ReQuip: Hazardous Arsenal

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    Aliarey Casady

    Knight VIP Status- Regular VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- The Being- Summer Special Participant- Player -
    Lineage : Lacnites
    Position : None
    Posts : 290
    Guild : Guildless
    Cosmic Coins : 85
    Dungeon Tokens : 0
    Experience : 2,475

    Character Sheet
    First Magic: ReQuip: Hazardous Arsenal
    Second Magic:
    Third Magic:

    ReQuip: Hazardous Arsenal

    Post by Aliarey Casady on 24th May 2017, 8:26 am

    Magic


    Primary Magic: Hazardous Arsenal

    Second Magic: N/A

    Third Magic:

    Magic Type: Re-Quip

    Description:

    As most people in the magical world know, Requip magic allows the user to pull an arsenal of weapons and armor they have stored away in a different pocket dimension. Aliarey prefers to use such an ability to store weapons specialized for mid-range to range combat as well as mechanisms to help her escape any scenarios she finds too dangerous. Any armor summoned helps with her mobility and attack buffs rather than full on protection from other spells. Its name Hazardous Arsenal basically implies that it is a risky magic to use. With low defenses and its AoE attacks, the user themselves could end up damaged at low ranks depending on the situation and opponent. At higher ranks access to more protective abilities and spells may open. As of right now, the basic outline is to always be on the move while attacking and to never give an opponent an opening.

    Aliarey currently uses sets of dual revolvers, explosives, and turrets for her spell weapons to send out a storm of attacks in order to make it difficult for an opponent to get close or find an opening. At higher ranks her spells will add in missiles, lasers, and cannons for a more explosive bombardment and her lineage will help with more heavier weaponry. Her magic is best left for working solo rather than in a team, unless the team members are situationally aware of her turret placement and attacks and don't expect buffs. If she must partner up then team members that specialize in range are ideal as melee will have the highest chance of being hit by friendly fire.

    Lineage:
    Lacnites

    Sacred Library Post For Approval Proof

    Description:
    After a mission had gone terribly wrong and she failed to take out her target successfully, Aliarey had been captured and put into some weird experimentation. She managed to escape, but not entirely unchanged. The experiments involved mixing magic lacrima and advanced technology from Mirai. Now millions of very tiny magic robots flows through her body and bloodstream. While having them is an outright invasion and constant reminder of the experimentation, they are not without certain benefits. Many different enhancements have come from the existence of the lacnites. Aliarey has become much stronger and faster than before, and even her energy levels are constantly being replenished automatically. She has even found that she has gained different abilities that compliment the magic she had already possessed while also being able to take on and use different tactics she was unable to before. While she may have developed things that are along the lines of more superhuman than others, she is still very much human and intends to remain as such, but that doesn’t mean she won’t be using the tiny bots to her advantage. Now she is a rare breed of human that has a connection to magical and normal technology that others can only imagine, and, as an added effect, has become even more deadly for her enemies.

    Abilities:

    Status Recovery:
    The lacnites are quick to activate their healing mode whenever Aliarey is injured. They will heal her for 5% every other post. The healing may be small, but the bots never stop, and their very presence in her body makes it so she can’t die from what would normally be fatal injuries. If she were to lose limbs, the lacnites will boost their power and quickly regenerate them. As an added bonus, they will also clear all harmful status effects such as burns or poison of her rank and lower. This can only be done once every 3 posts, however.

    Magical Enhancements:
    To compliment the health recovery lacnites, mana recovery ones have been added as well. They will restore 5% of MP per post. In addition, they are the bots that support her magical side and therefore release constant charges to her magical energy flow and have altered it a great deal. From this, she is able to use psychic abilities she never had before. When it comes to weapons and technology, she can use telekinetic powers to use and interact with them. She can also mind read and mind control normal npcs. For use against other players for plot (does not work in pvp) obvious OOC permission is required.

    Stat Enhancements:
    The lacnites that run through her body also serve another purpose than keeping her alive. The experiment robots were programmed to also provide Aliarey and anyone else with them certain stat boosting enhancements that would serve a better purpose while in combat. Her strength and speed are increased by 50%.

    Infiltrator:
    The lacnites that don’t focus on recovery and enhancement are part of a set that grant special abilities. They are a very experimental type that grant the body they are in magic abilities that make for a better infiltrator and assassin, and the perfect type of person to be used for missions that require a bit more stealth and trickery in general. The user is given 1 extra spell slot of each rank up to S to be used for this lineage. Spells for this lineage must follow normal magic rules, and are to be reviewed and graded in the magic application.

    Lacrinite Manipulation:
    The lacnite technology had an odd reaction to her normal Requip magic when the experiments first began. They kept getting sucked into her storage pocket dimension instead of remaining in her bloodstream. The issue was eventually corrected, but not before the space became littered with the magic technology. With the ones in her body linking up with the ones in her magical storage space, Aliarey can summon them to the normal world as if they were a requip. They combine and form into a type of metal armor that increases both magical and physical defense by 25%. The armor can be further manipulated to form weapon attachments from its metal material. The types that can be formed are bladed types, not guns or cannons, and are always attached to the armor. While they normally are melee range, the lacnites can extend the weapon to reach maximum burst ranges of the user’s rank, up to S. They also share the same damage and durability as a normal requip weapon of the user’s rank, capping at S. Up to two weapon attachments can be made. Lasts for 5 posts with a 10 post cooldown.

    Plot Abilities:
    Semi-Immortality - The lacnites release small amounts of energy that halt the aging process and prolong Aliarey’s life
    Cyber Link - Using the lacnites, Aliarey can link up with different forms of technology in the environment to either obtain information or to even communicate with machinery

    Usage:
    Passive:
    -HP and MP recovery
    -Can clear status effects
    -Has some psychic abilities
    -Boost to Strength and Speed
    -1 Extra Spell Slot per rank up to S

    Active:
    -Gains access to an ability that creates armor for a small damage resistance bonus as well as weapons
    Unique Abilities:


    Weapon Copy - Passive. Whenever Aliarey uses her offensive requips (not turrets), a copy of them will float in the air beside her for extra basic attacks. They fire automatically and don't need her to operate or take hold of them. They do the same requip attack damage as the original, but do not come with the active or passives of it. The floating weapons stay within her burst range, currently 50m.

    Tower Defense Game- Active. For half the cost of the original turret, more turrets of the same type can be summoned and placed. A maximum of 3 extra turrets can be summoned, however, even though they can be considered as copies of the original, each newly summoned turret only has half the full hp of the original and also does half the damage.

    Weapon Obsession - Passive. Being disarmed could end up being a death sentence for Aliarey. Knowing this, she trains herself with each obtained weapon to become very attuned with it and create a strong link between it and herself. Therefore, if she is ever disarmed, spell weapons as well as regular weapons will teleport back into her grasp. As another side effect to her training and link with her weapons, her magical and physical damage with weaponry is increased by 25%. Locked Until S Rank

    Signature Spells:

    Explosive Contact:

    Name: Explosive Contact
    Rank: B
    Type: Offensive, Single Target
    Damage: 80
    Range: Melee
    Speed: 200 m/s
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Ranged assaults can only get a person so far against very difficult opponents for they tend to have ways of getting up close no matter what they are facing. Due to this, Aliarey has trained herself to harness her own magical energy and let it form into a caster explosion rather than a summoned requip. Whether she be touching an object or just using the air in front of her hands she is able to cause an instant mini explosion that causes user rank damage (currently B). Caps out at S rank.
    Passives:

    Speed Enhancement 1 - Aliarey's speed is increased by 40% - Replaces a D Rank Slot
    Speed Enhancement 2 - Aliarey's speed is increased by 40% - Replaces a D Rank Slot
    Physical Damage Enhancement 1 - Aliarey's strength is increased by 40% - Replaces a D Rank Slot
    Physical Damage Enhancement 2 - Aliarey's strength is increased by 40% - Replaces a D Rank Slot
    Magic Spells:

    C Rank:

    Gatling Turret Disc:

    Name: Gatling Turret Disc
    Rank: C
    Type: Weapon, Offensive, Multi-Target
    Damage: 14, 30, 45
    Re-Quip HP: 90
    Range: 30m, 60m, 90m
    Speed: 30 m/s, 65 m/s
    Duration: 5

    Description:

    Aliarey summons a small metal disc from her personal magic storage. Once she has picked a spot she can throw the disc at the desired location where it will then morph into a small turret upon landing. The basic shots from the turret go as far as 30m with a speed of 30 m/s.

    Mini Turret Form:

    Passive: Explosive Exit; AoE - When the duration of the weapon is up or when destroyed the turret will then explode, causing a small explosion 60m around its location at a speed of 30 m/s and doing 50% of C rank spell damage to those within range.

    Active: Rapid Fire - The gatling turret will go into full rapid fire mode as it shoots in a frontal cone with its barrel going from left to right. Its standard ammo is replaced with more powerful ones and therefore each shot is capable of dealing 75% of C rank spell damage per hit. Range of 90m and a speed of 65 m/s.
    Water Gun:

    Name: Water Gun
    Rank: C
    Type: Weapon, Offensive, Single Target
    Damage: 14, 60
    Re-Quip HP: 90
    Range: 30m, 120m
    Speed: 30 m/s, 120 m/s
    Duration: 5 Posts

    Description:

    Water guns for children? Nonsense. Aliarey has made sure to include a silly looking toy into her arsenal for giggles. Giggles for herself. Enemies not so much. Its basic shots go as far as 30m at 30 m/s.

    Passive: Water Hurts - Some water guns have enough pressure behind the water shots that it hurts. Have that with a magically enhanced version and its going to hurt even more. Shots fired from this gun are stronger than even normal requips of its rank. Re-quip damage for this weapon is increased by 45%.

    Active: Water Tag - A much more powerful and larger blast of water is released from the gun. It goes as far as 120m at a speed of 120 m/s towards a single target, doing full C rank spell damage upon impact. Can be used once per post throughout this re-quip's duration.
    B Rank:

    Ember Revolvers:

    Name: Ember Revolvers
    Rank: B
    Type: Weapon, Offensive, Multi-Target
    Damage: 21, 60
    Re-Quip HP: 150
    Range: 50m, 150m
    Speed: 50 m/s, 110 m/s
    Duration: 6 Posts

    Description:

    Wanting to one day have a jack of all trades storage of weapons, Aliarey has made sure to include the idea of covering the basic elements into her arsenal. Starting with fire this particular spell requips a pair of revolvers specialized in the element. Speed of released attacks from each gun are 50 m/s with a range of 50m. Depending on the situation or opponent its method of attack can be altered by using its active ability to switch from single shots to a multi fireball assault.

    Ember Revolver Appearance:

    Passive: Pyromania - All shots fired from these guns are of the fire element and will leave a burning effect on struck targets, burning them for 5% of their HP every post for 6 posts. This can be removed but it can also be re-applied if the target is hit again. Does not stack with each hit or reset the duration.

    Active: Flame Shower - Combines the magical energy of each revolver to form a larger fireball. The fireball scatters once released, sending a group of mini fireballs towards the target that deals 75% of B rank damage each. Range of 150m, speed of 110 m/s.
    Laser Tasers:

    Name: Laser Tasers
    Rank: B
    Type: Weapon, Offensive, Single Target
    Damage: 21, 80
    Re-Quip HP: 150
    Range: 50m, 200m
    Speed: 50 m/s, 200 m/s
    Duration: 6 Posts

    Description:

    A simple looking pair of black pistols that are actually filled with blue electrical energy. Each one is capable of firing standard shots at targets at a range of 50m with a speed of 50 m/s. It’s active allows for the power of the guns to be combined into an electrical beam shot that does higher damage to the target than its single shots.

    Appearance:

    Passive: Electric Spike - All normal shots fired are of the lightning element. Targets hit with its shots will lose 5% of their MP due to the energy jolts. Can only happen once per post per target.

    Active: Electric Surge - Combines the energy from both guns in order to overload them with a strong dose of electrical energy. Once the energy is released, an electrical beam travels towards a target at 200 m/s with a range of 200m and does C rank spell damage upon contact. As a side effect from being hit with a strong dose of electricity, the target will be paralyzed for 1 post. This can be used every post of the weapon's duration but the paralyzing effect can only happen every other post if attacking the same target.
    Freeze Guns:

    Name: Freeze Guns
    Rank: B
    Type: Weapon, Offensive, Supportive, AoE
    Damage: 21, 40
    Re-Quip HP: 150
    Range: 50m, 100m
    Speed: 50 m/s
    Duration: 6 Posts

    Description: A set of dual pistols that contain the ice element and can freeze targets for one post. Each gun's basic shots can go as far as 50m at a speed of 50 m/s.

    Appearance:

    Passive: Cryo Gunner - All shots fired are of the ice element. Those hit with the chilly projectiles will have their speed reduced by 50%. This does not stack.

    Active: Freeze Ray - Combines the energy from both guns to generate more chilled magic. Upon doing so, the user can then fire an AoE ice beam that can put out 50% of B rank spell damage as well as freeze opponents for 1 post. Speed of those hit will also be reduced by 60%. Distance of the attack can go as far as 100m at a speed of 50 m/s. This ability can be used every post of the re-quip's duration, but the freeze effect can only occur on the same opponent every other post. The debuff also does not stack but can be re-applied when removed if a target is hit again.
    Chain Gun:

    Name: Chain Gun
    Rank: B
    Type: Weapon, Offensive, Multi-Target
    Damage: 21, 60
    Re-Quip HP: 150
    Range: 50m, 150m
    Speed: 50 m/s, 110 m/s
    Duration: 6 Posts

    Description:

    A gun with bladed edges that is connected to a chain whip. The chain itself is 6 ft in length. The bladed edges can act as a melee range weapon while also being able to deal mid-range damage if the user uses it in whip style. The projectiles fired from the actual barrels provide further range offensive. They can go as far as 50m at a speed of 50 m/s.

