-------Past------
Today, Ittindi was at one of the few places as important as a good tailor, church. There was a small one here in Seven while, the land was ruled by “Gods” they didn’t mind a small church dedicated to Illumin. Ittindi was praying on his recent tumultuous adventures, while Naki seemed to give him great power, Ittindi had noticed that the frequency of dangerous events only seemed to increase since their bonding. It was in that pursuit that he was praying for guidance, he had been hiding his magic from the masses for a year. He hadn’t spoken to General Saturn or Colonel Tōga since his reveal of his magic, transforming into a larger version of himself while summoning their naginata. A sight usually reserved for those he planned on killing. Borrowing a demon’s power even if Ittindi could fully control it would still condemn his soul? He had heard a different theory from the priest he spoke to earlier, saying what he was doing was a noble act. By sealing a demon’s soul in someone as righteous as him, he could slowly purify it or at least contain it from unleashing greater evils on the world. It was a viewpoint that hadn’t occurred to Ittindi, the knowledge of the priesthood as bright as their righteousness.
That’s when Ittindi would overhear the church’s struggle with donations, was it perfect timing or just an extra loud priest seeing a strong mage? Neither thought occurred to Ittindi, instead he saw a calling, he knew that he could easily do an arena match to raise the funds and would sign up for the next match available a man named Alaric. It sounded familiar but Ittindi wasn’t one to familiarize himself with any of the important individuals in the country, after all the dominator would alert him to any criminals while he was at work.
-------Present------
- Suit:
Ittindi sat in the waiting room of the arena, his gun holstered, he knew that the crowd was used to the gun fights he had become known for. Today was going to be different, he needed to practice for his impending fight with the Young Master. He surely saw his magic at Darkfang’s castle. Ittindi would have to earn that respect back with his strength alone. As the familiar announcer’s voice came on as Ittindi’s gate opened, he’d walk out to see the open arena, the jeers at the Ittindi’s appearance. He was in a 3 piece suit the midnight blue contrasting with his white, though his suit wouldn’t be there for long. He’d do a quick bow to his opponent and while doing so his armor would erupt out of his body like liquid coating and covering him as he extended his arm out and summoned his Naginata from the nether standing at 8 feet.
”Good luck, may the best win”Ittindi would shout to his opponent across the arena, he had never met the man but he seemed well equipped. Ittindi’s tongue would show his Rune Knight Ankh if Alaric had bothered to look at his face while talking. Ittindi wasn’t much for taunting during battle, even if Naki protested in his head. Ittindi would take a shoulder width stance his left foot slightly forward with his naginata blade pointed down and to the right of his body, his right-hand inches away from where the blade started, his left higher up near the base.
- Armor:
- Combat Log:
- Stats/Passives:
Base Stats
- Strength: 40
- Speed: 68
- Constitution: 63
- Endurance: 72
- Intelligence: 252
Current Stats
- Strength: 190 (150+ damage for weapon) 1x S rank damage
- Speed: 68 (Lunge 22.5 | Run Speed 35 M/S) due to Divi.
- Constitution: 63
- Endurance: 72
- Intelligence: 252
Health: 3 S-Rank / 3 S-Rank
Mana: 3,940/3,940
Passives- In the Final Moments: Slow to rise, powerful once awoken, Celestus's relationship with magic encourages careful forethought as they gain 1 Post Cool-down reduction every two turns in combat, up to a 5 Post Cool-down reduction after 10 turns, this counter continues even after the user has been knocked out and unconscious or dead in the topic.
- Power Upon Death: Celestus become increasingly more powerful every time they are defeated in battle as a result, when a Celestus is knocked out and revived in the same topic their physical attributes will be increased by 20% while mana cost for all spells is decreased by 15%, this effect lasts until the end of the topic and stacks every time they are revived in the same topic, up to a 100% increase to all physical attributes and 75% Mana Cost Reduction.
