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    Iron Tyrant

    FairyDance
    FairyDance

    Player 
    Lineage : Seductor's Touch
    Position : None
    Posts : 12
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 30
    Experience : 0

    Character Sheet
    First Skill: Iron Tyrant
    Second Skill:
    Third Skill:

    Iron Tyrant Empty Iron Tyrant

    Post by FairyDance 17th January 2016, 7:12 pm

    Magic

    Primary Magic: Iron Tyrant
    Caster or Holder: Caster
    Description: Iron Tyrant tends to draw on the willpower of the target. Will to achieve victory makes it effective, and will to inflict pain allows it to grow at unusual speeds. Its main user being Jacqueline Wilde however, it isn't growing any faster than other magics.
    Strengths: Physical Strength, Intimidation.

    • Physical Strength Iron Tyrant is mostly focused around spells that augment the user's ability to brawl and grapple. Not only does it exclusively manifest melee weapons when they manifest at all, but it also increases the user's physical strength in whatever places the armor itself is manifested. The increase in strength is as per the chart below and correlates to the rank of the spell being used. This is generally for practical purposes only, and the damage itself is not reflected in this.

      D - +100lbs
      C - +250lbs
      B - +500lbs
      A - + 1,500lbs
      S - + 2,000lbs or 1 ton.
      H - + 3 tons

    • Intimidation - Iron Tyrant lends its user a supernatural aura of intimidation and menace, which ironically allows for peaceful resolutions to some conflicts. In fitting with its bullying nature however, it only cows those who are measurably weaker than the user themselves.



    Weaknesses: Speed, Sacrifice, and Weight

    • Speed - This magic isn't conducive to speed, it focuses on raw power and potent defense rather than agility and quick attacks. Those who have a magic style based around speed can more easily avoid these attacks, though when it does hit it generally hurts badly as speed and defensive power tend to be more exclusive.

    • Sacrifice - The first time in a thread that the magic is used, the user must come into contact with fresh blood. While others more inclined to embrace the nature of this magic have taken to using the blood of a subordinate, Jackie carries a ring with a small spike which she turns inwards to prick her own palm when necessary. This costs 2HP.

    • Weight - The constructs created by this magic are heavy. It's not so much that the wizard employing Iron Tyrant can't lift them, but that they have less power to stop them once they're moved around.


    Lineage:Seductor's Touch
       Description: You come from the blood of those who are masters of speechcraft. Hidden from the public, usually, unless they require something, these particular mages can seduce anyone to do almost anything.
       Ability: The user is able to bend the will of anyone but mages and the undead.  Can't command anyone/thing with a higher effective rank than the user(S Max). Anyone targeted by this has to do anything commanded by the user.
       The user gains a single user-ranked spell related to mind control(Max S-rank) in addition to their spells and is in general more seductive and alluring.
       Usage: 2 post duration with a 6 post cooldown. Gains a mind control-like spell in addition to their own spells of S-rank or lower.

    Generally, this lineage affects Jacqueline's application of iron tyrant by making the armor look less practical and have more elegant as well as revealing traits. There's no loss of power, though.

    Unique Abilities:

    • Cruelty - Iron Tyrant isn't a kind magic inherently. It draws strength from a will to achieve victory and to inflict pain. It is inherently, the magic of a tyrant and its name is drawn from that. On the other hand, it is /usable/ without a focus on inflicting pain but ultimately it is weaker and its maximum potential is stunted otherwise. This adds +25% damage to unarmed melee attacks done against a target at less than half health, and +15% damage to magic as the clear amount of pain that the target is in fuels the magic. What's more, the magic's propensity for attacking weaker targets increases once the target drops to 1/4 health, boosting the bonus to +50% damage with attacks and +30% damage to magic.

    • Intimate - Iron Tyrant is very much tied to the user. Over time, it adapts to the user's particular brands of inflicting pain and suffering. Some theorize that this could be used to redeem it, but that would require a great deal of work and magical theory application. On an out-of-character level, I plan to use this to rewrite the magic after a substantial amount of plot and character development.

    • Imposing - Iron Tyrant has a supernaturally imposing aura around it. That's not to say that it automatically cows people, but those who lack confidence may find it intimidating or menacing. Generally, those who are weaker than (Spell's Rank - 1) will feel at least some amount of fear when facing said spell. The penalty for intense fear is a +2% cost to mana expenditures when casting spells directed at Jackie, and may be taken if the affected target's player feels they would be cowed. On average, overly pure or easily scared people who have such things defined in their personality traits will succumb to this while the headstrong will likely balk at such a thing.


    Spells:

    Name: Iron Hand
    Rank: D
    Type: Offensive
    Duration: Two posts
    Cooldown: Three posts
    Description: Iron Hand is one of the more basic enhancements of the Iron Tyrant, a gauntlet with clawed fingertips. It enhances the strength of the wearer and allows them to deal enough damage to equal a strike from a trained swordsman. The casting involves a precise channeling of magic energy alongside certain gestures of the hand. The gauntlet travels up her forearm, and though some of her hand is exposed the mystical protection covers the general area of a traditional gauntlet.
    Strengths: Versatile, Concussive

    • Versatile - The Iron Hand spell can be used as a blunt or slashing weapon as the user pleases. On the whole, this isn't terribly useful but having a claws or a fist as one pleases for the single attack is quite helpful if you're facing an enemy with specialized armor.

    • Concussive - Iron Hand carries a lot of force behind it, and tends to knock those struck by it back. Even those specialized in strength tend to skid a few inches. PCs of a C-Rank or higher however, will be able to resist this. Cinematic skidding such as would not affect the character significantly is still possible if desired however.

    Weaknesses: Commitment, Gestures, One-Shot


    • Commitment - In general, Iron Hand's manifested gauntlet is a bit heavy and one must commit to the strike more than usual. It doesn't lend itself well to rapid attacks, nor does it to recovery after a strike. If it misses, extend the duration of the recovery by one post to a total of four posts.

    • Gestures - Jackie must be able to use either of her hands to manifest the gauntlet. If someone were to grab it such as she would be unable to bend her wrist, the gauntlet would be unable to manifest. Breaking her wrist would certainly cause her to be unable to use it on that hand until she recovers.

    • One-Shot - This spell is only used for one hand at a time, as greater displays of the armor are beyond Jackie as of this spell's first uses. Flurries of blows are out of the question, as are extended uses of strength beyond a simple heaving throw.


    Name Chain of Oppression
    Rank: D
    Type: Offensive, Metal
    Description: Ejecting a chain from the gauntlet, this allows the wearer to attack from a short range of about 5 meters, or roughly 15 feet. It can be regenerated if broken, but this takes more time and generally a re-invocation of the gauntlet. Further, the chain is rather fast and if necessary can be used as a simple projectile weapon rather than an ensnaring one.
    Duration: 2 posts
    Cooldown: 3 posts
    Strengths: Restraining, Fast

    • Restraining - It's a chain, and as a chain can be used as a restraint or else to choke individuals. This might get past some defenses more focused around soaking impacts rather than defending against asphyxiation or rope-like weaponry.

    • Fast - The chain in particular, is capable of being ejected at such a speed as to be damaging as an impact rather than asphyxiation. It's not as damaging this way when used as something other than a garrote, but the fact that it can be used in such a manner affords it a bit more flexibility.


    Weaknesses: Destructible, Two-Way Street, Recovery

    • Destructible - The chain isn't terribly durable, and may be cut or otherwise broken by anyone wielding such a technique against the chain in question.

    • Two-Way Street - The chain can of course, be used to grab other enemies. What it can't do however, is detach from the gauntlet itself. If someone were to grab it, they could easily use it against Jackie and swing her around instead of the other way around.

    • Recovery - The nature of this spell is simple: It's manifesting a chain ex nihilo from the gauntlet itself. However, if it's to be fired again while the gauntlet is maintained it must be recovered and launched once more or else the gauntlet dissipated and re-summoned. Hence, any misses take four posts to recover prior to usage of this spell again.


    Name Tyrant's Will
    Rank: D
    Type: Defensive, Support
    Description: A general-purpose or else defensive application of Iron Tyrant, this spell is a manifestation of a particular piece of armor to reinforce the body rather than attack. On top of that, the armor adds to the bodily strength of the wearer wherever it covers.
    Duration: 2 posts
    Cooldown: 3 posts
    Strengths: Physical Power, Reinforced

    • Physical Power - The armor increases the user's physical power, amplifying it to substantially greater levels. This level would be considered blatantly superhuman by real-world standards, though due to its lack of sustained power it's nowhere near as useful as it would be otherwise. This boost functions as per the bonus listed in the table at the beginning of the writeup.

    • Reinforced - The armor is heavy, and the strength it grants is potent. As such, any effects that might otherwise toss the wearer about or knock them back are mitigated moreso than might be expected. D rank attacks cannot knock Jackie back while she employs this spell, C-Ranks only knock her back to half the range they normally would, B-Ranks knock her back to three-quarters the distance, and A-Ranks or stronger knock her back fully.

    Weaknesses:  Conductive, Awareness, Magnetism

    • Conductive - It's not a great leap of logic, but regardless this defense has less potency against an energy-based attack. Energy-based methods that produce a strictly physical attack such as an ice element user creating a large spike projectile do not count towards exploiting this weakness. Attempting to use the sheer cold to damage or slow her however, does.

    • Awareness - This defense relies on Jackie knowing more or less where the blow is going to land. As such, exceptionally fast attacks or those she's unaware of completely bypass this defense. Particularly well-executed feints or blinding attacks may prevent this from being used effectively as well.

    • Magnetism - An uncommon yet still not unheard of effect when it comes to wizards, magnetism may be wielded to greater effect against Jackie. The armor's status as being unable to be removed unless dismissed is a double-edged sword given the consideration that while it prevents disarmament, it also can allow for her body to be almost directly manipulated through magnetism while others may find themselves free of such a burden.


    Name Boot On Face
    Rank: D
    Type: Offensive
    Description: A relatively simplistic in name attack, this involves Iron Hand as applied to the leg. A single metal sabaton that almost more resembles a dress boot than a piece of armor manifests. Of course, it's high-heeled on account of the appearance resembling a dress boot. Strangely and perhaps owing to the purely aesthetic portions of these spells, it does nothing to slow her down. If anything, it increases her mobility. What's more, the stiletto-heeled sabaton also provides a piercing weapon where the Iron Hand would be blunt or cutting.
    Duration: 2 posts
    Cooldown: 3 posts
    Strengths: Armor-Piercing

    • Armor-Piercing - The heels on her sabatons act much more like the stiletto daggers for which the design is named than the heels themselves, at times. This attack is much more effective at punching through heavier armor than some others. This bypasses D-Rank defenses in full, C-Ranks halfway, B-Ranks only by 25%, and A-ranks or higher are at full power against this spell.
    • Mobile - As it increases her foot's power to a notable degree, this also boosts her own mobility. While in use, she can boost her speed by 25% though given the uneven balance it is in fact harder to stop.

    Weaknesses: Balance, Telegraphed, Awkward

    • Balance - As is the nature of the attack, a miss can cost her. It's a kick at least, or a diving strike at most. Either way, the fact that the weight of the sabaton would throw her off produces a substantial problem. Any misses extend the cooldown by one post, to a total of four.

    • Telegraphed - It's not a particularly fast attack, especially when used to its fullest power. This attack is in general, a more invested extension of the basic philosophy of Iron Tyrant. More powerful, but easier to evade than most other attack spells in the magic.

    • Awkward - The sabaton produced by this magic is on one foot only. Hence, it tends to generate power in an uneven manner. Any attempts to slow herself down are more difficult if she boosts her mobility with this power.


    Name Wicked Command
    Rank: D
    Type: Support, Mental
    Description: With a gesture or a few spoken words, Jackie is capable of causing most weak individuals to acquiesce. It's often through the lens of terrified awe, rather than anything else. In the past, others have developed a similar channeling of Iron Tyrant's aura, but this has a vaguely more benevolent bent in that the aura channeling induced pants-wetting fear rather than any form of reverence. Naturally, this command is incapable of affecting mages and PCs as a whole may ignore this if they so desire.
    Duration: 2 posts
    Cooldown: 6 posts
    Strengths: Control, Area, Intention Manifest

    • Control - Jackie can order individuals around easily, so long as they are capable of communicating with her. They will generally do so out of fear that if they don't do something, there'll be hell to pay with her as the devil. She doesn't like using this power unless it's on a notable enemy, mostly because it leaves a lasting and almost always negative impression on the individual so affected.

    • Area - This spell can in fact, affect multiple targets at once. It does however, require Jackie's concentration. She could call out to, 'Honorless Thieves' in a market square but unless she knew which individuals were in fact thieves, she wouldn't be able to target them. They'd likely feel a chill and know that she's trying to affect them with magic, but they wouldn't be compelled to obey. The area only radiates out to ten meters, and anywhere beyond that is too far.

    • Intention Manifest - Jackie doesn't actually have to speak to use this spell. So long as she strongly and unambiguously conveys her intent, she can attempt to command a living creature. That of course, relies on being able to convey her intent to begin with. In the case of animals, this often means mimicking their behaviors such as snarling at wolves or roaring at bears.

    Weaknesses: Obvious, Undead Immunity, Personal, Language Barrier

    • Obvious - This power is extremely obvious in its usage. Even those not commanded can feel the resonance of it in the general area. Its ominous aura can lead to some very bad assumptions in those who don't know her.

    • Undead Immunity - Whether simple zombie-like thralls or intelligent undead, the minds of such creatures are too different on a physical and mystical level for Jackie to affect them so.

    • Personal - Jackie has to be able to be in the individual's presence to affect them. She cannot attempt to use this spell through the written word, or by long-range communication if such a means is provided to her. Only the range of her natural voice and visibility can provide her with the means to command someone.

    • Language Barrier - Naturally, Jackie has to be able to communicate with someone to use this spell. If someone can't understand her, be it due to not speaking the same language or not coming from a culture with similar concepts that would allow for gestures to be used instead, this spell flat-out fails and any mana used on it is wasted.


    Last edited by FairyDance on 25th January 2016, 6:22 am; edited 3 times in total
    Thorn
    Thorn

    Administrator- Moderator- Developer/GFX Artist- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Veteran Level 1- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- 1 Year Anniversary- Player 
    Lineage : Arm of Destiny
    Position : None
    Posts : 1405
    Guild : Savage Skull
    Cosmic Coins : 6
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    Experience : 0

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Iron Tyrant Empty Re: Iron Tyrant

    Post by Thorn 19th January 2016, 1:58 pm

    FairyDance wrote:Magic

    Primary Magic: Iron Tyrant
    Caster or Holder: Caster
    Description: Iron Tyrant tends to draw on the willpower of the target. Will to achieve victory makes it effective, and will to inflict pain allows it to grow at unusual speeds. Its main user being Jacqueline Wilde however, it isn't growing any faster than other magics.
    Strengths: Physical Strength, Intimidation, Defense.

    • Physical Strength Iron Tyrant is mostly focused around spells that augment the user's ability to brawl and grapple. Not only does it exclusively manifest melee weapons when they manifest at all, but it also increases the user's physical strength in whatever places the armor itself is manifested. how much of an increase?

    • Intimidation - Iron Tyrant lends its user a supernatural aura of intimidation and menace, which ironically allows for peaceful resolutions to some conflicts. In fitting with its bullying nature however, it only cows those who are measurably weaker than the user themselves.

    • Defense - Iron Tyrant's other area of expertise is melee defense. It's not that it can't defend against energy-based attacks, it's that it's simply not as good on average when facing such things.


    Weaknesses: Duration, Speed, Sacrifice, and Weight

    • Duration - This magic takes a substantial strain on the user, and oftentimes they must extend it if they want to use the armor for any long period of time. It's more that the implements are manifested for a strike or two, then vanish until the next casting. Few spells have a duration greater than instant, and none whatsoever have a duration greater than two posts.

    • Speed - This magic isn't conducive to speed, it focuses on raw power and potent defense rather than agility and quick attacks. Those who have a magic style based around speed can more easily avoid these attacks, though when it does hit it generally hurts badly as speed and defensive power tend to be more exclusive.

    • Sacrifice - The first time in a thread that the magic is used, the user must come into contact with fresh blood. While others more inclined to embrace the nature of this magic have taken to using the blood of a subordinate, Jackie carries a ring with a small spike which she turns inwards to prick her own palm when necessary. This costs 2HP.