    Appearance:

    Passive: Enhanced Damage - The re-quip damage of this weapon is increased by 50%.

    Active: Whips and Chains - An attack where Aliarey swings the chain rapidly in front and around herself, doing 75% B rank damage per hit. Red energy beams are created from the swings that make the attacks travel further than the chain itself would allow, making it capable of hitting multiple targets at a range of 150m with a speed of 110 m/s. Can be used every post of this weapon's duration.
    Rocket Launcher:

    Name: Rocket Launcher
    Rank: B
    Type: Weapon, Offensive, AoE, Multi-Target
    Damage: 21, 60
    Re-Quip HP: 150
    Range: 50m, 150m
    Speed: 50 m/s, 110 m/s
    Duration: 6 Posts

    Description:

    What weapon specialist could go without one of these? This weapon fires mini rockets that travel to a target as far as 50m with a speed of 50 m/s. Passively it is only capable of dealing AoE damage, but with the active it can fire stronger rockets that make a more lethal multi-target assault.

    Passive: Spreading The Love - Rockets launched from the launcher act as an AoE attack rather than single target. All targets near the impact of the rocket will be hit with B rank re-quip weapon damage (21hp).

    Active: Rocket Assault - A special compartment will appear on the launcher that contains several stronger rockets. They all fire in rapid succession at a range of 150m with a speed of 110 m/s. The rocket attack can hit several targets at once for 75% B rank spell damage per hit. Can be used every post of this weapon's duration.
    Security Turret Disc:

    Name: Security Turret Disc
    Rank: B
    Type: Weapon, Offensive, Single Target
    Damage: 21, 80
    Re-Quip HP: 150
    Range: 50m, 200m
    Speed: 50 m/s, 200 m/s
    Duration: 6 Posts

    Description:

    Like many turrets before this one, a disc is summoned that then forms into a turret. Unlike the others, this one will not fire immediately. Its firing barrel will rotate until a target is within its line of sight. Once a target is locked on, it will begin to fire at a range of 50m with a speed of 50 m/s. Aliarey can switch its placement at any time during its duration.

    Appearance:

    Passive: Blending In - The turret comes equipped with a stealth generating lacrima technology. It will be invisible to those of equal or lesser rank unless they have abilities capable of spotting it. Aliarey can also change its position anytime throughout its duration.

    Active: Ghost Shot - A strong magically enhanced missile is shot from the turret, going as far as 200m at 200 m/s towards a single target. If it makes impact it will do B rank spell damage on the target. This shot is capable of passing through normal and magically produced barriers, walls, and shields. The first use requires no MP cost as part of the ability, but the next shot requires Aliarey to use the same amount of MP that was used to create the shield if her intention is to have the missile pass through it. Can be used once per post throughout the re-quip's duration.
    Heal Grenade:

    Name: Heal Grenade
    Rank: B
    Type: Weapon, Support, Single Target
    Duration: 1 Post

    Description:

    A typical looking grenade materializes from the user's storage realm and when thrown, instead of exploding and doing damage upon landing, it has healing properties.

    Passive: I'm My Own Medic! - Once the grenade materializes the user will be cured of harmful status effects that are of equal rank or lower.

    Active: Me Before You - Aliarey detonates the grenade on herself, unleashing a green-colored mist that will heal her for the equivalent of B rank spell damage. Does not work on allies.
    Advanced Spells:

    Laser Cannon Turret Disc:

    Name: Laser Cannon Turret Disc
    Rank: C+
    Type: Weapon, Offensive
    Damage: 21, 45
    Range: 90m
    Speed: 45 m/s
    Duration: 6 Posts

    Description:

    Another type of turret disc that forms into a cannon once a spot has been chosen for placement.

    Passive: Explosive Exit v2 - When the duration of the weapon is up or it is destroyed the turret will then explode, causing an explosion 90m around it at a speed of 45 m/s that will cause 50% of C+ spell damage to anyone within range.

    Active: ??? - ???
    Flame Turret Disc:

    Name: Flame Turret Disc
    Rank: B+
    Type: Weapon, Offensive, Burst, AoE
    Damage: 31.5, 120, 60
    Range: 75m, 150m
    Speed: 75 m/s
    Duration: 8 Posts

    Description:

    A disc that forms into a turret that is larger than the mini turret. It has the element of fire in its attacks and its basic shots go as far as 75m at a speed of 75 m/s.

    Appearance:

    Passive: Heatwave - The turret emits a small aura of extreme heat that can damage those for B+ rank spell damage if they are within it. The aura goes as far as 75m.

    Active: Inferno - The flame turret unleashes a flame AoE attack 150m around its intended targets and at a speed of 75 m/s that causes 50% of B+ rank spell damage and leaves a DoT that ticks for 25% of B+ rank spell damage per post for 8 posts, capping at 2.5x B+ damage. The DoT effect can be removed with proper spells and abilities, but it can be re-applied if targets are hit again. This active can be used once per post throughout the re-quip's duration.
    Arm Cannons:

    Name: Arm Cannons
    Rank: B+
    Type: Weapon, Offensive, Single Target
    Damage: 31.5, 120
    Range: 300m
    Speed: 300 m/s
    Duration: 8 Posts

    Description:

    The user requips small cannons that attach to each arm. Each basic shot from the cannons can travel up to 75m with a speed of 75 m/s.

    Passive: Charge Up - The energy within the cannons use a rapidly charging mechanic with each shot. Standard re-quip attacks made with it are 80% stronger.

    Active: Mega Mini Cannon - Aliarey can turn both canons into a larger one that can strike a single target for full B+ spell damage. This can be used every post of the weapon's duration. Range of 300m, speed of 300 m/s.

    Lineage Spells:
    To be filled later
    Extra D Rank Spells:

    6 Purchased D Rank Slots - Proof of Purchase
    4 Used As Passives

    Eye Visor:
    Name: Eye Visor
    Rank: D
    Type: Armor, Support
    Duration: 3 Posts

    Description:

    This piece of equipment looks like nothing more than a simple eye visor made of glass once summoned. However, the item has its own magical properties and while it can be destroyed and sent back to its storage realm after enough hits the glass itself is incapable of breaking. Naturally it can protect against things getting into Aliarey's eyes but it also enhances her vision by providing night vision, thermal vision, and zooming capability up to 30m.

    Appearance:

    Passive: Visual Protection - While not immune to lowered vision statuses such as blinding effects, it does offer some resistance to them by 50 percent when against those of equal or lower rank and 25 percent when faced against those one rank above. The visor even has an overlay with her own magical signature that makes it so the visor is immune to her own spells. Unfortunately, its protection magic is ineffective against spells two ranks and above.

    Active: Vision Roulette - Can switch between normal vision, night, thermal, and zoom modes
    Air Turret Disc:

    Name: Air Turret Disc
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts

    Description: An item that turns into a small turret that can hover in the air at max 15m, and the weapon itself can move at basic run speed. Its shots can go to 60m at a speed of 45 m/s.

    Appearance:

    Passive: Hover - The turret is magically airborne, going as high as 15m. In addition it moves 50% faster while in the air.

    Active: Homing Shot - The turret will scan its target and lock on before releasing a more powerful shot that will follow a target up to 60m and 45 m/s until it makes impact or is forced to alter its path by being parried in some form. Damage is rank D damage and it can only be used one time during its duration.
    Extra C Rank Spells:

    Purchased C Rank Slots - Proof of Purchase

    Jetpack:

    Name: Jetpack
    Rank: C
    Type: Armor, Support
    Duration: 5 Post

    Description: A basic jetpack that allows the user to quickly travel through the air. It can go as fast as the user's C rank run speed, and the highest point in the air it can go is 30m.

    Appearance:

    Passive: Airborne Bombardment - Magic attacks done while in the air have their damage increased by 45%. This buff will expire if the user lands on the ground or when it is destroyed.

    Active: Speed Boost - The jetpack's rockets power up and increase Aliarey's speed by another 55% for 5 posts or until it is destroyed. In addition to this, the powered up jetpack releases a burst of magic energy once per post that will shield Aliarey for 2x C Rank spell damage.




    Last edited by Aliarey Casady on 13th December 2018, 1:51 am; edited 127 times in total


    _____________________________________________________________________________________


    Character Profile
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    Other Signatures:

    Made by Azreal

    avatar
    Aliarey Casady

    Knight VIP Status- Regular VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- The Being- Summer Special Participant- Player -
    Lineage : Lacnites
    Position : None
    Posts : 290
    Guild : Guildless
    Cosmic Coins : 85
    Dungeon Tokens : 0
    Experience : 2,475

    Character Sheet
    First Magic: ReQuip: Hazardous Arsenal
    Second Magic:
    Third Magic:

    Re: ReQuip: Hazardous Arsenal

    Post by Aliarey Casady on 25th May 2017, 3:49 am

    Lineage Spells:
    To be filled later
    Extra D Rank Spells:

    6 Purchased D Rank Slots - Proof of Purchase
    4 Used As Passives

    Elemental Grenade:

    Name: Elemental Grenade
    Rank: D
    Type: Weapon, Offensive, AoE
    Duration: 1 Posts
    Cooldown: 3 Posts

    Description: A different kind of grenade in that it looks very normal at first but the user can switch the elemental power it unleashes when it detonates. It is capable of doing an AoE of 50% D rank damage with a maximum distance of the explosion being 30m.

    Passive: Element Buff - The grenade will give the user a 50% magic damage buff for the set of pistols/revolvers that match the element of the explosion. Lasts for 2 posts.

    Active: Element Switch - The user will change the element of the explosion with this ability. Elements that can be used are fire, lightning, and ice.

    Strengths:

    - AoE damage
    - The element can be switched
    - Buffs the user so long as the pistols used next match the element of the explosion

    Weaknesses:

    - Can only go as far as the user can throw
    - Explodes on impact so no ticking to trick people into holding it
    - Loud and flashy so no go for stealth
    - Having a variety of elements means more types of slayers and enemies that can consume or counter it
    - Can hurt self or allies
    ???:

    Name:
    Rank: D
    Type:
    Duration:
    Cooldown:

    Description:

    Passive: ??? -

    Active: ??? -
    ???:

    Name:
    Rank: D
    Type:
    Duration:
    Cooldown:

    Description:

    Passive: ??? -

    Active: ??? -
    Air Turret Disc:

    Name: Air Turret Disc
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 3 Posts

    Description: An item that turns into a small turret that can hover in the air at max 15m, and the weapon itself can move at basic run speed. Its shots can go to 60m at a speed of 45 m/s.

    Appearance:

    Passive: Hover - The turret is magically airborne, going as high as 15m. In addition it moves 50% faster while in the air.

    Active: Homing Shot - The turret will scan its target and lock on before releasing a more powerful shot that will follow a target up to 60m and 45 m/s until it makes impact or is forced to alter its path by being parried in some form. Damage is rank D damage and it can only be used one time during its duration.

    Strengths:

    - Unlike the other turrets this one can fly
    - Has a speed buff
    - Its active provides a higher accurate attack than its basic shots
    - Firing is automatic aside from the active

    Weaknesses:

    - Its height and speed has a limit so it cannot reach those that can easily fly away
    - No elemental value in attacks
    - The user has no control over its aim for the basic shots or the amount of times it can fire
    - The turret can be brought down easily by magic or weapons that can grab hold of it and force it down
    - Can be destroyed by enemies before duration is up
    Glider:

    Name: Glider
    Rank: D
    Type: Armor, Support
    Duration: 3 Post
    Cooldown: 4 Posts

    Description: A simple looking glider that attaches to the user's back and allows them to glide through the air to either get somewhere from a high distance or to safely land from a high fall.

    Passive: I'm Improvising - When destroyed the user will be left with a small parachute that lasts for 1 post. It has no magical properties whatsoever.

    Active: Mayday! - If the user anticipates getting attacked while airborne they can activate the glider's defenses to absorb an attack equaling the amount of 2 D rank spells. Lasts throughout the duration or until the damage has been absorbed. Once per summon.

    Strengths:

    - Adds the ability to reach lower ground from high places safely or to attack from the air
    - It even comes with an emergency parachute!

    Weaknesses:

    - The glider's speed cannot be increased unless an ally or enemy uses wind magic to do so
    - High and extreme winds can make using the glider difficult if not impossible
    - The user has to already be airborne in order to re-quip it
    - Unless the user has a way to safely land or is low enough, it would not be wise to dismiss the glider prematurely
    Extra C Rank Spells:

    Purchased C Rank Slots - Proof of Purchase

    Jetpack:

    Name: Jetpack
    Rank: C
    Type: Armor, Support
    Duration: 5 Post
    Cooldown: 6 Posts

    Description: A basic jetpack that allows the user to quickly travel through the air. It can go as fast as the user's C rank run speed, and the highest point in the air it can go is 30m.

    Appearance:

    Passive: Airborne Bombardment - Magic attacks done while in the air have their damage increased by 50%. This buff will expire if the user lands on the ground or when it is destroyed.