- Eternal Youth: Upon being knocked out, Celestus may revive themselves with their base durability being restored to 2x S-Rank while retaining any limb-based damage they might have received, once per topic. In this state, they can not be healed, however, any debuff or active negative effects will apply to the user's targets as long as they are within spell range for them to apply. Doing so will also restore their appearance to a younger version of themselves which can have risky consequences as this can lead to them turning into teenagers or even children.
- The People's Champion: Upon an ally or companion being knocked out, Celestus may give up some of their own life force by dealing 2x S-Ranks worth of damage to themselves and reviving them with their base durability being restored to 2x S-Rank while retaining any limb-based damage they have received. In this state, their revived ally or companion can not be healed, however any debuff or active negative effects will still apply to them. This effect is only possible if a Celestus is within 5 meters of the ally or companion that has been knocked out and within two turns of them being knocked out. Damage dealt to the Celestus as a result of this effect can not be healed and is not impacted by resistances or weaknesses.
- Autonomous Ultra Instinct: Said to be the pinnacle of martial arts, Autonomous Ultra Instinct allows the user to respond to threats without a conscious thought, but rather an instinctive awareness of their body, opponent and surroundings. 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 boasts a greatly enhanced reaction time, coupled with an ability to feel impending danger happening to them within 20 meters while they are conscious, allowing them to pinpoint the source of the danger.
- Lightning reflexes: The user's movement and spell speed is increased by 10m/s.
- Perfect Technique: The user receives an additional 10 meters range to their spells and 1 post cooldown reduction.
- Divinity: The user receives a Minor Physical Resistance
- Enhanced Spell Range: The Range of Offensive-type spells are doubled
- Enhanced Spell Size: The maximum size for Offensive-type spells, including Area of Effect spells, are doubled.
- Enhanced Spell Speed: the speed of the Offensive-type spells is increased by 10 m/s
- Pacino’s Ring: Cooldown Reduction (Weapon) The user receives a cooldown reduction of 2 posts on the spells attached to their weapon.
- Archmage: Single-target projectile-based offensive spells will continue to remain active after striking a target and may be used to attack a different target for the same rank or the same target for one rank lower in the same post.
- Equipment:
Weapon: - God's Chosen one:
General Name: Punisher
Slot: Weapon
Type: Gun
Class: Legendary
Handling: Two-Handed
Quantity: Limited
Element: Arcane
Durability: 2x S-Rank
Details Description: The Punisher is a large cross-shaped gun. In the middle of cross, there is a handle to hold the weapon. It is incredibly heavy and must be held with the second hand underneath the long handle to aim it. In case The longer part of the cross contains a normal gun, while the lower part of the cross contains a rocket launcher. Other than that, it can also be used to hit people while wielded with the grip.
Measurements: Punisher is 2.5 meters. When holding onto it, the long part of Punisher is 1.9 meters, the smaller parts are 0.6 meters.
Extra Requirements:
Drawbacks:
Effect
- Rapid Fire: Spells attached to the Punisher with a cool-down of 0 maybe recast in the same post. Each recast causes the spell to increase in cool-down by 1 post.
Spells
- Name: Punisher Single Shot
Rank: D Mana Cost: 25 Requirements: Punisher Type: Offensive Element: Arcane Range: 10 Meters Cooldown: 0 Posts Duration: Instant Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a regular sized bullet that is formed from the users own mana at the aimed target.
- Name: Punisher Single Shot
Rank: C Mana Cost: 50 Requirements: Punisher Type: Offensive Element: Arcane Range: 15 Meters Cooldown: 1 Posts Duration: Instant Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a regular sized bullet that is formed from the users own mana at the aimed target.
- Name: Punisher Single Shot
Rank: B Mana Cost: 100 Requirements: Puniser Type: Offensive Element: Light Range: 20 Meters Cooldown: 2 Posts Duration: Instant Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a regular sized bullet that is formed from the users own mana at the aimed target.
- Name: Punisher Single Shot
Rank: A Mana Cost: 200 Requirements: Punisher Type: Offensive Element: Light Range: 25 Meters Cooldown: 3 Posts Duration: Instant Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a regular sized bullet that is formed from the users own mana at the aimed target.