    • Weight - The constructs created by this magic are heavy. It's not so much that the wizard employing Iron Tyrant can't lift them, but that they have less power to stop them once they're moved around.


    Lineage:Seductor's Touch
       Description: You come from the blood of those who are masters of speechcraft. Hidden from the public, usually, unless they require something, these particular mages can seduce anyone to do almost anything.
       Ability: The user is able to bend the will of anyone but mages and the undead.  Can't command anyone/thing with a higher effective rank than the user(S Max). Anyone targeted by this has to do anything commanded by the user.
       The user gains a single user-ranked spell related to mind control(Max S-rank) in addition to their spells and is in general more seductive and alluring.
       Usage: 2 post duration with a 6 post cooldown. Gains a mind control-like spell in addition to their own spells of S-rank or lower.

    Generally, this lineage affects Jacqueline's application of iron tyrant by making the armor look less practical and have more elegant as well as revealing traits. There's no loss of power, though.
    did you roll this or is it a custom one?

    Unique Abilities:

    • Cruelty - Iron Tyrant isn't a kind magic inherently. It draws strength from a will to achieve victory and to inflict pain. It is inherently, the magic of a tyrant and its name is drawn from that. On the other hand, it is /usable/ without a focus on inflicting pain but ultimately it is weaker and its maximum potential is stunted otherwise. This adds +2HP damage to attacks done against a target at less than half health, as the clear amount of pain that the target is in fuels the magic.

    • Intimate - Iron Tyrant is very much tied to the user. Over time, it adapts to the user's particular brands of inflicting pain and suffering. Some theorize that this could be used to redeem it, but that would require a great deal of work and magical theory application. On an out-of-character level, I plan to use this to rewrite the magic after a substantial amount of plot and character development.

    • Imposing - Iron Tyrant has a supernaturally imposing aura around it. That's not to say that it automatically cows people, but those who lack confidence may find it intimidating or menacing. Generally, those who are weaker than (Spell's Rank - 1) will feel at least some amount of fear when facing said spell. The penalty for intense fear is a +2% cost to mana expenditures when casting spells directed at Jackie, and may be taken if the affected target's player feels they would be cowed. On average, overly pure or easily scared people who have such things defined in their personality traits will succumb to this while the headstrong will likely balk at such a thing.


    Spells:

    Name: Iron Hand
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: One Post to low of a cooldown i sergest about 3 posts min
    Description: Iron Hand is one of the more basic enhancements of the Iron Tyrant, a gauntlet with clawed fingertips. It enhances the strength of the wearer and allows them to deal substantial damagehow much is substantial damage? akin to a dedicated albeit mundane melee weapon. The casting involves a precise channeling of magic energy alongside certain gestures of the hand. The gauntlet travels up her forearm, and though some of her hand is exposed the mystical protection covers the general area of a traditional gauntlet.
    Strengths: Melee Damage, Physical Strength can you explain why these are strengths please
    Weaknesses: Commitment, Gestures, One-Shot


    • Commitment - In general, Iron Hand's manifested gauntlet is a bit heavy and one must commit to the strike more than usual. It doesn't lend itself well to rapid attacks, nor does it to recovery after a strike. If it misses, extend the duration of the recovery by one post to a total of two posts.

    • Gestures - Jackie must be able to use either of her hands to manifest the gauntlet. If someone were to grab it such as she would be unable to bend her wrist, the gauntlet would be unable to manifest. Breaking her wrist would certainly cause her to be unable to use it on that hand until she recovers.

    • One-Shot - This spell is only used for one hand at a time, as greater displays of the armor are beyond Jackie as of this spell's first uses. Flurries of blows are out of the question, as are extended uses of strength beyond a simple heaving throw.


    Name Chain of Oppression
    Rank: D
    Type: Offensive, possibly Metal element if that's a thing.
    Description: Ejecting a chain from the gauntlet, this allows the wearer to attack from a short range of about 5 meters, or roughly 15 feet. It can be regenerated if broken, but this takes more time and generally a re-invocation of the gauntlet. As a particular caveat, this may only be used when the gauntlet created through the Iron Hand spell is sustained beyond its normal limit. Further, the chain is rather fast and if necessary can be used as a simple projectile weapon rather than an ensnaring one.
    Duration: Instant
    Cooldown: 1 post cooldown needs to be higher
    Strengths: Restraining, Fast

    • Restraining - It's a chain, and as a chain can be used as a restraint or else to choke individuals. This might get past some defenses more focused around soaking impacts rather than defending against asphyxiation or rope-like weaponry.

    • Fast - The chain in particular, is capable of being ejected at such a speed as to be damaging as an impact rather than asphyxiation. It's not as damaging this way when used as something other than a garrote, but the fact that it can be used in such a manner affords it a bit more flexibility.


    Weaknesses: Destructible, Two-Way Street, Recovery

    • Destructible - The chain isn't terribly durable, and may be cut or otherwise broken by anyone wielding such a technique against the chain in question.

    • Two-Way Street - The chain can of course, be used to grab other enemies. What it can't do however, is detach from the gauntlet itself. If someone were to grab it, they could easily use it against Jackie and swing her around instead of the other way around.

    • Recovery - The nature of this spell is simple: It's manifesting a chain ex nihilo from the gauntlet itself. However, if it's to be fired again while the gauntlet is maintained it must be recovered and launched once more or else the gauntlet dissipated and re-summoned. Hence, any misses take two posts to recover prior to usage of this spell again.


    Name Tyrant's Will
    Rank: D
    Type: Defensive, Support
    Description: A general-purpose or else defensive application of Iron Tyrant, this spell is a manifestation of a particular piece of armor to reinforce the body rather than attack. On top of that, the armor adds to the bodily strength of the wearer wherever it covers.
    Duration: Instant
    Cooldown: 1 post cooldown needs to be higher
    Strengths: Physical Power, Reinforced

    • Physical Power - The armor increases the user's physical power, amplifying it to substantially greater levels. This level would be considered blatantly superhuman by real-world standards, though due to its lack of sustained power it's nowhere near as useful as it would be otherwise.

    • Reinforced - The armor is heavy, and the strength it grants is potent. As such, any effects that might otherwise toss the wearer about or knock them back are mitigated moreso than might be expected.

    Weaknesses:  Conductive, Awareness, Magnetism

    • Conductive - It's not a great leap of logic, but regardless this defense has less potency against an energy-based attack. Energy-based methods that produce a strictly physical attack such as an ice element user creating a large spike projectile do not count towards exploiting this weakness. Attempting to use the sheer cold to damage or slow her however, does.

    • Awareness - This defense relies on Jackie knowing more or less where the blow is going to land. As such, exceptionally fast attacks or those she's unaware of completely bypass this defense. Particularly well-executed feints or blinding attacks may prevent this from being used effectively as well.

    • Magnetism - An uncommon yet still not unheard of effect when it comes to wizards, magnetism may be wielded to greater effect against Jackie. The armor's status as being unable to be removed unless dismissed is a double-edged sword given the consideration that while it prevents disarmament, it also can allow for her body to be almost directly manipulated through magnetism while others may find themselves free of such a burden.


    Name Boot On Face
    Rank: D
    Type: Offensive
    Description: A relatively simplistic in name attack, this involves Iron Hand as applied to the leg. A single metal sabaton that almost more resembles a dress boot than a piece of armor manifests. Of course, it's high-heeled on account of the appearance resembling a dress boot. Strangely and perhaps owing to the purely aesthetic portions of these spells, it does nothing to slow her down. If anything, it increases her mobility. What's more, the stiletto-heeled sabaton also provides a piercing weapon where the Iron Hand would be blunt.
    Duration: Instant
    Cooldown: 1 post cooldown needs to be higher
    Strengths: Armor-Piercing

    • Armor-Piercing - The heels on her sabatons act much more like the stiletto daggers for which the design is named than the heels themselves, at times. This attack is much more effective at punching through heavier armor than some others.

    Weaknesses: Balance, Telegraphed

    • Balance - As is the nature of the attack, a miss can cost her. It's a kick at least, or a diving strike at most. Either way, the fact that the weight of the sabaton would throw her off produces a substantial problem. Any misses extend the cooldown by one post, to a total of two.

    • Telegraphed - It's not a particularly fast attack, especially when used to its fullest power. This attack is in general, a more invested extension of the basic philosophy of Iron Tyrant. More powerful, but easier to evade than most other attack spells in the magic.


    Name Wicked Command
    Rank: D
    Type: Support, Mental
    Description: With a gesture or a few spoken words, Jackie is capable of causing most weak individuals to acquiesce. It's often through the lens of terrified awe, rather than anything else. In the past, others have developed a similar channeling of Iron Tyrant's aura, but this has a vaguely more benevolent bent in that the aura channeling induced pants-wetting fear rather than any form of reverence.
    Duration: 2 posts
    Cooldown: 6 posts
    Strengths: Control, Area, Intention Manifest

    • Control - Jackie can order individuals around easily, so long as they are capable of communicating with her. They will generally do so out of fear that if they don't do something, there'll be hell to pay with her as the devil. She doesn't like using this power unless it's on a notable enemy, mostly because it leaves a lasting and almost always negative impression on the individual so affected.

    • Area - This spell can in fact, affect multiple targets at once. It does however, require Jackie's concentration. She could call out to, 'Honorless Thieves' in a market square but unless she knew which individuals were in fact thieves, she wouldn't be able to target them. They'd likely feel a chill and know that she's trying to affect them with magic, but they wouldn't be compelled to obey.

    • Intention Manifest - Jackie doesn't actually have to speak to use this spell. So long as she strongly and unambiguously conveys her intent, she can attempt to command a living creature. That of course, relies on being able to convey her intent to begin with. In the case of animals, this often means mimicking their behaviors such as snarling at wolves or roaring at bears.

    Weaknesses: Obvious, Undead Immunity, Personal, Language Barrier

    • Obvious - This power is extremely obvious in its usage. Even those not commanded can feel the resonance of it in the general area. Its ominous aura can lead to some very bad assumptions in those who don't know her.

    • Undead Immunity - Whether simple zombie-like thralls or intelligent undead, the minds of such creatures are too different on a physical and mystical level for Jackie to affect them so.

    • Personal - Jackie has to be able to be in the individual's presence to affect them. She cannot attempt to use this spell through the written word, or by long-range communication if such a means is provided to her. Only the range of her natural voice and visibility can provide her with the means to command someone.

    • Language Barrier - Naturally, Jackie has to be able to communicate with someone to use this spell. If someone can't understand her, be it due to not speaking the same language or not coming from a culture with similar concepts that would allow for gestures to be used instead, this spell flat-out fails and any mana used on it is wasted.



