Fairy Tail RP

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    Howling Blood

    Ash
    Ash

    Player 
    Lineage : Evil Angel
    Position : None
    Posts : 10
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Howling Blood  Empty Howling Blood

    Post by Ash 10th August 2015, 2:24 pm

    Magic

    Primary Magic: Howling Blood
    Secondary Magic
    Caster or Holder: Caster
    Description: Howling Blood isn't a magic type but is a Curse affliction.   The Howling Blood corrupts Ash's body, heart, mind, and soul with the dark nature of a a werewolf.  It twists her perceptions reality making her violent and aggressive by nature,  a black-hearted monster at the core.
    The mutation alters her physical characteristics in subtler ways,  thicker hair,  slightly more pronounced canines,  keener eyes,  and powerful muscles that get more for less.  Muscles that make her appear lean and toned but still deceptively strong with quick instinctual impulses interacting with strong nerves that fire faster than naturally possible,  giving her a quick mind as a helpful side effect.
    The "Magic" is a very physical one.  With no external effects,  only providing physical benefits to her body itself through aggressive augmentation that can take the form of temporary growth of muscle mass,  adrenaline fueled moments of acute clarity and information processing or hyper-responsive muscle and nerves that speed her up unnaturally.

    And,  of course,  the sickening ability to break and reshape her body into that of a half human half wolf abomination. 


    Strengths: 
    - Physical prowess.  Howling Blood is a very physical magic,  and it's melee potential is high.  Physical buffs may be more effective than physical buffs from most other magics.  The user is an extremely capable martial combatant. 
    - Undying curse.   Howling Blood has potent self-healing functions.  The user is hard to kill,  even harder to keep dead.
    - An unnatural mutation.  Howling Blood is not magic, and cannot be negated as such.  It uses the same MP system for "Spells",  but this is considered to be "Curse Power".

    Weaknesses: 
    - Howling Blood has no ranged abilities on its own.  If any ranged abilities exist they will depend on a ranged weapon.
    - Howling Blood effects can be offset by silver things.  Depends on the individual spells.
    - Being a werewolf herself,  she is personally weak to silver,  demon slaying, and fire damage.
    - No elemental affinity.  Howling Blood has no elemental ties.

    Lineage: 
    Evil Angel
    Ability: Gives the user the ability to summon Xiolan, also known as Evil Angel.  She is able to fly, trick, and serve as a shield.  Xiolan is forced to obey every single of the users command, and cannot act independantly.  She may be classified as an A-Rank summon.
    Usage: Allows the user to summon the Evil Angel Xiolan.  She is capable of flight, and may also carry something with her as she does, but no more. She is able to trick NPC's and make them do her bidding, or rather the bidding of her master (works on NPC foes as well). She may step in the way of a spell to make sure her master does not get hurt, and is able to withstand 2 A-Rank attacks ( 4 B-Rank, 8 C-Rank or 16 D-Rank), and after she receives maximum damage, she disappears. Xiolan is also a very powerful melee fighter, but can not use magic.  Lasts 5 posts, usable once per thread.
    Unique Abilities: 
    - Wolf Blood:  Ash's wolf blood gives her HP regeneration of 5%.  This regeneration leaves behind scars of particularly serious wounds.   If slain,  it will continue to regenerate at .01%, increasing by .01% per minute until eventually she returns to full regeneration long after combat has ended,  her body regenerating from the largest remaining mass closest to her heart.   
    She cannot regenerate damage caused by silver weapons while silver remains in contact with her in general. (If a silver chain is wrapped around her neck she can't regenerate cut caused by a silver knife on her thigh).  Silver wounds always leave scars.   Contact with silver causes pain and light burn marks on the skin.
    She cannot regenerate damage caused by fire until 3 posts pass from the fire damage.  
    - Wolf Body:  Ash's body is reinforced with the mutations of a werewolf abomination.  She has a 15% increase to her physical traits that increases by 5% per 5% damage taken until a limit of +75% is reached (which would require 75% HP damage, to be clear.)
    This mutation allows her to intentionally transform into a wolf form.  This causes 10% HP damage to her in the process and 10% again when she returns to human form.  No duration or cooldown other than being able to risk the damage.   Takes 30 seconds or about half a post to transform.   This wolf form has no benefits other than being a wolf.  It prevents her from using anything requiring hands.
    By taking 20% HP damage she can instead assume a hybrid form,  half wolf half human,  doing so increases the 15% boost to 35%.  It increases her size to stand 7ft tall with a lean muscular furry body with claws and sharp teeth.  Her sense of smell is greatly increased. 
    This mutation is forced on her on full moons until the moon sets or daylight dawns.   When the mutation is forced,  she becomes partially wolf and partially humanoid (looking like a traditional werewolf) extremely aggressive and has no self restraint.  (If you read her personality you'd see that she shows a lot of restraint normally)
    - Wolf Brain:  Ash's mind processes information much faster and remembers every detail of her life,  she cannot forget things even if she wishes to.     A more useful effect of this is increased reaction time and greatly increased senses, especially of scent and hearing.  Coupled with the inability to forget,  she can easily identify people by nonvisual senses. 