- Name: Punisher Rocket Launcher Explosion
Rank: A Mana Cost: 200 Requirements: Punisher Type: Offensive Element: Fire Range: 25 Meters Cooldown: 4 Posts Duration: Instant Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a 10 cm by 10 cm rocket bullet that is formed from the users own mana at the aimed target. Upon impact, the rocket bullet turns into a 2 by 2 diameter explosion.
- Name: Punisher Single Shot
Rank: S Mana Cost: 500 Requirements: Punisher Type: Offensive Element: Light Range: 30 Meters Cooldown: 4 Posts Duration: Instant Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a regular sized bullet that is formed from the users own mana at the aimed target.
- Name: Punisher Rocket Launcher Explosion
Rank: S Mana Cost: 500 Requirements: Punisher Type: Offensive Element: Fire Range: 30 Meters Cooldown: 5 Posts Duration: Instant Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a 10 cm by 10 cm rocket bullet that is formed from the users own mana at the aimed target. Upon impact, the rocket bullet turns into a 4 by 4 diameter explosion.
|
- Choppa:
General Name: The Dominator
Slot: Weapon
Handling: One-Handed
Type: Gun
Class: Mythic
Quantity: Unlimited
Element: Arcane
Durability: 3x S-Rank
Details Description: The Dominator is a recent introduction into the arsenal of the Rune Knights made possible through the combined efforts of the Ministry of Research & Development and the Ministry of Warfare. Utilizing technology from the Talaz recovery program, the ministries created a powerful yet portable gun that many Rune Knights wield to combat crime. Both professional and yet stylish, the Dominator comes in a variety of styles with the grip being commonly made out of wood or rubber, the remainder of the firearm is blued metal and is powered by a core said to come from the fractured sky but may also use the wielders own magical powers if needed. Bonded to the Rune Knight upon wielding their respective dominator for the first time, it becomes impossible for others to use if they fall into their possession.
Extra Requirements:
- The user must be a Sergeant in the Rune Knights to purchase and use this item.
- The user must reach the ranks of Major and Colonel to use the Lethal Eliminator and Destroy Decomposer effects.
Effects
- Identification: Whilst equipped the user is able to detect other people's reputations and if anyone has a fame to-infamy ratio below 50% they will be marked in red and become a target allowing for the use of Lethal Eliminator and Destroy Decomposer modes to be used on them.
- Concealed Carry: The Dominator does not count towards the weapon slot of the user.
- Lethal Eliminator: Upon detecting a target that meets the identification requirement, the Dominator may be transformed into the Lethal Eliminator mode gaining a more hostile appearance causing the shots from it to become enhanced causing them to penetrate through armor and deal damage to both the target and their equipment for one rank lower.
- Destroy Decomposer: Once a Rune Knight has enough access and encounters a target that meets the identification requirements the dominator may be transformed into the Destroy Decomposer Mode. When in this mode, it gains the properties of the Lethal Eliminator and can cause the shots from the dominator to become AoE upon hitting the target by paying the base cost of the spell, this effect however may only be done up to three times per turn.
Spells
- Name: Dominator Single Shot
Rank: D Mana Cost: 25 Requirements: The Dominator Type: Offensive Element: Arcane Range: 10 Meters Cooldown: 1 Posts Duration: Instant Effect: The user aims the Dominator by holding it steadily with one hand. The user then shoots a regular-sized bullet that is formed from the users own mana at the aimed target.
- Name: Dominator Single Shot
Rank: C Mana Cost: 50 Requirements: The Dominator Type: Offensive Element: Arcane Range: 10 Meters Cooldown: 2 Posts Duration: Instant Effect: The user aims the Dominator by holding it steadily with one hand. The user then shoots a regular-sized bullet that is formed from the users own mana at the aimed target.
- Name: Dominator Single Shot
Rank: B Mana Cost: 100 Requirements: The Dominator Type: Offensive Element: Arcane Range: 15 Meters Cooldown: 3 Posts Duration: Instant Effect: The user aims the Dominator by holding it steadily with one hand. The user then shoots a regular-sized bullet that is formed from the users own mana at the aimed target.