    _____________________________________________________________________________________

    Iron Tyrant S6Eaz9K
    FairyDance
    FairyDance

    Player 
    Lineage : Seductor's Touch
    Position : None
    Posts : 12
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 30
    Experience : 0

    Character Sheet
    First Skill: Iron Tyrant
    Second Skill:
    Third Skill:

    Iron Tyrant Empty Re: Iron Tyrant

    Post by FairyDance 19th January 2016, 7:25 pm

    The lineage was rolled, and I have made the requested changes.
    Thorn
    Thorn

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    Iron Tyrant Empty Re: Iron Tyrant

    Post by Thorn 24th January 2016, 11:40 am

    another mod has agreed to take this over sorry for any inconvenience


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    Iron Tyrant S6Eaz9K
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    Ninetails Derpfox

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    Iron Tyrant Empty Re: Iron Tyrant

    Post by Ninetails Derpfox 24th January 2016, 1:42 pm

    As stated above, YOUR SOUL IS MINE NOW! Anyhow, my comments are in this color.

    FairyDance wrote:Magic

    Primary Magic: Iron Tyrant
    Caster or Holder: Caster
    Description: Iron Tyrant tends to draw on the willpower of the target. Will to achieve victory makes it effective, and will to inflict pain allows it to grow at unusual speeds. Its main user being Jacqueline Wilde however, it isn't growing any faster than other magics.
    Strengths: Physical Strength, Intimidation, Defense.

    • Physical Strength Iron Tyrant is mostly focused around spells that augment the user's ability to brawl and grapple. Not only does it exclusively manifest melee weapons when they manifest at all, but it also increases the user's physical strength in whatever places the armor itself is manifested. The increase in strength is as per the chart below and correlates to the rank of the spell being used. This is generally for practical purposes only, and the damage itself is not reflected in this.

      D - +100lbs
      C - +250lbs
      B - +500lbs
      A - + 1,500lbs
      S - + 2,000lbs or 1 ton.
      H - + 3 tons

    • Intimidation - Iron Tyrant lends its user a supernatural aura of intimidation and menace, which ironically allows for peaceful resolutions to some conflicts. In fitting with its bullying nature however, it only cows those who are measurably weaker than the user themselves.

    • Defense - Iron Tyrant's other area of expertise is melee defense. It's not that it can't defend against energy-based attacks, it's that it's simply not as good on average when facing such things.


    Weaknesses: Duration, Speed, Sacrifice, and Weight

    • Duration - This magic takes a substantial strain on the user, and oftentimes they must extend it if they want to use the armor for any long period of time. It's more that the implements are manifested for a strike or two, then vanish until the next casting. Few spells have a duration greater than instant, and none whatsoever have a duration greater than two posts.

    • Speed - This magic isn't conducive to speed, it focuses on raw power and potent defense rather than agility and quick attacks. Those who have a magic style based around speed can more easily avoid these attacks, though when it does hit it generally hurts badly as speed and defensive power tend to be more exclusive.

    • Sacrifice - The first time in a thread that the magic is used, the user must come into contact with fresh blood. While others more inclined to embrace the nature of this magic have taken to using the blood of a subordinate, Jackie carries a ring with a small spike which she turns inwards to prick her own palm when necessary. This costs 2HP.

    • Weight - The constructs created by this magic are heavy. It's not so much that the wizard employing Iron Tyrant can't lift them, but that they have less power to stop them once they're moved around.


    Lineage:Seductor's Touch
       Description: You come from the blood of those who are masters of speechcraft. Hidden from the public, usually, unless they require something, these particular mages can seduce anyone to do almost anything.
       Ability: The user is able to bend the will of anyone but mages and the undead.  Can't command anyone/thing with a higher effective rank than the user(S Max). Anyone targeted by this has to do anything commanded by the user.
       The user gains a single user-ranked spell related to mind control(Max S-rank) in addition to their spells and is in general more seductive and alluring.
       Usage: 2 post duration with a 6 post cooldown. Gains a mind control-like spell in addition to their own spells of S-rank or lower.

    Generally, this lineage affects Jacqueline's application of iron tyrant by making the armor look less practical and have more elegant as well as revealing traits. There's no loss of power, though.

    Unique Abilities:

    • Cruelty - Iron Tyrant isn't a kind magic inherently. It draws strength from a will to achieve victory and to inflict pain. It is inherently, the magic of a tyrant and its name is drawn from that. On the other hand, it is /usable/ without a focus on inflicting pain but ultimately it is weaker and its maximum potential is stunted otherwise. This adds +2HP damage to attacks done against a target at less than half health, as the clear amount of pain that the target is in fuels the magic. This is actually a pretty tiny amount of amping... I advise +25% to Unarmed Melee Damage, and +15% to Magic Damage when attacking an opponent with half HP or less. Then if the target is at 1/4 HP or less, it increases to +50% Unarmed Melee Damage, and +30% Magic Damage.

    • Intimate - Iron Tyrant is very much tied to the user. Over time, it adapts to the user's particular brands of inflicting pain and suffering. Some theorize that this could be used to redeem it, but that would require a great deal of work and magical theory application. On an out-of-character level, I plan to use this to rewrite the magic after a substantial amount of plot and character development. Seems Legit.