    Spells:

    Name: Power Attack
    Rank: D
    Type: Offense
    Duration: Instant
    Cooldown: 
    Description: Power Attack momentarily gives Ash a +35% Strength boost that only lasts a second.  Effectiveness of this 35% gets cut in half per rank greater than D she may become.  
    The impact of this power attack can cause knockback in the average human enough to throw them 2.5 meters away in relation to how they took the hit,  increasing by 2.5 meters per 5% HP damage dealt.
    Strengths: 
    - Momentary strength boost to strength.
    - Knockback can cause damage on it's own separate from this spell,  especially if thrown into some sort of hazard.
    - Causes excess damage to objects or structures.  Strength bonus is considered to be 50% against barriers / walls or so on.  Nonmagical structures could crater in dramatic fashion at this.
    - Faster than Power Kick.

    Weaknesses: 
    - Requires her to hit with a melee attack.
    - Rooted enemies may be unaffected by the knockback.  Such as individuals with literal roots,  or some other support.
    - Mages stronger than her by 50% or more can ignore the knockback.
    - If her Power Attack would deal less than 5% HP damage, it has no knockback.
    - Less boost and knockback than Power Kick


    Name: Power Kick
    Rank: D
    Type: Offense
    Duration: Instant
    Cooldown: 2
    Description: Power Kick momentarily gives Ash a +50% strength boost that only lasts a second.  Effectiveness of this gets cut in half per rank greater than D she may become.
    The impact of this power kick can case knockback in the average human enough to throw them 5 meters away in relation to how they took the hit,  increasing by 5 meters per 5% HP damage dealt. 
    Strengths: 
    - Momentary boost to strength.
    - knockback can cause damage on it's own separate from the spell, particularly if there are any hazards to knock them into.
    - Causes excess damage to objects or structures.  Strength bonus is considered to be 75% against barriers / walls or so on.  nonmagical structures coudl crater in dramatic fashion when hit.
    - Stronger than Power Attack.

    Weaknesses: 
    - Requires her to hit with a melee attack.
    - Rooted enemies may be unaffected by the knockback.  Such as individuals with literal roots,  or some other support.
    - Mages stronger than her by 50% or more can ignore the knockback.
    - If her Power Kick would deal less than 5% HP damage, it has no knockback.
    - Slower than Power Attack.


    Name: Power Block
    Rank: D
    Type: Defense
    Duration:Instant
    Cooldown:2
    Description: Power Block increases her endurance by 50% momentarily and shrugs off D-rank attacks.   This 50% cutting in half per rank greater than D she may become.
    Strengths: 
    - Momentarily increase endurance to block an attack.
    - Resists D-rank attacks.
    - Resists being pushed out of the way of something,  in other words resists knockback. 

    Weaknesses: 
    - Still takes the hit.
    - Only resists the attack herself.   It wont benefit anyone that isn't directly behind her.
    - Doesn't resist knockback of individuals 50% stronger than her or greater.
    - Doesn't resist knockback of C-rank spell effects or greater.

    Name: Seething Blood
    Rank: D
    Type:  Support
    Duration:
    Cooldown: 3
    Description: Increases her HP regeneration for the duration of 1 post by 10%.   Increases Strength, Speed, and Endurance by 20% for 1 post.   Fueled by an adrenaline spike,  she reacts to things faster improving her reflexes by 20%.
    Regeneration and buffs all cut in half per rank greater than D she may become.

    Strengths: 
    - Boost regeneration temporarily. 
    - Boosts physical capability temporarily.
    - React quicker to things. 

    Weaknesses: 
    - Regeneration shares normal regeneration limits shown in the unique ability for it.
    - Only lasts a post.
    - She is somewhat less intelligent for the post,  more aggressive and violent. 
    - Her body looks a little reddish, a redness due to increased blood flow coupled with a subtle glow to her eyes indicating a change.

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    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.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)

      Current date/time is 6th May 2024, 9:45 pm