- Name: Dominator Single Shot
Rank: A Mana Cost: 200 Requirements: The Dominator Type: Offensive Element: Arcane Range: 20 Meters Cooldown: 4 Posts Duration: Instant Effect: The user aims the Dominator by holding it steadily with one hand. The user then shoots a regular-sized bullet that is formed from the users own mana at the aimed target.
- Name: Dominator Single Shot
Rank: S Mana Cost: 500 Requirements: The Dominator Type: Offensive Element: Arcane Range: 25 Meters Cooldown: 5 Posts Duration: Instant Effect: The user aims the Dominator by holding it steadily with one hand. The user then shoots a regular-sized bullet that is formed from the users own mana at the aimed target.
- Name: Dominator Forced Activation
Rank: S Mana Cost: 10% of the user's total base mana pool Requirements: The Dominator Type: Supplementary Element: Arcane Range: Nil Cooldown: 5 Posts Duration: Sustain Effect: Once obtaining access to the Lethal Eliminator and Destroy Decomposer modes by ranking up in the Rune Knights, the user may override the limitations of the identification perk allowing them to use the Dominator against targets that do not meet the requirements. Doing so will cause the gun's glow to shift from blue to red denoting its improper usage, due to the destructive nature of the dominator, it only becomes accessible to Colonels within the Rune Knights.
|
Head: Body: - Ace:
General Name: Hunter Symbiote Suit
Slot: Armor
Type: Full Body Suit
Class: Legendary
Weight: Light
Quantity: Limited
Element: Arcane
Durability: 2x S-rank
Details Description: The Hunter Symbiote suit is integrated within the user's person as a result it can be summoned at will, wearers of the Hunter Symbiote can choose to have the suit cover a portion of or the entirety of their body. Flamboyant in nature, the suit itself is black with purple accents and oozes a similar colour hue leaving behind a violet plume as the wearer moves about.
Lore: With the increased exploration and research into the void, various specimens have been taken and experimented upon after returning to the real world as is the case with the Hunter Symbiote Suit, a genetically modified variant that purely listens to the commands of the user as opposed to having its own form of sentinence.
Extra Requirements: None.
Bonus:
Effects
- Symbiotic Suit: The Suit is a living being that has bonded with the user on a cellular level. As such, the user can activate the armour at will without any motions, upon which the symbiote will wrap itself around the user's body, acting as a hardened second skin that provides defence. This ability cannot be used more than once per post to either put on or remove the armour.
- Magic from Flesh: Using the organic matter of the Hunter Symbiote Suit when the user is casting anything that is localized to themselves or originates from them, their spells will not possess a magic circle while also receiving a 10-meter range increase.
Spells
- Name: Internal Repairs
Rank: S Mana Cost: 1000 Requirements: Hunter Symbiote Suit Type: Healing Element: Arcane Range: Self Cooldown: 5 Posts Duration: Instant Effect: As the Symbiote has bonded with the user, it has an innate understanding of the user's physiology, allowing it to mend the user's injuries effortlessly. Whenever the user wills it, they can mentally command the Symbiote to heal their injuries, and automatically heal up to 2S-rank Constitution. The symbiote will prioritize life-threatening injuries. This spell requires no activation motions and doesn't produce any spell circles.
|
Necklace:- Heart in a necklace:
General Name: Second Life Amulet
Slot: Necklace
Type: Necklace
Class: Mythic
Quantity: Limited
Element: Arcane
Durability: 2x S-rank
Details Description: In a tradition almost entirely lost, warriors of an ancient practice used to participate in rituals that seals a piece of their heart into an amulet. Should the warrior fall in battle, or take a fatal wound that would usually down another, they would instead rise to meet the challenge further albeit still worse for wear. Such a tactic often put fear in many of their foes, leading the clan to go unmatched long enough to forget the old magic, making the Second Life Amulet a relic of the old times. Should one get their hands on such a necklace, pray that there is a piece of heart in it still.
Extra Requirements: None.