    Active: Speed Boost - For one post the user can increase their speed by another 60%. Goes on a 3 post cooldown afterwards.

    Strengths:

    - Allows for airborne attacks while actually staying in the air unless an enemy brings the user down
    - Has a damage buff so long as the user stays in the air

    Weaknesses:

    - If destroyed, unless the user has another way to prevent the fall, it is going to hurt
    - The extra damage disappears if the user is on the ground for any reason
    - Cannot be given to allies to use
    - If the user falls into deep water they will be stuck in it for one post


    Last edited by Aliarey Casady on 12th December 2018, 7:24 am; edited 54 times in total


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    First Magic: ReQuip: Hazardous Arsenal
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    Re: ReQuip: Hazardous Arsenal

    Post by Aliarey Casady on 25th May 2017, 3:50 am

    Reserved for future additions.


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    First Magic: ReQuip: Hazardous Arsenal
    Second Magic:
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    Re: ReQuip: Hazardous Arsenal

    Post by Aliarey Casady on 25th May 2017, 3:50 am

    Edit Notes

    2-8-18

    -Renamed UA Track Runner to Speed is Key. Also buffed the speed increase to 60%
    -Replaced UA Spare Ammo with Weapon Copy
    -Renamed UA Weapon Recall to Weapon Obsession. Also added a damage buff.
    -Edited UA Weapon Enhancements slightly
    -Changed D rank spell Ember Revolver active to say 25% instead of 75% per hit. Also removed ammo since it seemed like a redundant restriction when melee weapons do not have limited slashes
    -Added more onto D Rank Spell Ember Revolver passive
    -Removed ammo from C rank spell Laser Tasers
    -Increased passive of Extra D Rank spell, Elemental Grenade, to 50%
    -Edited passive of Extra D Rank spell, Arm Cannons, to be a damage buff; also removed the attack limitations from the description
    -Edited passive of Extra D Rank spell, Air Turret Disc, to include a speed buff; also removed attack limitations from description
    -Edited active of Extra D Rank spell, Glider, to match the shield rules (was 3 attacks, edited to be 2), and added a cooldown and duration that was overlooked by myself and grader at the time
    -Buffed both the active and passive numbers of Extra C Rank spell, Jetpack, to match the rules

    10-20-17

    -Added 5th UA unlocked from reaching B Rank
    -Added 3 B Rank spells


    9-4-17

    -Edited numbers for UA Track Runner
    -Decreased MP cost of UA Tower Defense Game while also decreasing the damage
    -Edited D and C weapon spells for the newest range and speed rules as well as edited their damage numbers
    -Added 6 D rank spells
    -Added 2 C rank spells


    Last edited by Aliarey Casady on 8th February 2018, 2:10 pm; edited 21 times in total


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    Re: ReQuip: Hazardous Arsenal

    Post by Julius Seas on 30th May 2017, 7:16 am

    Hi Lumindis Julius here x3 Salrynn handed me your magic to grade! Don't worry I don't bite Not hard at least, I mean what?

    Anyway, adaptions or edits will be in this lovely colour!

    If you have any questions feel free to PM me ^^

    With that said time to tango!

    Lumindis wrote:
    Magic


    Primary Magic: Hazardous Arsenal

    Secondary Magic: N/A

    Caster or Holder: Holder

    Description:

    As most people in the magical world know, Requip magic allows the user to pull an arsenal of weapons and armor they have stored away in a different pocket dimension. Aliarey prefers to use such an ability to store weapons specialized for mid-range to range combat as well as mechanisms to help her escape any scenarios she finds too dangerous. Any armor summoned helps with her mobility and attack buffs rather than anything defensive. It’s base outline is quick offensive while on the move.

    Aliarey currently uses sets of dual revolvers, explosives, and turrets for her spell weapons to send out a storm of attacks in order to make it difficult for an opponent to get close or find an opening. At higher ranks her spells will add in missiles, lasers, and cannons for a more explosive bombardment and her lineage will help with more heavier weaponry. Her magic is best left for working solo rather than in a team, unless the team members are situationally aware of her turret placement and attacks. If she must partner up then team members that specialize in range are ideal as melee will have the highest chance of being hit by friendly fire.

    Strengths:

    - Has multi attack spells, increasing the likelihood an attack hits its target.

    - Allows for mobility

    - Provides AOE spells

    - Specializes in range attacks which decreases chances of getting injured by melee opponents

    Weaknesses:

    - Due to its multi hit nature, the damage of each attack is lessened

    - Capable of hitting allies or herself

    - Requires the item in question due to it being Holder Magic therefore is defenseless when low on MP

    - Not suited for close combat

    - Sacrifices defense spells for a more offensive focus

    - Due to low defenses it requires always being on the move

    - Lacks team support

    Lineage:

    Brute of Fiore:


    Description: A long time ago, there was a clan of warriors that drank a magical elixir to increase their physical powers. They became known as the Brutes of Fiore, they did what they liked whenever they like it and let nobody stand in their way. Then Fiore became fed up with their barbaric behavior and ordered a spy to infiltrate their hall and poison the elixir supplies. The warriors drank their elixirs the night after and noticed certain side effects. Their increased physical strength could be called upon whenever they wanted and they no longer needed the elixir, however they weren't as strong as they used to be. They were a lot less intimidating and shortly after the clan disbanded. Some descendants of the Brutes of Fiore still have the ability to call upon the gift of increased physical power and strength.

    Ability: 100% strength and 50% HP with for duration.  Passive 20% strength boost / 10% HP boost.

    Usage: Duration: 2 posts. Cooldown: 4 posts.  Cooldown increases by 2 every time it is used for the topic.  Small passive boost.

    Unique Abilities:


    Track Runner - Passive. Aliarey’s running hobby has made her legs strong and athletic. Her movement speed is increased by 15 percent.

    Spare Ammo - Active. At the cost of 5MP for each use, whatever non-spell weapons she may be using that has a reload time can be bypassed. The amount of ammo returned depends on the rank of the weapon. While good for weaker damage weapons, it will drain mana quickly if trying to spam stronger weapons.

    Weak - Full Capacity
    Strong - Half Capacity
    Legendary - 2 Shots
    Artifact - 1 Shot

    Weapon Recall - Passive. Being disarmed could end up being a death sentence for Aliarey. Knowing this, she trains herself with each obtained weapon to become very attuned with it and create a strong link between it and herself. Therefore, if she is ever disarmed, spell weapons as well as regular weapons will teleport back into her grasp.

    Spells:

    D Rank:


    Ember Revolvers:

    Name: Ember Revolvers
    Rank: D
    Type: Weapon, Fire, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Wanting to one day have a jack of all trades storage of weapons, Aliarey has made sure to include the idea of covering the basic elements into her arsenal. Starting with fire this particular spell requips a pair of revolvers specialized in the element. Speed of released attacks from each gun are 7.5 m/s with a range of 15m. This set of weapons has limited ammo with each revolver containing a total of 9 shots, but depending on the situation or opponent its method of attack can be altered by using its active ability to switch from single shots to a multi fireball assault.

    Ember Revolver Appearance:

    Passive: Pyromania All shots fired are of the fire element, turning each projectile released into a small fireball.

    Active: Flame Shower - Combines the magical energy of each revolver to form a larger fireball. The fireball scatters once released, sending a group of mini fireballs towards the target that deals 1.25x D rank damage with that damage divided by the amount of fireballs formed from the split. Costs 2 ammo from each gun. Due to the pressure and heat generated within the guns, this cannot be spammed and will go on cool down for two posts.

    Strengths:

    - Ranged Attacks
    - Has the fire element attached to shots
    - Capable of switching between stronger single shots or using its ability to spread her attacks into smaller weaker shots
    - Can attack several times before being depleted

    Weaknesses:

    - Projectiles are fire and so can be consumed by slayer magic.
    - Attacks are weakened by ice and water magic
    - Can harm self if used at point blank range
    - Limited ammo; once all fireballs have been unleashed the guns cannot fire anymore for the rest of its duration
    - Requires both guns to be in her grasp to use its active

    Mini Turret Disc:

    Name: Mini Turret Disc
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 4 Posts

    Description:

    Aliarey summons a small metal disc from her personal magic storage. Once she has picked a spot she can throw the disc at the desired location where it will then morph into a small gatling turret upon landing. The turret's base is stationary and cannot be re-positioned. Once it has formed it will begin firing in a frontal cone of 5m width with its firing barrel rotating to the left and right. The magical projectiles have no element effect and travel at the speed of 10 m/s and the range at which they can travel is 20 m. Upon formation the turret is equipped with 20 projectiles with the damage split between them.

    Mini Turret Form:

    Passive: Mini Barrage - Forms into a small turret that wildly shoots magical projectiles in a frontal cone

    You can also have an active ability for this weapon, of course you can choose to not add one, in that case state that when you bump this thread x3

    Strengths:

    - Automatic firing so it is set and forget for its duration
    - Large range of firing
    - Multi hit capability
    - Good weapon for AoE
    - Even if it misses its intended target its assault will still do damage to whatever is in its path

    Weaknesses:

    - Chance of hitting allies and self if in the way of the firing zone
    - Can be destroyed by enemies before duration is up
    - Since it is automatic firing the aiming is not precise
    - Enemies can move out of firing zone, rendering its assault on them useless.
    - Once set in place it cannot be moved
    - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    - Each attack is a small amount of damage rather than the larger amount most other attacks would have

    Outlaw Armor:

    Name: Outlaw Armor
    Rank: D
    Type: Armor, Support
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    When using this spell Aliarey’s usual outfit is changed into one that is stylized similarly to that of a gunslinger. It provides no additional defense increase but instead helps continue her offense by providing a damage buff for its duration as well as a way to stall for time if needed.

    Armor Appearance:

    Passive: It’s Gunna Be a Gun Fight - Damage is increased by 20 percent when wielding a pair of one handed guns

    Active: Gunslinger Masquerade - Upon activation six image clones will appear from the user‘s body and form a circle with a 3m radius around the enemy. During this process the real body has switched locations and is in another spot of the circle. These clones have no real mass and cannot do damage. As illusions, they will perform the same actions as the user. This ability is merely used to stall or confuse the enemy long enough in order to make a counter attack or an escape. Lasts for two posts with a cool down of 3.

    Strengths:

    - Light weight so her mobility is unaffected
    - Adds a way to stall and confuse enemies and escape possible harm with its active ability
    - Provides a damage buff

    Weaknesses:

    - No additional defense value than her usual clothes
    - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    - The passive only applies to one handed guns such as pistols and revolvers
    - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    - If the armor goes into cool down during Gunslinger Masquerade, the illusions disappear

    Boom Spider Launcher:

    Name: Boom Spider Launcher
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 3 Posts

    Description:

    This particular weapon is actually very similar to a grenade launcher in looks, and almost has the same function. The difference is that it doesn’t exactly shoot off normal grenades. The ammo shots of this weapon are instead small spherical mechanical contraptions that upon hitting anything solid will reveal itself to be walking bombs on legs. Each one released will skitter around until it runs into something, causing an explosion of rank D damage within 5m. A maximum of 3 spiders can be released per weapon summon. If the duration of the weapon expires before any spider bomb has exploded, they will all explode simultaneously upon the disappearance of the launcher. Health is transferred from the launcher to each spider shot, each receiving around 12 hp.

    Boom Spider:

    Passive: Creepy Crawly  - If the spherical shot happens to land on something that is vertical such as a building wall, the Boom Spider will stick to its surface and climb along the walls until it either bumps into something or expires.

    You can also have an active ability for this weapon, of course you can choose to not add one, in that case state that when you bump this thread x3

    Strengths:

    - A way to cause damage without getting close
    - Instead of solely relying on her own aim, the mini bombs can travel on their own on the ground as well as building walls
    - Possible the enemy will be too distracted by the roaming bombs to notice what she may be doing

    Weaknesses:

    - Very easy to injure allies and self due to the random running pattern of the mini bombs
    - Limited ammo
    - The spiders can be destroyed by the enemy before they explode
    - Useless against those that can avoid ground bombs by flying or jumping very high
    - Although they can attach themselves to solid objects, they cannot attach to living objects such as people or animals

    Spell Fusions:

    This is Locked Until B Rank



    That was all! When adaptions have been made please bump this thread x3


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    Aliarey Casady

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    First Magic: ReQuip: Hazardous Arsenal
    Second Magic:
    Third Magic:

    Re: ReQuip: Hazardous Arsenal

    Post by Aliarey Casady on 30th May 2017, 12:25 pm

    Bump! I added an active to Boom Spider Launcher and re-worked Mini Turret Disc a bit because I thought you needed more things to grade. Just kidding. Trying to add an active I was satisfied with and made sense wasn't working so I changed it slightly. Also, thank you for taking the time to grade my app.


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    Second Magic:
    Third Magic:

    Re: ReQuip: Hazardous Arsenal

    Post by Julius Seas on 31st May 2017, 2:31 pm

    Lumindis wrote:
    Magic


    Primary Magic: Hazardous Arsenal

    Secondary Magic: N/A

    Caster or Holder: Holder

    Description:

    As most people in the magical world know, Requip magic allows the user to pull an arsenal of weapons and armor they have stored away in a different pocket dimension. Aliarey prefers to use such an ability to store weapons specialized for mid-range to range combat as well as mechanisms to help her escape any scenarios she finds too dangerous. Any armor summoned helps with her mobility and attack buffs rather than anything defensive. It’s base outline is quick offensive while on the move.

