- Outfit of the day:
Ittindi and Sylvia were playing outside, the tower, the training grounds were immaculate. He had expressed his disappointment the other day at the garrison fearing the Herald. Since then, he had personally overseen cleaning of the facility, they quickly learned if they didn’t want morning cleaning routines it would be better to keep everything dust free. It still wasn’t up to Ittindi’s standards, but there was a point where you wouldn’t get much more effort out of the troops. A lesson he had to learn the hard way through his ascension through the ranks. Today Ittindi felt a nervousness akin to when he met the Herald, over something that he had done multiple times. Sparing Colonel Tōga, though this time was different, at one of their last meetings General Saturn had mentioned he wanted a Lieutenant General like an ace of a guild. Naturally, Colonel Tōga used it as an opportunity for another sparring match with the winner deciding who would be the LT.
Ittindi dressed down in one of his training outfit that only Lady Lumikki and the Young Master had seen. The men who knew Colonel Ittindi all looked shock to not see him in one of his usual suits, some even asked as if they didn’t know who he was without a suit. He couldn’t say he enjoyed the attention. At least outside with Sylvia everyone had opted to leave him alone, instead people watched from windows, roofs and other vantage points all to scared to see what it looked like when two colonels clashed.
Ittindi’s Dominator was in his harem pockets, while his Punisher laid just a foot or two away, it’d be Ittindi’s first weapon once Colonel Tōga appeared. His heart was racing and Naki had decided to stay quiet, knowing that he intended to go full out on the Colonel, if anyone could take it it’d be him. Though he had yet to see General Saturn in combat besides the Darkfang raid, Ittindi being to concerned with protecting the nullification mage he hadn’t the time to observe the growth of his compatriots. The thought of his Young Master losing control was something he had yet to push from his mind. It only made him thirst for power at a faster rate, he hadn’t been one of the ones to try and stop him. One of the harder applications of his discipline he wanted to ditch the nullification mage as soon as he heard the tower would rid him of that curse.
When Colonel Tōga appeared Ittindi would smile at his fellow Colonel, friend? Ittindi and Colonel Tōga’s relationship had started with drinking so he had always felt a kinship to the man. He’d stand up grabbing his cross gun and asking two simple questions.
”Colonel Tōga how far do you wish to be apart before we start? Do you wish to have any restrictions for this duel?”
- Combat Log:
- Stats/Passives:
Base Stats- Strength: 147
- Speed: 68
- Constitution: 63
- Endurance: 72
- Intelligence: 252
Current Stats- Strength: 147 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: 4,120/4,120
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.
- Spell Overcharge Offensive: The Potency of Offensive spells is increased by one rank.
- Strength: 147
- 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-RankDetails
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:- None.
Drawbacks:- None
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.
- None.
- Choppa:
General
Name: The Dominator
Slot: Weapon
Handling: One-Handed
Type: Gun
Class: Mythic
Quantity: Unlimited
Element: Arcane
Durability: 3x S-RankDetails
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.
- The user must be a Sergeant in the Rune Knights to purchase and use this item.
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-rankDetails
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:- + 40 Intelligence
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.
- + 40 Intelligence
Necklace:- Heart in a necklace:
General
Name: Second Life Amulet
Slot: Necklace
Type: Necklace
Class: Mythic
Quantity: Limited
Element: Arcane
Durability: 2x S-rankDetails
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.
- 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.
Companion:- Sylvia:
General
Name: Sylvia
Slot: Companion
Race: Cat
Class: Legendary
Quantity: Custom
Element: Arcane
Mana: 1,500
Statistics:- Strength: 20
- Speed: 121
- Constitution: 39
Details
Height: 10 inches
Weight: 12 lbs
Appearance: Sylvia is a tuxedo cat of average size, with her white fur going from her belly to a smaller line going up from her chin to the forehead. Ittindi purchased a color that acts like a bib and looks like a tuxedo front with a bowtie.
Description: Ittindi found Sylvia when he was doing a tour of special interrogation rooms that belong to the Ministry of Communication. After to checking there was no owner he adopted her immediately. It was shortly after that he learned it was an escaped experiment from the Ministry of Research due to his new rank they allowed him to keep her.
Personality: A playful but quick to anger companion. They aren't afraid to rough house with Ittindi in public or private. In private enjoys attention, in public likes to pretend that Ittindi isn't important and barely exists.Extra
Requirements: None.Abilities
Skills:- Skill #1: Advanced Innate Flight The companion can fly up to 10 meters.
Companion Perks:- Companion Perk #1:N/A
Partner Perks:- Partner Perk #1:Great General Item Cooldown Reduction:The user receives a cooldown reduction of 2 posts on item spells of all elements.
Spells
- Name: Catnip Beam V
Rank: S
Mana Cost: 500
Requirements: Arcane Magic
Type: Healing
Element: Arcane
Range: 25 Meters
Cooldown: 5 Post
Duration: Instant
Effect: The user points a finger at their target creating a magic circle in the process. A 4 meter diameter beam will shoot forward from their finger towards their target, upon touching them, they will be healed for 1x S-Rank worth of damage. - Name: Catnip Beam I
Rank: D
Mana Cost: 50
Requirements: Arcane Magic
Type: Healing
Element: Arcane
Range: 5 Meters
Cooldown: 1 Post
Duration: Instant
Effect: The user points a finger at their target creating a magic circle in the process. A .25 meter diameter beam will shoot forward from their finger towards their target, upon touching them, they will be healed for 1x D-Rank worth of damage.
Points Breakdown
Please list Companion Points gained and lost for a faster approval process.- Legendary
- Legendary Companion Coupon
- Effect: Level 4 Advanced Innate Flight 12 Points
- Effect: Level 5 Great General Item Cooldown Reduction 24 Points
- Spells 1 X S 10 Points, 1 D rank 2 points
Total points Acquired: 48
Total Points Spent: 48- Strength: 20
Mod:- 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.
- The user must purchase this item from the Mysterious Merchant.
- Spells Used:
None
- Actions Taken:
Damage Sustained: