Fairy Tail RP

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    Mechanical Works: Blade Play (W.I.P)

    Struck
    Struck

    Player 
    Lineage : None
    Position : None
    Posts : 7
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Mechanical Works: Blade Play (W.I.P) Empty Mechanical Works: Blade Play (W.I.P)

    Post by Struck 22nd October 2014, 6:20 am

    Magic

    Primary Magic:
    Mechanical Works: Blade Play
    Caster or Holder:
    Caster
    Description:
    The Mechanical Works is a magic that runs down the Struck family treeline.  They're magical warrior mechanics, capable of working through and with any structure, able to alter it if required to what they need it to be.  In the past, this would only extend to machinery, though Equilibria is the first to discover that much more can be done with it; by applying her magical energy correctly, she is able to restructure spells, clothes, furniture, you name it, also not shy of people, as well.  By restructuring things, she is able to pull literally anything in her favour, making this magic extremely versatile.

    However, the users of Mechanical Works were also warriors, aside from being mechanics, and each one was renown for their weapon they would carry in battle; in Equilibria's case, she possesses the blade called "Crimson Mistress", which is her renown weapon.
    Strengths:
    * Extremely versatile.  Equilibria is able to alter virtually anything to her advantage.
    * Fantastic melee fighter as well, as she possesses a blade known as "Crimson Mistress" to aid her in battle.
    * Equilibria is able to construct machinery which is able to combat with and for her, being a mechanic as well.
    Weaknesses:
    * Equilibria's machines all have engines to them, and as a result, water can clog them up and stop them from working until fixed or drained.
    * Crimson Mistress is by no means a ranged weapon, meaning that in order to actually use her "warrior" aspect of the magic, Equilibria needs to get up close and personal.
    * Equilibria cannot alter spells that have no structure to them, such as an enhancement, or repositioning, etc.
    * Equilibria generally has to touch what she desires to alter, once again, forcing her to get close.
    Abilities/Powers:

    The Mechanic
    Since Equilibria is also a mechanic, she has knowledge over any and every machine, being able to tell what simple machinery can do within the same post, complex machinery in the next, and spells that involve machinery in 2 posts.  She has to be still and have access to the machinery in order to do this.  Also, since the mechanics are known for working with machinery, that's pretty heavy stuff, meaning that because of all the machinery Equilibria has worked with, she has an empowered body, being much stronger than most mages.

    The Sword Master
    Since this magic comes down from a line of mechanics that also happened to be warriors, each one of them has been renown to use one form of weapon or another.  In Equilibria's case, this weapon is the Crimson Mistress, which happens to be a sword.  Equilibria has spent a substantial amount of her life honing her skills as a swordsmaster, and not only a mechanical master, and the result is that she is a master swordswoman.  This has forced her to be quick with strikes, and thus is able to strike with the blade relatively quickly, being faster than typical swordsmen.

    New Generation
    Equilibria, naturally, has spent her entire life honing her skills, knowing and learning how to use them properly in the appropriate situations, and as a result, she has learned a new property which her magic can take - restructuring.  Equilibria is able to restructure things such as doors, keys, boots, you name it, for absolutely no cost at all, into what she desires it to be.  This ability cannot be used in battle or give her an edge in battle, it's simply something that can be used in social situations and potentially in cages or sticky situations in which she does not have to combat.

    Spells

    D-Rank:

    Struck
    Struck

    Player 
    Lineage : None
    Position : None
    Posts : 7
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Mechanical Works: Blade Play (W.I.P) Empty Re: Mechanical Works: Blade Play (W.I.P)

    Post by Struck 23rd October 2014, 10:06 am

    Placeholder for secondary.

    Magic

    Primary Magic: (What type of magic does your character use. The magic you start off with)
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: (What type of magic is it)
    Description: (Describe your magic in detail: First being a description of what the magic he/she is using, and then a second paragraph of how he/she uses it.)
    Strengths: (What are the strengths of it. List all strengths possible, if the magic is strong in stunning, burning, large area damage, single targetting, etc, list it. You must have at least three strengths. Remember to separate each individually and bullet point them.)
    Weaknesses: (What are the weaknesses of it. List all weaknesses possible, if the magic requires channeling -time- to use, able to hit self or allies, drains life if used, etc, list it. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them.)
    Abilities/Powers: (List the abilities it provides, make sure to separate each ability! Abilities are like passive traits, or a hidden power that can be activated for a very limited amount of time.)

    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

    Name: ( Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply.)
    Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. You must have at least three strengths. Remember to separate each individually and bullet point them.)
    Weaknesses: ( List all the negative aspects of the spell + THE DURATION AND COOLDOWN list all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them.)

      Current date/time is 1st May 2024, 6:30 pm