    Aliarey currently uses sets of dual revolvers, explosives, and turrets for her spell weapons to send out a storm of attacks in order to make it difficult for an opponent to get close or find an opening. At higher ranks her spells will add in missiles, lasers, and cannons for a more explosive bombardment and her lineage will help with more heavier weaponry. Her magic is best left for working solo rather than in a team, unless the team members are situationally aware of her turret placement and attacks. If she must partner up then team members that specialize in range are ideal as melee will have the highest chance of being hit by friendly fire.

    Strengths:

    - Has multi attack spells, increasing the likelihood an attack hits its target.

    - Allows for mobility

    - Provides AOE spells

    - Specializes in range attacks which decreases chances of getting injured by melee opponents

    Weaknesses:

    - Due to its multi hit nature, the damage of each attack is lessened

    - Capable of hitting allies or herself

    - Requires the item in question due to it being Holder Magic therefore is defenseless when low on MP

    - Not suited for close combat

    - Sacrifices defense spells for a more offensive focus

    - Due to low defenses it requires always being on the move

    - Lacks team support

    Lineage:

    Brute of Fiore:


    Description: A long time ago, there was a clan of warriors that drank a magical elixir to increase their physical powers. They became known as the Brutes of Fiore, they did what they liked whenever they like it and let nobody stand in their way. Then Fiore became fed up with their barbaric behavior and ordered a spy to infiltrate their hall and poison the elixir supplies. The warriors drank their elixirs the night after and noticed certain side effects. Their increased physical strength could be called upon whenever they wanted and they no longer needed the elixir, however they weren't as strong as they used to be. They were a lot less intimidating and shortly after the clan disbanded. Some descendants of the Brutes of Fiore still have the ability to call upon the gift of increased physical power and strength.

    Ability: 100% strength and 50% HP with for duration.  Passive 20% strength boost / 10% HP boost.

    Usage: Duration: 2 posts. Cooldown: 4 posts.  Cooldown increases by 2 every time it is used for the topic.  Small passive boost.

    Unique Abilities:


    Track Runner - Passive. Aliarey’s running hobby has made her legs strong and athletic. Her movement speed is increased by 15 percent.

    Spare Ammo - Active. At the cost of 5MP for each use, whatever non-spell weapons she may be using that has a reload time can be bypassed. The amount of ammo returned depends on the rank of the weapon. While good for weaker damage weapons, it will drain mana quickly if trying to spam stronger weapons.

    Weak - Full Capacity
    Strong - Half Capacity
    Legendary - 2 Shots
    Artifact - 1 Shot

    Weapon Recall - Passive. Being disarmed could end up being a death sentence for Aliarey. Knowing this, she trains herself with each obtained weapon to become very attuned with it and create a strong link between it and herself. Therefore, if she is ever disarmed, spell weapons as well as regular weapons will teleport back into her grasp.

    Spells:

    D Rank:


    Ember Revolvers:

    Name: Ember Revolvers
    Rank: D
    Type: Weapon, Fire, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Wanting to one day have a jack of all trades storage of weapons, Aliarey has made sure to include the idea of covering the basic elements into her arsenal. Starting with fire this particular spell requips a pair of revolvers specialized in the element. Speed of released attacks from each gun are 7.5 m/s with a range of 15m. This set of weapons has limited ammo with each revolver containing a total of 9 shots, but depending on the situation or opponent its method of attack can be altered by using its active ability to switch from single shots to a multi fireball assault.

    Ember Revolver Appearance:

    Passive: Pyromania All shots fired are of the fire element, turning each projectile released into a small fireball.

    Active: Flame Shower - Combines the magical energy of each revolver to form a larger fireball. The fireball scatters once released, sending a group of mini fireballs towards the target that deals 1.25x D rank damage with that damage divided by the amount of fireballs formed from the split. Costs 2 ammo from each gun. Due to the pressure and heat generated within the guns, this cannot be spammed and will go on cool down for two posts.

    Strengths:

    - Ranged Attacks
    - Has the fire element attached to shots
    - Capable of switching between stronger single shots or using its ability to spread her attacks into smaller weaker shots
    - Can attack several times before being depleted

    Weaknesses:

    - Projectiles are fire and so can be consumed by slayer magic.
    - Attacks are weakened by ice and water magic
    - Can harm self if used at point blank range
    - Limited ammo; once all fireballs have been unleashed the guns cannot fire anymore for the rest of its duration
    - Requires both guns to be in her grasp to use its active

    Mini Turret Disc:

    Name: Mini Turret Disc
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 4 Posts

    Description:

    Aliarey summons a small metal disc from her personal magic storage. Once she has picked a spot she can throw the disc at the desired location where it will then morph into a small turret upon landing. The turret's base is stationary and cannot be re-positioned. The active of this device allows for Aliarey to choose between two turrets that the disc can morph into. Once it has morphed, it cannot be changed and must remain as that type until the disc can be used again after its cooldown.

    Gatling Turret - Once it has formed it will begin firing in a frontal cone of 5m width with its firing barrel rotating to the left and right. The magical projectiles have no element effect and travel at the speed of 10 m/s and the range at which they can travel is 20 m. Upon formation the turret is equipped with 20 projectiles with the damage split between them.

    Stun Turret - Upon forming this turret is equipped with 10 shots but they do no damage. Instead it fires projectiles at 15 m/s in a straight line that it is likely the target, if hit, will get hit by all of them at once. This can cause them to be stunned for one post. This will only work on targets of equal or lower rank.

    Mini Turret Form:

    Passive: Explosive Exit - When the duration of the weapon is up or when destroyed the turret will then explode, causing a small explosion 2m around its location and 25 percent of rank D damage.

    Active: Turret Morph - This is the ability that allows the disc to form into different turrets. It can only be used when in disc form.

    Strengths:

    - Automatic firing so it is set and forget for its duration
    - Large range of firing
    - Multi hit capability
    - Good weapon for AoE
    - Even if it misses its intended target its assault will still do damage to whatever is in its path
    - Can stun a target

    Weaknesses:

    - Chance of hitting allies and self if in the way of the firing zone
    - Can be destroyed by enemies before duration is up
    - Since it is automatic firing the aiming is not precise
    - Enemies can move out of firing zone, rendering its assault on them useless.
    - Once set in place it cannot be moved
    - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    - Each attack is a small amount of damage rather than the larger amount most other attacks would have

    Outlaw Armor:

    Name: Outlaw Armor
    Rank: D
    Type: Armor, Support
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    When using this spell Aliarey’s usual outfit is changed into one that is stylized similarly to that of a gunslinger. It provides no additional defense increase but instead helps continue her offense by providing a damage buff for its duration as well as a way to stall for time if needed.

    Armor Appearance:

    Passive: It’s Gunna Be a Gun Fight - Damage is increased by 20 percent when wielding a pair of one handed guns

    Active: Gunslinger Masquerade - Upon activation six image clones will appear from the user‘s body and form a circle with a 3m radius around the enemy. During this process the real body has switched locations and is in another spot of the circle. These clones have no real mass and cannot do damage. As illusions, they will perform the same actions as the user. This ability is merely used to stall or confuse the enemy long enough in order to make a counter attack or an escape. Lasts for two posts with a cool down of 3.

    Strengths:

    - Light weight so her mobility is unaffected
    - Adds a way to stall and confuse enemies and escape possible harm with its active ability
    - Provides a damage buff

    Weaknesses:

    - No additional defense value than her usual clothes
    - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    - The passive only applies to one handed guns such as pistols and revolvers
    - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    - If the armor goes into cool down during Gunslinger Masquerade, the illusions disappear

    Boom Spider Launcher:

    Name: Boom Spider Launcher
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 3 Posts

    Description:

    This particular weapon is actually very similar to a grenade launcher in looks, and almost has the same function. The difference is that it doesn’t exactly shoot off normal grenades. The ammo shots of this weapon are instead small spherical mechanical contraptions that upon hitting anything solid will reveal itself to be walking bombs on legs. Each one released will skitter around until it runs into something, causing an explosion of rank D damage within 5m. A maximum of 3 spiders can be released per weapon summon. If the duration of the weapon expires before any spider bomb has exploded, they will all explode simultaneously upon the disappearance of the launcher. Health is transferred from the launcher to each spider shot, each receiving around 12 hp.

    Boom Spider:

    Passive: Creepy Crawly  - If the spherical shot happens to land on something that is vertical such as a building wall, the Boom Spider will stick to its surface and climb along the walls until it either bumps into something or expires.

    Active: Skittering Minefield - Upon activation of this ability the launcher's explosive energy will pass onto and surround Aliarey with a yellow glow. As she runs and moves around, a trail of mini explosions will occur at the spots she had stepped. If anyone were to follow her and get caught in the small blasts, they would be dealt a small amount of damage relative to weak with each blast that hit them. This effect expires when the launcher either goes on cooldown or is destroyed.

    Please give a clear damage output for the mini explosions, and give them a range as well x3



    Strengths:

    - A way to cause damage without getting close
    - Instead of solely relying on her own aim, the mini bombs can travel on their own on the ground as well as building walls
    - Possible the enemy will be too distracted by the roaming bombs to notice what she may be doing
    - Provides a deterrent from chasing her down with the active

    Weaknesses:

    - Very easy to injure allies and self due to the random running pattern of the mini bombs
    - Limited ammo
    - The spiders can be destroyed by the enemy before they explode
    - Useless against those that can avoid ground bombs by flying or jumping very high
    - Although they can attach themselves to solid objects, they cannot attach to living objects such as people or animals
    - A single misstep during the active could cause her to get caught in her own explosions

    Spell Fusions:

    This is Locked Until B Rank




    _____________________________________________________________________________________

    Squable:



    avatar
    Aliarey Casady

    Knight VIP Status- Regular VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- The Being- Summer Special Participant- Player -
    Lineage : Lacnites
    Position : None
    Posts : 290
    Guild : Guildless
    Cosmic Coins : 85
    Dungeon Tokens : 0
    Experience : 2,475

    Character Sheet
    First Magic: ReQuip: Hazardous Arsenal
    Second Magic:
    Third Magic:

    Re: ReQuip: Hazardous Arsenal

    Post by Aliarey Casady on 1st June 2017, 1:00 am

    Bump! Apologies. I wasn't clear with my wording. I meant to say they did the amount of weak weapon damage. Edited with range included.


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    Julius Seas
     
     

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    Re: ReQuip: Hazardous Arsenal

    Post by Julius Seas on 1st June 2017, 2:45 am



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    Jiyu Kazehime

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    Re: ReQuip: Hazardous Arsenal

    Post by Jiyu Kazehime on 8th June 2017, 8:15 am

    Unlocked and moved at user's request.

    Spoiler:
    Lumindis wrote:
    Magic


    Primary Magic: Hazardous Arsenal

    Secondary Magic: N/A

    Caster or Holder: Holder

    Description:

    As most people in the magical world know, Requip magic allows the user to pull an arsenal of weapons and armor they have stored away in a different pocket dimension. Aliarey prefers to use such an ability to store weapons specialized for mid-range to range combat as well as mechanisms to help her escape any scenarios she finds too dangerous. Any armor summoned helps with her mobility and attack buffs rather than anything defensive. It’s base outline is quick offensive while on the move.

    Aliarey currently uses sets of dual revolvers, explosives, and turrets for her spell weapons to send out a storm of attacks in order to make it difficult for an opponent to get close or find an opening. At higher ranks her spells will add in missiles, lasers, and cannons for a more explosive bombardment and her lineage will help with more heavier weaponry. Her magic is best left for working solo rather than in a team, unless the team members are situationally aware of her turret placement and attacks. If she must partner up then team members that specialize in range are ideal as melee will have the highest chance of being hit by friendly fire.

    Strengths:

    - Has multi attack spells, increasing the likelihood an attack hits its target.

    - Allows for mobility

    - Provides AOE spells

    - Specializes in range attacks which decreases chances of getting injured by melee opponents

    Weaknesses:

    - Due to its multi hit nature, the damage of each attack is lessened

    - Capable of hitting allies or herself

    - Requires the item in question due to it being Holder Magic therefore is defenseless when low on MP

    - Not suited for close combat

    - Sacrifices defense spells for a more offensive focus

    - Due to low defenses it requires always being on the move

    - Lacks team support

    Lineage:

    Brute of Fiore:


    Description: A long time ago, there was a clan of warriors that drank a magical elixir to increase their physical powers. They became known as the Brutes of Fiore, they did what they liked whenever they like it and let nobody stand in their way. Then Fiore became fed up with their barbaric behavior and ordered a spy to infiltrate their hall and poison the elixir supplies. The warriors drank their elixirs the night after and noticed certain side effects. Their increased physical strength could be called upon whenever they wanted and they no longer needed the elixir, however they weren't as strong as they used to be. They were a lot less intimidating and shortly after the clan disbanded. Some descendants of the Brutes of Fiore still have the ability to call upon the gift of increased physical power and strength.

    Ability: 100% strength and 50% HP with for duration.  Passive 20% strength boost / 10% HP boost.

    Usage: Duration: 2 posts. Cooldown: 4 posts.  Cooldown increases by 2 every time it is used for the topic.  Small passive boost.

    Unique Abilities:


    Track Runner - Passive. Aliarey’s running hobby has made her legs strong and athletic. Her movement speed is increased by 15 percent.

    Spare Ammo - Active. At the cost of 5MP for each use, whatever non-spell weapons she may be using that has a reload time can be bypassed. The amount of ammo returned depends on the rank of the weapon. While good for weaker damage weapons, it will drain mana quickly if trying to spam stronger weapons.

    Weak - Full Capacity
    Strong - Half Capacity
    Legendary - 2 Shots
    Artifact - 1 Shot

    Weapon Recall - Passive. Being disarmed could end up being a death sentence for Aliarey. Knowing this, she trains herself with each obtained weapon to become very attuned with it and create a strong link between it and herself. Therefore, if she is ever disarmed, spell weapons as well as regular weapons will teleport back into her grasp.

    Spells:

    D Rank:


    Ember Revolvers:

    Name: Ember Revolvers
    Rank: D
    Type: Weapon, Fire, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Wanting to one day have a jack of all trades storage of weapons, Aliarey has made sure to include the idea of covering the basic elements into her arsenal. Starting with fire this particular spell requips a pair of revolvers specialized in the element. Speed of released attacks from each gun are 7.5 m/s with a range of 15m. This set of weapons has limited ammo with each revolver containing a total of 9 shots, but depending on the situation or opponent its method of attack can be altered by using its active ability to switch from single shots to a multi fireball assault.

    Ember Revolver Appearance:

    Passive: Pyromania All shots fired are of the fire element, turning each projectile released into a small fireball.

    Active: Flame Shower - Combines the magical energy of each revolver to form a larger fireball. The fireball scatters once released, sending a group of mini fireballs towards the target that deals 1.25x D rank damage with that damage divided by the amount of fireballs formed from the split. Costs 2 ammo from each gun. Due to the pressure and heat generated within the guns, this cannot be spammed and will go on cool down for two posts.

    Strengths:

    - Ranged Attacks
    - Has the fire element attached to shots
    - Capable of switching between stronger single shots or using its ability to spread her attacks into smaller weaker shots
    - Can attack several times before being depleted

    Weaknesses:

    - Projectiles are fire and so can be consumed by slayer magic.
    - Attacks are weakened by ice and water magic
    - Can harm self if used at point blank range
    - Limited ammo; once all fireballs have been unleashed the guns cannot fire anymore for the rest of its duration
    - Requires both guns to be in her grasp to use its active

    Mini Turret Disc:

    Name: Mini Turret Disc
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 4 Posts

    Description:

    Aliarey summons a small metal disc from her personal magic storage. Once she has picked a spot she can throw the disc at the desired location where it will then morph into a small turret upon landing. The turret's base is stationary and cannot be re-positioned. The active of this device allows for Aliarey to choose between two turrets that the disc can morph into. Once it has morphed, it cannot be changed and must remain as that type until the disc can be used again after its cooldown.

    Gatling Turret - Once it has formed it will begin firing in a frontal cone of 5m width with its firing barrel rotating to the left and right. The magical projectiles have no element effect and travel at the speed of 10 m/s and the range at which they can travel is 20 m. Upon formation the turret is equipped with 20 projectiles with the damage split between them.

    Stun Turret - Upon forming this turret is equipped with 10 shots but they do no damage. Instead it fires projectiles at 15 m/s in a straight line that it is likely the target, if hit, will get hit by all of them at once. This can cause them to be stunned for one post. This will only work on targets of equal or lower rank.

    Mini Turret Form:

    Passive: Explosive Exit - When the duration of the weapon is up or when destroyed the turret will then explode, causing a small explosion 2m around its location and 25 percent of rank D damage.

    Active: Turret Morph - This is the ability that allows the disc to form into different turrets. It can only be used when in disc form.

    Strengths:

    - Automatic firing so it is set and forget for its duration
    - Large range of firing
    - Multi hit capability
    - Good weapon for AoE
    - Even if it misses its intended target its assault will still do damage to whatever is in its path
    - Can stun a target

    Weaknesses:

    - Chance of hitting allies and self if in the way of the firing zone
    - Can be destroyed by enemies before duration is up
    - Since it is automatic firing the aiming is not precise
    - Enemies can move out of firing zone, rendering its assault on them useless.
    - Once set in place it cannot be moved
    - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    - Each attack is a small amount of damage rather than the larger amount most other attacks would have

    Outlaw Armor:

    Name: Outlaw Armor
    Rank: D
    Type: Armor, Support
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    When using this spell Aliarey’s usual outfit is changed into one that is stylized similarly to that of a gunslinger. It provides no additional defense increase but instead helps continue her offense by providing a damage buff for its duration as well as a way to stall for time if needed.

    Armor Appearance:

    Passive: It’s Gunna Be a Gun Fight - Damage is increased by 20 percent when wielding a pair of one handed guns

    Active: Gunslinger Masquerade - Upon activation six image clones will appear from the user‘s body and form a circle with a 3m radius around the enemy. During this process the real body has switched locations and is in another spot of the circle. These clones have no real mass and cannot do damage. As illusions, they will perform the same actions as the user. This ability is merely used to stall or confuse the enemy long enough in order to make a counter attack or an escape. Lasts for two posts with a cool down of 3.

    Strengths:

    - Light weight so her mobility is unaffected
    - Adds a way to stall and confuse enemies and escape possible harm with its active ability
    - Provides a damage buff

    Weaknesses:

    - No additional defense value than her usual clothes
    - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    - The passive only applies to one handed guns such as pistols and revolvers
    - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    - If the armor goes into cool down during Gunslinger Masquerade, the illusions disappear

    Boom Spider Launcher:

    Name: Boom Spider Launcher
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 3 Posts

    Description:

    This particular weapon is actually very similar to a grenade launcher in looks, and almost has the same function. The difference is that it doesn’t exactly shoot off normal grenades. The ammo shots of this weapon are instead small spherical mechanical contraptions that upon hitting anything solid will reveal itself to be walking bombs on legs. Each one released will skitter around until it runs into something, causing an explosion of rank D damage within 5m. A maximum of 3 spiders can be released per weapon summon. If the duration of the weapon expires before any spider bomb has exploded, they will all explode simultaneously upon the disappearance of the launcher. Health is transferred from the launcher to each spider shot, each receiving around 12 hp.

    Boom Spider:

    Passive: Creepy Crawly  - If the spherical shot happens to land on something that is vertical such as a building wall, the Boom Spider will stick to its surface and climb along the walls until it either bumps into something or expires.

    Active: Skittering Minefield - Upon activation of this ability the launcher's explosive energy will pass onto and surround Aliarey with a yellow glow. As she runs and moves around, a trail of mini explosions will occur at the spots she had stepped. If anyone were to follow her and get caught in the small blasts of .5m, they would be dealt a small amount of weak weapon damage (2hp) with each blast that hit them. This effect expires when the launcher either goes on cooldown or is destroyed.

    Strengths:

    - A way to cause damage without getting close
    - Instead of solely relying on her own aim, the mini bombs can travel on their own on the ground as well as building walls
    - Possible the enemy will be too distracted by the roaming bombs to notice what she may be doing
    - Provides a deterrent from chasing her down with the active

    Weaknesses:

    - Very easy to injure allies and self due to the random running pattern of the mini bombs
    - Limited ammo
    - The spiders can be destroyed by the enemy before they explode
    - Useless against those that can avoid ground bombs by flying or jumping very high
    - Although they can attach themselves to solid objects, they cannot attach to living objects such as people or animals
    - A single misstep during the active could cause her to get caught in her own explosions

    Spell Fusions:

    This is Locked Until B Rank





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    Tamashi

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    Re: ReQuip: Hazardous Arsenal

    Post by Tamashi on 10th June 2017, 2:20 am

    Hello Lumindis, my name is Tamashi and I will be your grader this time around. I will be marking what I want changed in this wonderful colour. If you have any questions or want to discuss anything with me please feel free to shoot me a private message and I will get back to you as soon as I can.

    With that being said, lets get started shall we?

    Lumindis wrote:
    Magic


    Primary Magic: Hazardous Arsenal

    Secondary Magic: N/A

    Caster or Holder: Holder

    Description:

    As most people in the magical world know, Requip magic allows the user to pull an arsenal of weapons and armor they have stored away in a different pocket dimension. Aliarey prefers to use such an ability to store weapons specialized for mid-range to range combat as well as mechanisms to help her escape any scenarios she finds too dangerous. Any armor summoned helps with her mobility and attack buffs rather than full on protection from other spells. Its name Hazardous Arsenal basically implies that it is a risky magic to use. With low defenses and its AoE attacks, the user themselves could end up damaged at low ranks depending on the situation and opponent. At higher ranks access to more protective abilities and spells may open. As of right now, the basic outline is to always be on the move while attacking and to never give an opponent an opening.

    Aliarey currently uses sets of dual revolvers, explosives, and turrets for her spell weapons to send out a storm of attacks in order to make it difficult for an opponent to get close or find an opening. At higher ranks her spells will add in missiles, lasers, and cannons for a more explosive bombardment and her lineage will help with more heavier weaponry. Her magic is best left for working solo rather than in a team, unless the team members are situationally aware of her turret placement and attacks and don't expect buffs. If she must partner up then team members that specialize in range are ideal as melee will have the highest chance of being hit by friendly fire.

    Strengths:

    - Has multi attack spells, increasing the likelihood an attack hits its target.

    - Allows for mobility

    - Provides AOE spells

    - Specializes in range attacks which decreases chances of getting injured by melee opponents

    Weaknesses:

    - Due to its multi hit nature, the damage of each attack is lessened

    - Capable of hitting allies or herself

    - Requires the item in question due to it being Holder Magic therefore is defenseless when low on MP

    - Not suited for close combat

    - Sacrifices defense spells for a more offensive focus

    - Due to low defenses it requires always being on the move

    - Lacks team support

    Lineage:

    Brute of Fiore:


    Description: A long time ago, there was a clan of warriors that drank a magical elixir to increase their physical powers. They became known as the Brutes of Fiore, they did what they liked whenever they like it and let nobody stand in their way. Then Fiore became fed up with their barbaric behavior and ordered a spy to infiltrate their hall and poison the elixir supplies. The warriors drank their elixirs the night after and noticed certain side effects. Their increased physical strength could be called upon whenever they wanted and they no longer needed the elixir, however they weren't as strong as they used to be. They were a lot less intimidating and shortly after the clan disbanded. Some descendants of the Brutes of Fiore still have the ability to call upon the gift of increased physical power and strength.

    Ability: 100% strength and 50% HP with for duration.  Passive 20% strength boost / 10% HP boost.

    Usage: Duration: 2 posts. Cooldown: 4 posts.  Cooldown increases by 2 every time it is used for the topic.  Small passive boost.

    Unique Abilities:


    Track Runner - Passive. Aliarey’s running hobby has made her legs strong and athletic. Her movement speed is increased by 15 percent and increases by 5 percent for each rank gained after.

    C = 20
    B = 25
    A = 30
    S = 35

    Spare Ammo - Active. At the cost of 5MP for each use, whatever non-spell weapons she may be using that has a reload time can be bypassed. The amount of ammo returned depends on the rank of the weapon. While good for weaker damage weapons, it will drain mana quickly if trying to spam stronger weapons.

    Weak - Full Capacity
    Strong - Half Capacity
    Legendary - 2 Shots
    Artifact - 1 Shot

    Weapon Recall - Passive. Being disarmed could end up being a death sentence for Aliarey. Knowing this, she trains herself with each obtained weapon to become very attuned with it and create a strong link between it and herself. Therefore, if she is ever disarmed, spell weapons as well as regular weapons will teleport back into her grasp.

    Tower Defense Game- Active. For the same cost as the original turret more turrets of the same type can be summoned and placed. Will not work on turrets that can immobilize targets.

    Please specify how many turrets maximum you can summon and their hp/how many hits they take to destroy.

    Signature Spells:

    D Rank:

    Name: Rocket Boots
    Rank: D
    Type: Armor, Support
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Normal shoes are switched out for a pair of boots that act like mini rockets to propel Aliarey up in the air at max 15m. It does not provide full flight but instead acts as a way to get to high places, avoid ground attacks, or to make a quick aerial assault of her own.

    Strengths:

    - Due to being in the air momentarily it is possible to avoid ground attacks, reach higher places, and attack from the air
    - For each post of its duration if she has landed she can again use the boots to take her upwards

    Weaknesses:

    - Since it is not full flight gravity will naturally pull her back down
    - Attacks that come into contact with her can push her in the wrong direction
    - Shoots straight up by default, if she wishes to add a direction to the movement then she must either jump in that direction first or get a running start

    User Rank 1:

    Name: Explosive Burst
    Rank: User Rank
    Type: Offensive
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Ranged assaults can only get a person so far against very difficult opponents for they tend to have ways of getting up close no matter what they are facing. Due to this, Aliarey has trained herself to harness her own magical energy and let it form into a caster explosion rather than a summoned requip. Whether she be touching an object or just using the air in front of her hands she is able to cause an instant mini explosion 6in wide that causes user rank damage.

    Please add that this spell caps at S-Rank

    Strengths:

    - Counters melee opponents and objects

    Weaknesses:

    - Useless against ranged opponents
    - The attack can only happen by using her hands, not any other part of her body

    Magic Spells:

    D Rank:

    Ember Revolvers:

    Name: Ember Revolvers
    Rank: D
    Type: Weapon, Fire, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Wanting to one day have a jack of all trades storage of weapons, Aliarey has made sure to include the idea of covering the basic elements into her arsenal. Starting with fire this particular spell requips a pair of revolvers specialized in the element. Speed of released attacks from each gun are 7.5 m/s with a range of 15m. This set of weapons has limited ammo with each revolver containing a total of 9 shots, but depending on the situation or opponent its method of attack can be altered by using its active ability to switch from single shots to a multi fireball assault.