    • Imposing - Iron Tyrant has a supernaturally imposing aura around it. That's not to say that it automatically cows people, but those who lack confidence may find it intimidating or menacing. Generally, those who are weaker than (Spell's Rank - 1) will feel at least some amount of fear when facing said spell. The penalty for intense fear is a +2% cost to mana expenditures when casting spells directed at Jackie, and may be taken if the affected target's player feels they would be cowed. On average, overly pure or easily scared people who have such things defined in their personality traits will succumb to this while the headstrong will likely balk at such a thing. Seems Legit... bully >.> (just kiddin')


    Spells:

    Name: Iron Hand
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: Three posts
    Description: Iron Hand is one of the more basic enhancements of the Iron Tyrant, a gauntlet with clawed fingertips. It enhances the strength of the wearer and allows them to deal enough damage to equal a strike from a trained swordsman. The casting involves a precise channeling of magic energy alongside certain gestures of the hand. The gauntlet travels up her forearm, and though some of her hand is exposed the mystical protection covers the general area of a traditional gauntlet. Please specify how much the Strength Increase is, or if the strength increase is more of a plot increase and doesn't effect PvP damage
    Strengths: Versatile, Concussive

    • Versatile - The Iron Hand spell can be used as a blunt or slashing weapon as the user pleases. On the whole, this isn't terribly useful but having a claws or a fist as one pleases for the single attack is quite helpful if you're facing an enemy with specialized armor.

    • Concussive - Iron Hand carries a lot of force behind it, and tends to knock those struck by it back. Even those specialized in strength tend to skid a few inches. As a PvP only thing, add in that opponents C Rank and above will be able to resist this

    Weaknesses: Commitment, Gestures, One-Shot


    • Commitment - In general, Iron Hand's manifested gauntlet is a bit heavy and one must commit to the strike more than usual. It doesn't lend itself well to rapid attacks, nor does it to recovery after a strike. If it misses, extend the duration of the recovery by one post to a total of four posts.

    • Gestures - Jackie must be able to use either of her hands to manifest the gauntlet. If someone were to grab it such as she would be unable to bend her wrist, the gauntlet would be unable to manifest. Breaking her wrist would certainly cause her to be unable to use it on that hand until she recovers.

    • One-Shot - This spell is only used for one hand at a time, as greater displays of the armor are beyond Jackie as of this spell's first uses. Flurries of blows are out of the question, as are extended uses of strength beyond a simple heaving throw.


    Name Chain of Oppression
    Rank: D
    Type: Offensive, possibly Metal element if that's a thing. It's a thing.
    Description: Ejecting a chain from the gauntlet, this allows the wearer to attack from a short range of about 5 meters, or roughly 15 feet. It can be regenerated if broken, but this takes more time and generally a re-invocation of the gauntlet. Further, the chain is rather fast and if necessary can be used as a simple projectile weapon rather than an ensnaring one.
    Duration: Instant An instant duration means this chain is cast, and immediately is gone. I advise increasing this to 2 posts, and you can leave the CD at 3.
    Cooldown: 3 posts
    Strengths: Restraining, Fast

    • Restraining - It's a chain, and as a chain can be used as a restraint or else to choke individuals. This might get past some defenses more focused around soaking impacts rather than defending against asphyxiation or rope-like weaponry.

    • Fast - The chain in particular, is capable of being ejected at such a speed as to be damaging as an impact rather than asphyxiation. It's not as damaging this way when used as something other than a garrote, but the fact that it can be used in such a manner affords it a bit more flexibility.


    Weaknesses: Destructible, Two-Way Street, Recovery

    • Destructible - The chain isn't terribly durable, and may be cut or otherwise broken by anyone wielding such a technique against the chain in question.

    • Two-Way Street - The chain can of course, be used to grab other enemies. What it can't do however, is detach from the gauntlet itself. If someone were to grab it, they could easily use it against Jackie and swing her around instead of the other way around.

    • Recovery - The nature of this spell is simple: It's manifesting a chain ex nihilo from the gauntlet itself. However, if it's to be fired again while the gauntlet is maintained it must be recovered and launched once more or else the gauntlet dissipated and re-summoned. Hence, any misses take four posts to recover prior to usage of this spell again.


    Name Tyrant's Will
    Rank: D
    Type: Defensive, Support
    Description: A general-purpose or else defensive application of Iron Tyrant, this spell is a manifestation of a particular piece of armor to reinforce the body rather than attack. On top of that, the armor adds to the bodily strength of the wearer wherever it covers. Please keep in mind, during PvP this can withstand either 2x D Rank hits OR 1x C Rank hits.
    Duration: Instant As stated above, Instant implies it comes and is immediately gone. I advise increasing this to 2 posts, and you can keep the cooldown at 3.
    Cooldown: 3 posts
    Strengths: Physical Power, Reinforced

    • Physical Power - The armor increases the user's physical power, amplifying it to substantially greater levels. This level would be considered blatantly superhuman by real-world standards, though due to its lack of sustained power it's nowhere near as useful as it would be otherwise. Please specify the boost, or if the boost is a plot boost that grants no bonus damage in PvP

    • Reinforced - The armor is heavy, and the strength it grants is potent. As such, any effects that might otherwise toss the wearer about or knock them back are mitigated moreso than might be expected. For PvP attacks of C Rank or above would be enough to knock you back, but the distance it does is cut in half. B Rank is 25% less knock back, and A Ranks would have full range for the knock back.

    Weaknesses:  Conductive, Awareness, Magnetism

    • Conductive - It's not a great leap of logic, but regardless this defense has less potency against an energy-based attack. Energy-based methods that produce a strictly physical attack such as an ice element user creating a large spike projectile do not count towards exploiting this weakness. Attempting to use the sheer cold to damage or slow her however, does.

    • Awareness - This defense relies on Jackie knowing more or less where the blow is going to land. As such, exceptionally fast attacks or those she's unaware of completely bypass this defense. Particularly well-executed feints or blinding attacks may prevent this from being used effectively as well.

