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• Patch Notes •                 • New User Guide •                • Guild Information •

    Requip: Heavy Weaponry

    Alistaire
    Alistaire

    Player 
    Lineage : Blizzard Wizard
    Position : None
    Posts : 20
    Guild : Golden Phoenix
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 50

    Character Sheet
    First Magic: Requip: Heavy Weaponry
    Second Magic:
    Third Magic:

    Requip: Heavy Weaponry Empty Requip: Heavy Weaponry

    Post by Alistaire 26th January 2017, 2:33 pm

    R E Q U I P

    Primary Magic: Requip: Heavy Weaponry
    Secondary Magic: -
    Caster or Holder: Holder
    Description: Requip magic is possibly one of the most common and well known magic types out there. This magic simply allows the user to store certain items in a pocket dimension and to summon those items in whatever situation they might be needed. It's a simple yet very powerful ability to have, since it grants the user a lot of versatility on the battlefield. Some wizards, however, have a specific preference for what kind of items they want to wield. Some decide to focus on defense and are left with lacking offensive abilities, while others decide to go for a more balanced requip kit. Personally, Alistaire decided to go for a requip that’s almost completely focused on spell weapons, all of which have one thing in common.
    They’re really good at destroying things.

    Instead of wielding puny swords and little spears, Alistaire favors more menacing and modern ranged weapons like flamethrowers, rocket launchers, grenade launchers etc. These casual weapons, however, are nothing compared to the more devastating powers of this magic. The reason why this requip is called Heavy Weaponry. That name was given to it thanks to the incredible and insanely giant cannons and other weapons specifically designed to take down the biggest constructs in merely a heartbeat.

    Requip: Heavy weaponry obviously is a very offensive requip with little defensive/supportive abilities. The few defensive and supportive tools that this requip does have, always have some way to cause to havoc as well. Though focusing on ranged weapons, Heavy Weaponry has a few melee options to aid the wielder when their enemy is far too close. Almost every single weapon that makes it into Heavy Weaponry has been specifically designed to cause destruction on a greater scale. Some weapons might look innocent, but they sure as heck aren’t.

    Alistaire uses this magic exactly what it’s good at; destroy things. With the use of slow but devastating attacks he makes dust of multiple enemies at the same time. The only problem is that he often hurts himself while doing so, since playing around with explosives isn’t exactly safe.
    STRENGTHS
    Multiple Targets:
    A lot of his weapons are designed to take on multiple enemies at the same time.
    Both Ranged and Melee:
    Alistaire wields weapons with very different ranges. From anti-tank rifles to shotguns and flamethrowers. Can fight in many different positions.
    Elemental buffs:
    Most of his weapons have been given certain elemental capabilities.
    Anti-Barrier:
    Some weapons have special passives/actives specifically made to destroy barriers and armor. Can grant an advantage over very defensive magic types

    WEAKNESSES
    -Double edged sword:
    Due to working with heavy weaponry and not being a 7’8” beast of a man that can pack a large punch, it isn’t uncommon for his weapons to get himself or his allies hurt once in a while. also the insanely loud noise will properly make him go deaf in a few years
    -Immobile:
    Despite having a few mobility items at his disposal, they cannot change the fact his heavy hitting weapons are usually stationary or too heavy to be sprinting around with. This means that Alistaire often stays in the same position for a long time, making it easier for his enemies to hit him.
    -Slow:
    Though there are some exceptions, most of his weapons do not have a stable damage output. Instead, they fire large projectiles that often require Alistaire to charge them up. Anyone with a very quick and mobile fighting style can easily counter Alistaire.
    -Elemental:
    Though elemental additions to abilities can be really useful, it also causes a disadvantage when fighting a slayer of certain kinds as they can consume some of the elements used by Alistaire. They’ll be blown up before they can even try though.
    -Low Defense:
    Since the focus is mainly on offense, this requip heavy lacks in defense and barely makes use of spell armour. Causes extra vulnerability.

    LINEAGE
    Blizzard Wizard:
    Description: In ancient times there was an island made entirely of magical ice crystals. The people who lived there melted the magical ice and drank it daily instead of regular water. They needed the gifts the ice provided to survive during the cold winters. They could withstand the cold temperatures and icy winds. After many years, the gifts became part of their blood and it was passed down over the generations through reproduction. Some mages moved to the mainland to start their families there and so the unique and rare bloodline spread over Fiore. Mages with the bloodline today can call upon these gifts to gain a light blue aura around them that protects them from cold temperatures and the freezing effects of ice and ice magic. The ice can still harm them physically, but it cannot freeze them while they use this power.

    Ability: Immune to freezing and chilling effects (low temperatures), cancels freezing effects if used. Gives the user a 25% resistance to any and all ice spells, regardless of rank. They gain a single user-ranked ice spell (S Max) or a user-ranked minus one signature ice spell (A Max) in addition to their spells.

    Usage: Passive.

    UNIQUE ABILITIES
    Polarity
    -Allows Alistaire to push and pull his weapons, allowing him to quickly get weapons back to him when disarmed. Also, this ability can be used creatively to deal damage with his items without actually firing them but instead just pushing them towards his targets. This ability allows Alistaire to move his weapons around at max. 3 meters per second, and has a max range of 15 meters.

    Motivation
    -Upon hitting a target with heavy melee attack or when hit by an enemy, Alistaire gains a 5% damage boost. This effect can be triggered four times, giving him a total of 20% bonus damage. Motivation will last until the fight ends.

    Utility Goggles
    -Every time Alistaire summons one of his tools, a pair of goggles with red lenses(Similar to the ones worn in this picture) will also be summoned. These goggles don't only reduce the effect of blinding effects by 30% and have a heat-vision mode (can be toggled), they also have a special system built into them that is crucial for some of Alistaire's weapon.

    The function was simply named "Lock on", allowing Alistaire to target enemies by simply following them with his eyes for roughly 3 seconds before saying "lock on". The goggles will then cause the target to look as if its glowing dark red (only when looking through the goggles), indicating that they're marked as the main target. Additionally, Alistaire can quickly pinpoint targets as "Innocent" or "guilty" telepathically while looking at them, having them displayed with a slight yellow glow if they're innocent or orange if they're guilty. The marking does absolutely nothing on its own, but is quite the important tool for a few of Alistaire's weapons.

    spells:
    LOCKED:
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    Requip: Heavy Weaponry Empty Re: Requip: Heavy Weaponry

    Post by Guest 28th January 2017, 2:57 pm

    Requip: Heavy Weaponry VkztGmZ

      Current date/time is 28th March 2024, 10:56 pm