    Ember Revolver Appearance:

    Passive: Pyromania - All shots fired are of the fire element, turning each projectile released into a small fireball.

    Active: Flame Shower - Combines the magical energy of each revolver to form a larger fireball. The fireball scatters once released, sending a group of mini fireballs towards the target that deals 1.25x D rank damage with that damage divided by the amount of fireballs formed from the split. Costs 2 ammo from each gun. Due to the pressure and heat generated within the guns, this cannot be spammed and will go on cool down for two posts.

    Strengths:

    - Ranged Attacks
    - Has the fire element attached to shots
    - Capable of switching between stronger single shots or using its ability to spread her attacks into smaller weaker shots
    - Can attack several times before being depleted

    Weaknesses:

    - Projectiles are fire and so can be consumed by slayer magic.
    - Attacks are weakened by ice and water magic
    - Can harm self if used at point blank range
    - Limited ammo; once all fireballs have been unleashed the guns cannot fire anymore for the rest of its duration
    - Requires both guns to be in her grasp to use its active

    Mini Turret Disc:

    Name: Mini Turret Disc
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 4 Posts

    Description:

    Aliarey summons a small metal disc from her personal magic storage. Once she has picked a spot she can throw the disc at the desired location where it will then morph into a small turret upon landing. The turret's base is stationary and cannot be re-positioned. The active of this device allows for Aliarey to choose between two turrets that the disc can morph into. Once it has morphed, it cannot be changed and must remain as that type until the disc can be used again after its cooldown.

    Gatling Turret - Once it has formed it will begin firing in a frontal cone of 5m width with its firing barrel rotating to the left and right. The magical projectiles have no element effect and travel at the speed of 10 m/s and the range at which they can travel is 20 m. Upon formation the turret is equipped with 20 projectiles with the damage split between them.

    Stun Turret - Upon forming this turret is equipped with 10 shots but they do no damage. Instead it fires projectiles at 15 m/s in a straight line that it is likely the target, if hit, will get hit by all of them at once. This can cause them to be stunned for one post. This will only work on targets of equal or lower rank.

    Mini Turret Form:

    Passive: Explosive Exit - When the duration of the weapon is up or when destroyed the turret will then explode, causing a small explosion 2m around its location and 25 percent of rank D damage.

    Active: Turret Morph - This is the ability that allows the disc to form into different turrets. It can only be used when in disc form.

    Strengths:

    - Automatic firing so it is set and forget for its duration
    - Large range of firing
    - Multi hit capability
    - Good weapon for AoE
    - Even if it misses its intended target its assault will still do damage to whatever is in its path
    - Can stun a target

    Weaknesses:

    - Chance of hitting allies and self if in the way of the firing zone
    - Can be destroyed by enemies before duration is up
    - Since it is automatic firing the aiming is not precise
    - Enemies can move out of the firing zone, rendering its assault on them useless.
    - Once set in place it cannot be moved
    - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    - Each attack is a small amount of damage rather than the larger amount most other attacks would have

    Outlaw Armor:

    Name: Outlaw Armor
    Rank: D
    Type: Armor, Support
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    When using this spell Aliarey’s usual outfit is changed into one that is stylized similarly to that of a gunslinger. It provides no additional defense increase but instead helps continue her offense by providing a damage buff for its duration as well as a way to stall for time if needed.

    Armor Appearance:

    Passive: It’s Gunna Be a Gun Fight - Damage is increased by 20 percent when wielding a pair of one handed guns

    Active: Gunslinger Masquerade - Upon activation six image clones will appear from the user‘s body and form a circle with a 3m radius around the enemy. During this process the real body has switched locations and is in another spot of the circle. These clones have no real mass and cannot do damage. As illusions, they will perform the same actions as the user. This ability is merely used to stall or confuse the enemy long enough in order to make a counter attack or an escape. Lasts for two posts with a cool down of 3.

    Strengths:

    - Light weight so her mobility is unaffected
    - Adds a way to stall and confuse enemies and escape possible harm with its active ability
    - Provides a damage buff

    Weaknesses:

    - No additional defense value than her usual clothes
    - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    - The passive only applies to one handed guns such as pistols and revolvers
    - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    - If the armor goes into cool down during Gunslinger Masquerade, the illusions disappear

    Boom Spider Launcher:

    Name: Boom Spider Launcher
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 3 Posts

    Description:

    This particular weapon is actually very similar to a grenade launcher in looks, and almost has the same function. The difference is that it doesn’t exactly shoot off normal grenades. The ammo shots of this weapon are instead small spherical mechanical contraptions that upon hitting anything solid will reveal itself to be walking bombs on legs. Each one released will skitter around until it runs into something, causing an explosion of rank D damage within 5m. A maximum of 3 spiders can be released per weapon summon. If the duration of the weapon expires before any spider bomb has exploded, they will all explode simultaneously upon the disappearance of the launcher. Health is transferred from the launcher to each spider shot, each receiving around 12 hp.

    Boom Spider:

    Passive: Creepy Crawly  - If the spherical shot happens to land on something that is vertical such as a building wall, the Boom Spider will stick to its surface and climb along the walls until it either bumps into something or expires.

    Active: Skittering Minefield - Upon activation of this ability the launcher's explosive energy will pass onto and surround Aliarey with a yellow glow. As she runs and moves around, a trail of mini explosions will occur at the spots she had stepped. If anyone were to follow her and get caught in the small blasts of .5m, they would be dealt a small amount of weak weapon damage (2hp) with each blast that hit them. This effect expires when the launcher either goes on cooldown or is destroyed.

    Strengths:

    - A way to cause damage without getting close
    - Instead of solely relying on her own aim, the mini bombs can travel on their own on the ground as well as building walls
    - Possible the enemy will be too distracted by the roaming bombs to notice what she may be doing
    - Provides a deterrent from chasing her down with the active

    Weaknesses:

    - Very easy to injure allies and self due to the random running pattern of the mini bombs
    - Limited ammo
    - The spiders can be destroyed by the enemy before they explode
    - Useless against those that can avoid ground bombs by flying or jumping very high
    - Although they can attach themselves to solid objects, they cannot attach to living objects such as people or animals
    - A single misstep during the active could cause her to get caught in her own explosions

    C Rank:

    Laser Tasers:

    Name: Laser Tasers
    Rank: C
    Type: Weapon, Offensive
    Duration: 5 Posts
    Cooldown: 6 Posts

    Description:

    A simple looking pair of black pistols that are actually filled with blue electrical energy. Each one is capable of firing 12 single shots of electrical energy that can travel at the range of 30m at 15m/s. It’s active allows for the power of the guns to be combined into an electrical beam shot that does higher damage to the target than its single shots.

    Appearance:

    Passive: Electric Spike - All normal shots fired are of the lightning element

    Active: Electric Surge - Combines the energy from both guns in order to overload them with a strong dose of electrical energy capable of putting out rank C damage. Once the energy is released, an electrical beam travels towards the target at 15 m/s with a range of 30m and does rank C damage upon contact. The ability cannot be spammed as the guns need to recover the energy. A cool down of 3 posts is required before it can be used again. Costs two ammo from each gun.

    Strengths:

    - Ranged Attacks
    - All shots fired are of the lightning element
    - Can attack several times before the shots of the weapon are depleted

    Weaknesses

    - Due to its lightning element attacks from this weapon can be consumed by slayers
    - Attacks will be overpowered when against magic users that specialize in earth and plant spells of the same rank and above
    Could you please reword this to be underpowered rather than overpowered when facing those who tend with earth and nature magics.
    - Limited ammo; once all shots have been unleashed the guns cannot fire anymore for the rest of its duration
    - Requires both guns to be in her grasp to use its active

    Mini Turret Disc v2:

    Name: Mini Turret Disc v2
    Rank: C
    Type: Weapon, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Like the original mini turret, a small disc is pulled from the pocket dimension storage. Once a spot has been picked, she can throw it at the desired location where it will stick and form into one of two different turrets. The turret itself cannot be re-positioned nor can the type of turret it transforms into be changed once it has formed.

    Laser Cannon Turret - When this turret has finished forming it will be equipped with magical energy that turns its shots into white energy beams 2m wide. A single shot can do C rank's worth of damage but the cannon must go on cooldown for one post after each shot to recollect energy. Each shot's distance is 30m at a speed of 15m/s.

    Smokescreen Turret - A simple turret that once formed will quickly cover a 30m area around it in a thick smokescreen. It does no damage but can add difficulties to seeing as well as breathing. People of equal rank or lower will be blinded for one post if they stay within the smoke.

    Passive: Explosive Exit v2 - When the duration of the weapon is up or is destroyed the turret will then explode, causing an explosion 3m around its location that deals 25 percent of rank C damage.

    Active: Turret Morph v2 - Can only be used when in disc form. This is what allows it to form into the selected turret.

    Strengths:

    - Automatic firing so it is set and forget for its duration
    - Large range of firing
    - Can shoot twice each time it is summoned
    - Good weapon for single target uses
    - Even if it misses its intended target its assault will still do damage to whatever is in its path
    - Adds a way to make it difficult for enemies to see

    Weaknesses:

    - Chance of damaging allies and self if in the way of the firing zone
    - The smokescreen can affect allies just as easily
    - Can be destroyed by enemies before duration is up
    - Since it is automatic firing the aiming is not precise
    - Enemies can move out of the firing zone, rendering its assault on them useless
    - Once set in place it cannot be moved
    - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    - The smoke produced by the Smokescreen Turret can be cleared by wind magic users

    Eye Visor:
    Name: Eye Visor
    Rank: C
    Type: Armor, Support
    Duration: 4 Posts
    Cooldown: 5 Posts

    Description:

    This piece of equipment looks like nothing more than a simple eye visor made of glass once summoned. However, the item has its own magical properties and while it can be destroyed and sent back to its storage realm after enough hits the glass itself is incapable of breaking. Naturally it can protect against things getting into Aliarey's eyes but it also enhances her vision by providing night vision, thermal vision, and zooming capability up to 30m.

    Appearance:

    Passive: Visual Protection - While not immune to lowered vision statuses such as blinding effects, it does offer some resistance to them by 50 percent. However, the glass is overlayed with her own magical signature that makes it so the visor is immune to her own spells.
    Please make this 25% to magic one rank above and is ineffective to magic two ranks or above.

    Active: Vision Roulette - Can switch between normal vision, night, thermal, and zoom modes

    Strengths:

    - Protects the eyes
    - Includes visual enhancement modes for better planned attacks or to avoid enemies

    Weaknesses:

    - Does not work against magic that hides their users
    - Limited duration. Still being in complete darkness when the item expires could have consequences
    - Other than protecting the eyes it offers no other defensive value to the rest of her body
    - Her Weapon Recall unique ability does not apply to it due to being armor therefore if the visor is pulled or knocked off its advantages are not given since it must be worn

    Spell Fusions:

    This is Locked Until B Rank



    All in all a very well wrote magic, please correct the few things I have requested and then bump so I can come back and check.


    _____________________________________________________________________________________


    The bystanders, while pitying us, were even farther away than the life or death we longed for.
    In a tiny garden at the end of the ends, there would be a boundless miracle, I believe that.
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    Aliarey Casady

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    Character Sheet
    First Magic: ReQuip: Hazardous Arsenal
    Second Magic:
    Third Magic:

    Re: ReQuip: Hazardous Arsenal

    Post by Aliarey Casady on 10th June 2017, 7:00 am

    Bump! All right I think I fixed everything. I agree with everything you have requested. *Did not think how crazy that 4th UA would be if it didn't actually have some limits until it was pointed out* Thanks for checking my magic for me and congrats on the promotion.


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    Character Profile
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    Other Signatures:

    Made by Azreal

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    Tamashi

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    Lineage : Daggerfall
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    Character Sheet
    First Magic: Requiem
    Second Magic:
    Third Magic:

    Re: ReQuip: Hazardous Arsenal

    Post by Tamashi on 10th June 2017, 9:24 am

    Thank you very much, I am glad to say




    _____________________________________________________________________________________


    The bystanders, while pitying us, were even farther away than the life or death we longed for.
    In a tiny garden at the end of the ends, there would be a boundless miracle, I believe that.
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    Aura

    Moderator- Mythical VIP Status- Knight VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Legal Guild Ace- Haiku Contest Participant- Lineage Making Contest Participant- Rich- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- The Being- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Be On Lester's Friends List- Be on Venir's Friend List- Be on Elyx's friends list- Be on Madame Astrid's friend list- Have Aiyanna On Your Friend's List- Player -
    Lineage : Gingerbread Man
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    Cosmic Coins : 10
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    Age : 23
    Experience : 4,762.5

    Character Sheet
    First Magic: 2nd Generation - Fire Dragon Slayer
    Second Magic: Gravitational Crash (TBA)
    Third Magic:

    Re: ReQuip: Hazardous Arsenal

    Post by Aura on 28th August 2017, 5:55 am

    Unlocked upon the user's request:
    Lumindis wrote:
    Magic


    Primary Magic: Hazardous Arsenal

    Secondary Magic: N/A

    Caster or Holder: Holder

    Description:

    As most people in the magical world know, Requip magic allows the user to pull an arsenal of weapons and armor they have stored away in a different pocket dimension. Aliarey prefers to use such an ability to store weapons specialized for mid-range to range combat as well as mechanisms to help her escape any scenarios she finds too dangerous. Any armor summoned helps with her mobility and attack buffs rather than full on protection from other spells. Its name Hazardous Arsenal basically implies that it is a risky magic to use. With low defenses and its AoE attacks, the user themselves could end up damaged at low ranks depending on the situation and opponent. At higher ranks access to more protective abilities and spells may open. As of right now, the basic outline is to always be on the move while attacking and to never give an opponent an opening.