    • Magnetism - An uncommon yet still not unheard of effect when it comes to wizards, magnetism may be wielded to greater effect against Jackie. The armor's status as being unable to be removed unless dismissed is a double-edged sword given the consideration that while it prevents disarmament, it also can allow for her body to be almost directly manipulated through magnetism while others may find themselves free of such a burden.


    Name Boot On Face
    Rank: D
    Type: Offensive
    Description: A relatively simplistic in name attack, this involves Iron Hand as applied to the leg. A single metal sabaton that almost more resembles a dress boot than a piece of armor manifests. Of course, it's high-heeled on account of the appearance resembling a dress boot. Strangely and perhaps owing to the purely aesthetic portions of these spells, it does nothing to slow her down. If anything, it increases her mobility. What's more, the stiletto-heeled sabaton also provides a piercing weapon where the Iron Hand would be blunt. Please specify how much her speed/agility is increased by.
    Duration: Instant To make full use of speed buff I advise upping this to 2 posts, or 3 posts if you're okay to up the CD to 4 posts. Otherwise it can be a single attack kind of thing...
    Cooldown: 3 posts
    Strengths: Armor-Piercing

    • Armor-Piercing - The heels on her sabatons act much more like the stiletto daggers for which the design is named than the heels themselves, at times. This attack is much more effective at punching through heavier armor than some others. For PvP purposes only, D Ranks would have 100% penetration, C Ranks would be 50% penetration, A Ranks 25% penetration, S+ Rank would have 0% penetration.

    Weaknesses: Balance, Telegraphed

    • Balance - As is the nature of the attack, a miss can cost her. It's a kick at least, or a diving strike at most. Either way, the fact that the weight of the sabaton would throw her off produces a substantial problem. Any misses extend the cooldown by one post, to a total of four.

    • Telegraphed - It's not a particularly fast attack, especially when used to its fullest power. This attack is in general, a more invested extension of the basic philosophy of Iron Tyrant. More powerful, but easier to evade than most other attack spells in the magic.


    Name Wicked Command
    Rank: D
    Type: Support, Mental
    Description: With a gesture or a few spoken words, Jackie is capable of causing most weak individuals to acquiesce. It's often through the lens of terrified awe, rather than anything else. In the past, others have developed a similar channeling of Iron Tyrant's aura, but this has a vaguely more benevolent bent in that the aura channeling induced pants-wetting fear rather than any form of reverence. It would have to be specified that players could brush this off if they felt like OOC... having absolute dominion over a player IC can become a bit much.
    Duration: 2 posts
    Cooldown: 6 posts
    Strengths: Control, Area, Intention Manifest

    • Control - Jackie can order individuals around easily, so long as they are capable of communicating with her. They will generally do so out of fear that if they don't do something, there'll be hell to pay with her as the devil. She doesn't like using this power unless it's on a notable enemy, mostly because it leaves a lasting and almost always negative impression on the individual so affected.

    • Area - This spell can in fact, affect multiple targets at once. It does however, require Jackie's concentration. She could call out to, 'Honorless Thieves' in a market square but unless she knew which individuals were in fact thieves, she wouldn't be able to target them. They'd likely feel a chill and know that she's trying to affect them with magic, but they wouldn't be compelled to obey. Please specify the range of the spell. It can be anywhere between 0 and 20 meters in radius (40 meters diameter).

    • Intention Manifest - Jackie doesn't actually have to speak to use this spell. So long as she strongly and unambiguously conveys her intent, she can attempt to command a living creature. That of course, relies on being able to convey her intent to begin with. In the case of animals, this often means mimicking their behaviors such as snarling at wolves or roaring at bears.

    Weaknesses: Obvious, Undead Immunity, Personal, Language Barrier

    • Obvious - This power is extremely obvious in its usage. Even those not commanded can feel the resonance of it in the general area. Its ominous aura can lead to some very bad assumptions in those who don't know her.

    • Undead Immunity - Whether simple zombie-like thralls or intelligent undead, the minds of such creatures are too different on a physical and mystical level for Jackie to affect them so.

    • Personal - Jackie has to be able to be in the individual's presence to affect them. She cannot attempt to use this spell through the written word, or by long-range communication if such a means is provided to her. Only the range of her natural voice and visibility can provide her with the means to command someone.

    • Language Barrier - Naturally, Jackie has to be able to communicate with someone to use this spell. If someone can't understand her, be it due to not speaking the same language or not coming from a culture with similar concepts that would allow for gestures to be used instead, this spell flat-out fails and any mana used on it is wasted.

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    Iron Tyrant Empty Re: Iron Tyrant

    Post by FairyDance 25th January 2016, 6:25 am

    Made the requested changes, also removed the defense advantage from the magic as a whole as it was phrased like a weakness rather than an advantage. Subsequently, I've also removed the duration weakness since it seemed like we were moving away from that.
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    Ninetails Derpfox

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    Iron Tyrant Empty Re: Iron Tyrant

    Post by Ninetails Derpfox 26th January 2016, 2:25 pm

    sorry it took so long to get back to you. If you'd like to reduce the duration of your spells to 1 post, it would still allow them to be present on the field for some time, and you can maintain the aspect of the magic having naturally short duration. If you're fine with it as is, let me know.
    FairyDance
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    Iron Tyrant Empty Re: Iron Tyrant

    Post by FairyDance 26th January 2016, 8:43 pm

    Fine as-is.
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    Iron Tyrant Empty Re: Iron Tyrant

    Post by Ninetails Derpfox 26th January 2016, 9:04 pm

    Alright then, just a few more tweaks and we're done here.

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