Effects
- Rebirth: If the Second Life Amulet is still in the users possession when they are knocked-out, killed or struck by a vital hit they will be revived with their durability being restored up to a maximum of 1x S-Rank and any limb-based damage will be retained.
- Enrichment: The user's total health, when they are revived, is increased by 1x S-Rank and their limbs are healed up to half of their durability.
|
Companion: N/AMod: - Divinities:
General Name: Divinitas.
Slot: Modification.
Type: Race.
Class: -
Quantity: Limited.
Element: -
Details Description: A highly uncommon occurrence, however, not entirely impossible. Through ceaseless training and constant self improvement, sometimes certain individuals can surpass their own limitations and transcend into a state of higher being. Some even refer to it as the first step towards an ascension into godhood. In history, the transcenders, those who unlocked their divine spark, were often considered Demigods in their own right, with the renewed clarity from their awakening allows them to use Ultra Instinct, a legendary technique even among the Gods. It wasn't only the power of the transcenders that resulted in this impression but also their lifespan. Upon acquiring their Divinitas, the transcenders started to age at a much slower pace as their lifespan extended (100 to 300 years, with longer exceptions) and kept them in their peak health, performance, and appearance much longer.
Extra Requirements:
- The user must purchase this item from the Mysterious Merchant.
- The user must be a Human or Demigod to purchase this item.
Notes:
- The user must select a color for the glow of their eyes and body when purchasing this item.
- The race of the user remains the same. They simply unlock their divine spark.
Effects
- Divinity: The user receives a Minor Physical Resistance. This becomes a Minor Magical Resistance if the user is an Adventurer.
- Lightning reflexes: The user's movement and spell speed is increased by 10m/s.
- Perfect Technique: The user recieves an additional 10 meters range to their spells and 1 post cooldown reduction.
Effects (Demigod)
- Autonomous Ultra Instinct: Said to be the pinnacle of martial arts, Autonomous Ultra Instinct allows the user to respond to threats without a conscious thought, but rather an instinctive awareness of their body, opponent and surroundings. 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 boasts a greatly enhanced reaction time, coupled with an ability to feel impending danger happening to them within 20 meters while they are conscious, allowing them to pinpoint the source of the danger.
Spells
- Name: Ultra Instinct - Omen
Mana Cost: 2% of Total Base Mana Requirements: 50 RP posts as a Transcender after this has been purchased Type: Transformation Range: Self Cooldown: 3 Posts Duration: Sustain Effect: The user's eyes begin to glow. In addition, they emit a faint glow around their body as well. The color of the glow is the same for both the eyes and their body. While using Ultra Instinct, the attributes of the user are increased by 20% of their base amount. Additionally, the user's Improved Instincts now apply to their Spellcasting as well, making them resilient to Nullification: If their spells would be nullified, their potency is reduced by 2 Ranks instead. This transformation puts a massive strain on the user, therefore it can't be used for a long duration of time. This is a transformation and not a spell. Therefore, it can't be canceled by artifacts or magics that can cancel spells.
- Name: Perfected Ultra Instinct
Mana Cost: 5% of Total Base Mana Requirements: 100 RP posts as a Transcender after this has been purchased Type: Transformation Range: Self Cooldown: 3 Posts Duration: Sustain Effect: The user's eyes begin to glow intensely. In addition, they emit a bright glow around their body as well. The color of the glow is the same for both the eyes and their body, while their hair turns a silvery white color. While using Perfected Ultra Instinct, the attributes of the user are increased by 30% of their base amount. Additionally, the user's Perfected Instincts now apply to their Spellcasting as well, making them resilient to Nullification: If their spells would be Nullified, their potency is reduced by 1 Rank instead. This transformation puts a massive strain on the user, therefore it can't be used for a long duration of time. This is a transformation and not a spell. Therefore, it can't be canceled by artifacts or magics that can cancel spells.
|
- Spells Used:
None
- Actions Taken:
Damage Sustained:
- Fluff
- Ittindi walks out into the Arena summoning his armor and spear.