    Aliarey currently uses sets of dual revolvers, explosives, and turrets for her spell weapons to send out a storm of attacks in order to make it difficult for an opponent to get close or find an opening. At higher ranks her spells will add in missiles, lasers, and cannons for a more explosive bombardment and her lineage will help with more heavier weaponry. Her magic is best left for working solo rather than in a team, unless the team members are situationally aware of her turret placement and attacks and don't expect buffs. If she must partner up then team members that specialize in range are ideal as melee will have the highest chance of being hit by friendly fire.

    Strengths:

    - Has multi attack spells, increasing the likelihood an attack hits its target.

    - Allows for mobility

    - Provides AOE spells

    - Specializes in range attacks which decreases chances of getting injured by melee opponents

    Weaknesses:

    - Due to its multi hit nature, the damage of each attack is lessened

    - Capable of hitting allies or herself

    - Requires the item in question due to it being Holder Magic therefore is defenseless when low on MP

    - Not suited for close combat

    - Sacrifices defense spells for a more offensive focus

    - Due to low defenses it requires always being on the move

    - Lacks team support

    Lineage:

    Brute of Fiore:


    Description: A long time ago, there was a clan of warriors that drank a magical elixir to increase their physical powers. They became known as the Brutes of Fiore, they did what they liked whenever they like it and let nobody stand in their way. Then Fiore became fed up with their barbaric behavior and ordered a spy to infiltrate their hall and poison the elixir supplies. The warriors drank their elixirs the night after and noticed certain side effects. Their increased physical strength could be called upon whenever they wanted and they no longer needed the elixir, however they weren't as strong as they used to be. They were a lot less intimidating and shortly after the clan disbanded. Some descendants of the Brutes of Fiore still have the ability to call upon the gift of increased physical power and strength.

    Ability: 100% strength and 50% HP with for duration.  Passive 20% strength boost / 10% HP boost.

    Usage: Duration: 2 posts. Cooldown: 4 posts.  Cooldown increases by 2 every time it is used for the topic.  Small passive boost.

    Unique Abilities:


    Track Runner - Passive. Aliarey’s running hobby has made her legs strong and athletic. Her movement speed is increased by 15 percent and increases by 5 percent for each rank gained after.

    C = 20
    B = 25
    A = 30
    S = 35

    Spare Ammo - Active. At the cost of 5MP for each use, whatever non-spell weapons she may be using that has a reload time can be bypassed. The amount of ammo returned depends on the rank of the weapon. While good for weaker damage weapons, it will drain mana quickly if trying to spam stronger weapons.

    Weak - Full Capacity
    Strong - Half Capacity
    Legendary - 2 Shots
    Artifact - 1 Shot

    Weapon Recall - Passive. Being disarmed could end up being a death sentence for Aliarey. Knowing this, she trains herself with each obtained weapon to become very attuned with it and create a strong link between it and herself. Therefore, if she is ever disarmed, spell weapons as well as regular weapons will teleport back into her grasp.

    Tower Defense Game- Active. For the same cost as the original turret more turrets of the same type can be summoned and placed. A maximum of 3 extra turrets can be summoned, however, even though they can be considered as copies of the original, each newly summoned turret only has half the full hp of the original. Will not work on turrets that can immobilize targets.

    Signature Spells:

    D Rank:

    Name: Rocket Boots
    Rank: D
    Type: Armor, Support
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Normal shoes are switched out for a pair of boots that act like mini rockets to propel Aliarey up in the air at max 15m. It does not provide full flight but instead acts as a way to get to high places, avoid ground attacks, or to make a quick aerial assault of her own.

    Strengths:

    - Due to being in the air momentarily it is possible to avoid ground attacks, reach higher places, and attack from the air
    - For each post of its duration if she has landed she can again use the boots to take her upwards

    Weaknesses:

    - Since it is not full flight gravity will naturally pull her back down
    - Attacks that come into contact with her can push her in the wrong direction
    - Shoots straight up by default, if she wishes to add a direction to the movement then she must either jump in that direction first or get a running start

    User Rank 1:

    Name: Explosive Burst
    Rank: User Rank
    Type: Offensive
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Ranged assaults can only get a person so far against very difficult opponents for they tend to have ways of getting up close no matter what they are facing. Due to this, Aliarey has trained herself to harness her own magical energy and let it form into a caster explosion rather than a summoned requip. Whether she be touching an object or just using the air in front of her hands she is able to cause an instant mini explosion 6in wide that causes user rank damage. Caps out at S rank.

    Strengths:

    - Counters melee opponents and objects

    Weaknesses:

    - Useless against ranged opponents
    - The attack can only happen by using her hands, not any other part of her body

    Magic Spells:

    D Rank:

    Ember Revolvers:

    Name: Ember Revolvers
    Rank: D
    Type: Weapon, Fire, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Wanting to one day have a jack of all trades storage of weapons, Aliarey has made sure to include the idea of covering the basic elements into her arsenal. Starting with fire this particular spell requips a pair of revolvers specialized in the element. Speed of released attacks from each gun are 7.5 m/s with a range of 15m. This set of weapons has limited ammo with each revolver containing a total of 9 shots, but depending on the situation or opponent its method of attack can be altered by using its active ability to switch from single shots to a multi fireball assault.

    Ember Revolver Appearance:

    Passive: Pyromania - All shots fired are of the fire element, turning each projectile released into a small fireball.

    Active: Flame Shower - Combines the magical energy of each revolver to form a larger fireball. The fireball scatters once released, sending a group of mini fireballs towards the target that deals 1.25x D rank damage with that damage divided by the amount of fireballs formed from the split. Costs 2 ammo from each gun. Due to the pressure and heat generated within the guns, this cannot be spammed and will go on cool down for two posts.

    Strengths:

    - Ranged Attacks
    - Has the fire element attached to shots
    - Capable of switching between stronger single shots or using its ability to spread her attacks into smaller weaker shots
    - Can attack several times before being depleted

    Weaknesses:

    - Projectiles are fire and so can be consumed by slayer magic.
    - Attacks are weakened by ice and water magic
    - Can harm self if used at point blank range
    - Limited ammo; once all fireballs have been unleashed the guns cannot fire anymore for the rest of its duration
    - Requires both guns to be in her grasp to use its active

    Mini Turret Disc:

    Name: Mini Turret Disc
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 4 Posts

    Description:

    Aliarey summons a small metal disc from her personal magic storage. Once she has picked a spot she can throw the disc at the desired location where it will then morph into a small turret upon landing. The turret's base is stationary and cannot be re-positioned. The active of this device allows for Aliarey to choose between two turrets that the disc can morph into. Once it has morphed, it cannot be changed and must remain as that type until the disc can be used again after its cooldown.

    Gatling Turret - Once it has formed it will begin firing in a frontal cone of 5m width with its firing barrel rotating to the left and right. The magical projectiles have no element effect and travel at the speed of 10 m/s and the range at which they can travel is 20 m. Upon formation the turret is equipped with 20 projectiles with the damage split between them.

    Stun Turret - Upon forming this turret is equipped with 10 shots but they do no damage. Instead it fires projectiles at 15 m/s in a straight line that it is likely the target, if hit, will get hit by all of them at once. This can cause them to be stunned for one post. This will only work on targets of equal or lower rank.

    Mini Turret Form:

    Passive: Explosive Exit - When the duration of the weapon is up or when destroyed the turret will then explode, causing a small explosion 2m around its location and 25 percent of rank D damage.

    Active: Turret Morph - This is the ability that allows the disc to form into different turrets. It can only be used when in disc form.

    Strengths:

    - Automatic firing so it is set and forget for its duration
    - Large range of firing
    - Multi hit capability
    - Good weapon for AoE
    - Even if it misses its intended target its assault will still do damage to whatever is in its path
    - Can stun a target

    Weaknesses:

    - Chance of hitting allies and self if in the way of the firing zone
    - Can be destroyed by enemies before duration is up
    - Since it is automatic firing the aiming is not precise
    - Enemies can move out of the firing zone, rendering its assault on them useless.
    - Once set in place it cannot be moved
    - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    - Each attack is a small amount of damage rather than the larger amount most other attacks would have

    Outlaw Armor:

    Name: Outlaw Armor
    Rank: D
    Type: Armor, Support
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    When using this spell Aliarey’s usual outfit is changed into one that is stylized similarly to that of a gunslinger. It provides no additional defense increase but instead helps continue her offense by providing a damage buff for its duration as well as a way to stall for time if needed.

    Armor Appearance:

    Passive: It’s Gunna Be a Gun Fight - Damage is increased by 20 percent when wielding a pair of one handed guns

    Active: Gunslinger Masquerade - Upon activation six image clones will appear from the user‘s body and form a circle with a 3m radius around the enemy. During this process the real body has switched locations and is in another spot of the circle. These clones have no real mass and cannot do damage. As illusions, they will perform the same actions as the user. This ability is merely used to stall or confuse the enemy long enough in order to make a counter attack or an escape. Lasts for two posts with a cool down of 3.

    Strengths:

    - Light weight so her mobility is unaffected
    - Adds a way to stall and confuse enemies and escape possible harm with its active ability
    - Provides a damage buff

    Weaknesses:

    - No additional defense value than her usual clothes
    - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    - The passive only applies to one handed guns such as pistols and revolvers
    - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    - If the armor goes into cool down during Gunslinger Masquerade, the illusions disappear

    Boom Spider Launcher:

    Name: Boom Spider Launcher
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 3 Posts

    Description:

    This particular weapon is actually very similar to a grenade launcher in looks, and almost has the same function. The difference is that it doesn’t exactly shoot off normal grenades. The ammo shots of this weapon are instead small spherical mechanical contraptions that upon hitting anything solid will reveal itself to be walking bombs on legs. Each one released will skitter around until it runs into something, causing an explosion of rank D damage within 5m. A maximum of 3 spiders can be released per weapon summon. If the duration of the weapon expires before any spider bomb has exploded, they will all explode simultaneously upon the disappearance of the launcher. Health is transferred from the launcher to each spider shot, each receiving around 12 hp.

    Boom Spider:

    Passive: Creepy Crawly  - If the spherical shot happens to land on something that is vertical such as a building wall, the Boom Spider will stick to its surface and climb along the walls until it either bumps into something or expires.

    Active: Skittering Minefield - Upon activation of this ability the launcher's explosive energy will pass onto and surround Aliarey with a yellow glow. As she runs and moves around, a trail of mini explosions will occur at the spots she had stepped. If anyone were to follow her and get caught in the small blasts of .5m, they would be dealt a small amount of weak weapon damage (2hp) with each blast that hit them. This effect expires when the launcher either goes on cooldown or is destroyed.

    Strengths:

    - A way to cause damage without getting close
    - Instead of solely relying on her own aim, the mini bombs can travel on their own on the ground as well as building walls
    - Possible the enemy will be too distracted by the roaming bombs to notice what she may be doing
    - Provides a deterrent from chasing her down with the active

    Weaknesses:

    - Very easy to injure allies and self due to the random running pattern of the mini bombs
    - Limited ammo
    - The spiders can be destroyed by the enemy before they explode
    - Useless against those that can avoid ground bombs by flying or jumping very high
    - Although they can attach themselves to solid objects, they cannot attach to living objects such as people or animals
    - A single misstep during the active could cause her to get caught in her own explosions

    C Rank:

    Laser Tasers:

    Name: Laser Tasers
    Rank: C
    Type: Weapon, Offensive
    Duration: 5 Posts
    Cooldown: 6 Posts

    Description:

    A simple looking pair of black pistols that are actually filled with blue electrical energy. Each one is capable of firing 12 single shots of electrical energy that can travel at the range of 30m at 15m/s. It’s active allows for the power of the guns to be combined into an electrical beam shot that does higher damage to the target than its single shots.

    Appearance:

    Passive: Electric Spike - All normal shots fired are of the lightning element

    Active: Electric Surge - Combines the energy from both guns in order to overload them with a strong dose of electrical energy capable of putting out rank C damage. Once the energy is released, an electrical beam travels towards the target at 15 m/s with a range of 30m and does rank C damage upon contact. The ability cannot be spammed as the guns need to recover the energy. A cool down of 3 posts is required before it can be used again. Costs two ammo from each gun.

    Strengths:

    - Ranged Attacks
    - All shots fired are of the lightning element
    - Can attack several times before the shots of the weapon are depleted

    Weaknesses

    - Due to its lightning element attacks from this weapon can be consumed by slayers
    - Attacks will be weakened when against magic users that specialize in earth and plant spells of the same rank and above
    - Limited ammo; once all shots have been unleashed the guns cannot fire anymore for the rest of its duration
    - Requires both guns to be in her grasp to use its active

    Mini Turret Disc v2:

    Name: Mini Turret Disc v2
    Rank: C
    Type: Weapon, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Like the original mini turret, a small disc is pulled from the pocket dimension storage. Once a spot has been picked, she can throw it at the desired location where it will stick and form into one of two different turrets. The turret itself cannot be re-positioned nor can the type of turret it transforms into be changed once it has formed.

