quantity: Limited
Element: Light
Mana: 2000

Statistics:
  • Strength: 1
  • Constitution: 121
  • Speed: 31


Perks

  • Matched Speed: While tethered, the wisp may travel at the same speed as their tethered partner.
  • Flight: The companion is capable of flight, and can cover up to one meters above the ground or match the height of their tethered partner.


Spells

  • Name: Overcharge
    Rank: A
    Mana Cost: 200
    Requirements: None
    Type: Supplementary
    Element: Light
    Range: Nil
    Cooldown: 4
    Duration: Sustain
    Effect: Timcanpy may overcharge itself allowing it to use the rest of his abilities more frequently and more efficiently, contextually receiving a 1 post cool-down reduction and a 10% mana reduction. This effect carries over to those tethered to Timcanpy.

  • Name: Tether
    Rank: A
    Mana Cost: 200
    Requirements: None
    Type: Supplementary
    Element: Light
    Range: 20 meters
    Cooldown: 4 Posts
    Duration: Sustain
    Effect: Timcanpy throws a beam at a target which will pull the spirit within 5 meters of them if they are more than 15 meters away while Io is tethered to the target, the target will receive 1xA rank worth of healing that Timcanpy receives on top of any healing that the target gains from other methods. If the target or Timcanpy leaves the maximum range of 20 meters the tether will break.


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