    Laser Cannon Turret - When this turret has finished forming it will be equipped with magical energy that turns its shots into white energy beams 2m wide. A single shot can do C rank's worth of damage but the cannon must go on cooldown for one post after each shot to recollect energy. Each shot's distance is 30m at a speed of 15m/s.

    Smokescreen Turret - A simple turret that once formed will quickly cover a 30m area around it in a thick smokescreen. It does no damage but can add difficulties to seeing as well as breathing. People of equal rank or lower will be blinded for one post if they stay within the smoke.

    Passive: Explosive Exit v2 - When the duration of the weapon is up or is destroyed the turret will then explode, causing an explosion 3m around its location that deals 25 percent of rank C damage.

    Active: Turret Morph v2 - Can only be used when in disc form. This is what allows it to form into the selected turret.

    Strengths:

    - Automatic firing so it is set and forget for its duration
    - Large range of firing
    - Can shoot twice each time it is summoned
    - Good weapon for single target uses
    - Even if it misses its intended target its assault will still do damage to whatever is in its path
    - Adds a way to make it difficult for enemies to see

    Weaknesses:

    - Chance of damaging allies and self if in the way of the firing zone
    - The smokescreen can affect allies just as easily
    - Can be destroyed by enemies before duration is up
    - Since it is automatic firing the aiming is not precise
    - Enemies can move out of the firing zone, rendering its assault on them useless
    - Once set in place it cannot be moved
    - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    - The smoke produced by the Smokescreen Turret can be cleared by wind magic users

    Eye Visor:
    Name: Eye Visor
    Rank: C
    Type: Armor, Support
    Duration: 4 Posts
    Cooldown: 5 Posts

    Description:

    This piece of equipment looks like nothing more than a simple eye visor made of glass once summoned. However, the item has its own magical properties and while it can be destroyed and sent back to its storage realm after enough hits the glass itself is incapable of breaking. Naturally it can protect against things getting into Aliarey's eyes but it also enhances her vision by providing night vision, thermal vision, and zooming capability up to 30m.

    Appearance:

    Passive: Visual Protection - While not immune to lowered vision statuses such as blinding effects, it does offer some resistance to them by 50 percent when against those of equal or lower rank and 25 percent when faced against those one rank above. The visor even has an overlay with her own magical signature that makes it so the visor is immune to her own spells. Unfortunately, its protection magic is ineffective against spells two ranks and above.

    Active: Vision Roulette - Can switch between normal vision, night, thermal, and zoom modes

    Strengths:

    - Protects the eyes
    - Includes visual enhancement modes for better planned attacks or to avoid enemies

    Weaknesses:

    - Does not work against magic that hides their users
    - Limited duration. Still being in complete darkness when the item expires could have consequences
    - Other than protecting the eyes it offers no other defensive value to the rest of her body
    - Her Weapon Recall unique ability does not apply to it due to being armor therefore if the visor is pulled or knocked off its advantages are not given since it must be worn

    Spell Fusions:

    This is Locked Until B Rank




    _____________________________________________________________________________________




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    she is Fierce




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    Guest

    Re: ReQuip: Hazardous Arsenal

    Post by Guest on 13th September 2017, 3:49 pm


    Guest
    Guest

    Re: ReQuip: Hazardous Arsenal

    Post by Guest on 19th October 2017, 3:58 am

    Moved and unlocked upon users request ^^

    Lumindis wrote:
    Magic


    Primary Magic: Hazardous Arsenal

    Secondary Magic: N/A

    Caster or Holder: Holder

    Description:

    As most people in the magical world know, Requip magic allows the user to pull an arsenal of weapons and armor they have stored away in a different pocket dimension. Aliarey prefers to use such an ability to store weapons specialized for mid-range to range combat as well as mechanisms to help her escape any scenarios she finds too dangerous. Any armor summoned helps with her mobility and attack buffs rather than full on protection from other spells. Its name Hazardous Arsenal basically implies that it is a risky magic to use. With low defenses and its AoE attacks, the user themselves could end up damaged at low ranks depending on the situation and opponent. At higher ranks access to more protective abilities and spells may open. As of right now, the basic outline is to always be on the move while attacking and to never give an opponent an opening.

    Aliarey currently uses sets of dual revolvers, explosives, and turrets for her spell weapons to send out a storm of attacks in order to make it difficult for an opponent to get close or find an opening. At higher ranks her spells will add in missiles, lasers, and cannons for a more explosive bombardment and her lineage will help with more heavier weaponry. Her magic is best left for working solo rather than in a team, unless the team members are situationally aware of her turret placement and attacks and don't expect buffs. If she must partner up then team members that specialize in range are ideal as melee will have the highest chance of being hit by friendly fire.

    Strengths:

    - Has multi attack spells, increasing the likelihood an attack hits its target.

    - Allows for mobility

    - Provides AOE spells

    - Specializes in range attacks which decreases chances of getting injured by melee opponents

    Weaknesses:

    - Due to its multi hit nature, the damage of each attack is lessened

    - Capable of hitting allies or herself

    - Requires the item in question due to it being Holder Magic therefore is defenseless when low on MP

    - Not suited for close combat

    - Sacrifices defense spells for a more offensive focus

    - Due to low defenses it requires always being on the move

    - Does not offer much team support

    Lineage:

    Brute of Fiore:


    Description: A long time ago, there was a clan of warriors that drank a magical elixir to increase their physical powers. They became known as the Brutes of Fiore, they did what they liked whenever they like it and let nobody stand in their way. Then Fiore became fed up with their barbaric behavior and ordered a spy to infiltrate their hall and poison the elixir supplies. The warriors drank their elixirs the night after and noticed certain side effects. Their increased physical strength could be called upon whenever they wanted and they no longer needed the elixir, however they weren't as strong as they used to be. They were a lot less intimidating and shortly after the clan disbanded. Some descendants of the Brutes of Fiore still have the ability to call upon the gift of increased physical power and strength.

    Ability: 100% strength and 50% HP with for duration.  Passive 20% strength boost / 10% HP boost.

    Usage: Duration: 2 posts. Cooldown: 4 posts.  Cooldown increases by 2 every time it is used for the topic.  Small passive boost.

    Unique Abilities:


    Track Runner - Passive. Aliarey’s running hobby has made her legs strong and athletic. Her movement speed is increased by 25% and increases with each rank.

    C = 30
    B = 35
    A = 40
    S = 50

    Spare Ammo - Active. At the cost of 5MP for each use, whatever non-spell weapons she may be using that has a reload time can be bypassed. The amount of ammo returned depends on the rank of the weapon. While good for weaker damage weapons, it will drain mana quickly if trying to spam stronger weapons.

    Weak - Full Capacity
    Strong - Half Capacity
    Legendary - 2 Shots
    Artifact - 1 Shot

    Weapon Recall - Passive. Being disarmed could end up being a death sentence for Aliarey. Knowing this, she trains herself with each obtained weapon to become very attuned with it and create a strong link between it and herself. Therefore, if she is ever disarmed, spell weapons as well as regular weapons will teleport back into her grasp.

    Tower Defense Game- Active. For half the cost of the original turret, more turrets of the same type can be summoned and placed. A maximum of 3 extra turrets can be summoned, however, even though they can be considered as copies of the original, each newly summoned turret only has half the full hp of the original and also does half the damage. Will not work on turrets that can immobilize targets.

    Signature Spells:

    D Rank:

    Name: Rocket Boots
    Rank: D
    Type: Armor, Support
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Normal shoes are switched out for a pair of boots that act like mini rockets to propel Aliarey up in the air at max 15m. It does not provide full flight but instead acts as a way to get to high places, avoid ground attacks, or to make a quick aerial assault of her own.

    Strengths:

    - Due to being in the air momentarily it is possible to avoid ground attacks, reach higher places, and attack from the air
    - For each post of its duration if she has landed she can again use the boots to take her upwards

    Weaknesses:

    - Since it is not full flight gravity will naturally pull her back down
    - Attacks that come into contact with her can push her in the wrong direction
    - Shoots straight up by default, if she wishes to add a direction to the movement then she must either jump in that direction first or get a running start

    User Rank 1:

    Name: Explosive Burst
    Rank: User Rank
    Type: Offensive
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Ranged assaults can only get a person so far against very difficult opponents for they tend to have ways of getting up close no matter what they are facing. Due to this, Aliarey has trained herself to harness her own magical energy and let it form into a caster explosion rather than a summoned requip. Whether she be touching an object or just using the air in front of her hands she is able to cause an instant mini explosion 6in wide that causes user rank damage. Caps out at S rank.

    Strengths:

    - Counters melee opponents and objects

    Weaknesses:

    - Useless against ranged opponents
    - The attack can only happen by using her hands, not any other part of her body

    Magic Spells:

    D Rank:

    Ember Revolvers:

    Name: Ember Revolvers
    Rank: D
    Type: Weapon, Fire, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Wanting to one day have a jack of all trades storage of weapons, Aliarey has made sure to include the idea of covering the basic elements into her arsenal. Starting with fire this particular spell requips a pair of revolvers specialized in the element. Speed of released attacks from each gun are 45 m/s with a range of 60m. This set of weapons has limited ammo with each revolver containing a total of 9 shots, but depending on the situation or opponent its method of attack can be altered by using its active ability to switch from single shots to a multi fireball assault.

    Ember Revolver Appearance:

    Passive: Pyromania - All shots fired are of the fire element, turning each projectile released into a small fireball.

    Active: Flame Shower; Multi target - Combines the magical energy of each revolver to form a larger fireball. The fireball scatters once released, sending a group of mini fireballs towards the target that deals 75% of D rank damage each if hitting multiple targets. The maximum amount of damage a single target can take regardless of how many fireballs they are struck with is 1.5x D rank damage. Costs 2 ammo from each gun. Due to the pressure and heat generated within the guns, this cannot be spammed and will go on cool down for two posts. Follows the multi hit rules of 45m distance and speed of 33 m/s.

    Strengths:

    - Ranged Attacks
    - Has the fire element attached to shots
    - Capable of switching between stronger single shots or using its ability to spread her attacks into smaller weaker shots
    - Can attack several times before being depleted

    Weaknesses:

    - Projectiles are fire and so can be consumed by slayer magic.
    - Attacks are weakened by ice and water magic
    - Can harm self if used at point blank range
    - Limited ammo; once all fireballs have been unleashed the guns cannot fire anymore for the rest of its duration
    - Requires both guns to be in her grasp to use its active

    Mini Turret Disc:

    Name: Mini Turret Disc
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 4 Posts

    Description:

    Aliarey summons a small metal disc from her personal magic storage. Once she has picked a spot she can throw the disc at the desired location where it will then morph into a small turret upon landing. The turret's base is stationary and cannot be re-positioned. The active of this device allows for Aliarey to choose between two turrets that the disc can morph into. Once it has morphed, it cannot be changed and must remain as that type until the disc can be used again after its cooldown.

    Gatling Turret; Multi Target - Once it has formed it will begin firing in a frontal cone of 5m width with its firing barrel rotating to the left and right. The magical projectiles have no element effect and travel at the speed of 30 m/s and the range at which they can travel is 45 m. Upon formation the turret is equipped with 20 projectiles that damage multiple targets at 25% of D rank damage with each hit. Regardless of how many hits a target takes, the damage will cap out at 1.5x D rank damage.

    Stun Turret; Single Target - Upon forming this turret is equipped with 10 shots but they do no damage. Instead it fires projectiles at 45 m/s in a straight line at 60m max that it is likely the target, if hit, will get hit by all of them at once. This can cause them to be stunned for one post. This will only work on targets of equal or lower rank.

    Mini Turret Form:

    Passive: Explosive Exit; AoE - When the duration of the weapon is up or when destroyed the turret will then explode, causing a small explosion 2m around its location and 50% of rank D damage.

    Active: Turret Morph - This is the ability that allows the disc to form into different turrets. It can only be used when in disc form.

    Strengths:

    - Automatic firing so it is set and forget for its duration
    - Large range of firing
    - Multi hit capability
    - Good weapon for AoE
    - Even if it misses its intended target its assault will still do damage to whatever is in its path
    - Can stun a target

    Weaknesses:

    - Chance of hitting allies and self if in the way of the firing zone
    - Can be destroyed by enemies before duration is up
    - Since it is automatic firing the aiming is not precise
    - Enemies can move out of the firing zone, rendering its assault on them useless.
    - Once set in place it cannot be moved
    - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    - Each attack is a small amount of damage rather than the larger amount most other attacks would have

    Outlaw Armor:

    Name: Outlaw Armor
    Rank: D
    Type: Armor, Support
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    When using this spell Aliarey’s usual outfit is changed into one that is stylized similarly to that of a gunslinger. It provides no additional defense increase but instead helps continue her offense by providing a damage buff for its duration as well as a way to stall for time if needed.

    Armor Appearance:

    Passive: It’s Gunna Be a Gun Fight - Damage is increased by 25 percent when wielding a pair of one handed guns

    Active: Gunslinger Masquerade - Upon activation six image clones will appear from the user‘s body and form a circle with a 3m radius around the enemy. During this process the real body has switched locations and is in another spot of the circle. These clones have no real mass and cannot do damage. As illusions, they will perform the same actions as the user. This ability is merely used to stall or confuse the enemy long enough in order to make a counter attack or an escape. Lasts for two posts with a cool down of 3.

    Strengths:

    - Light weight so her mobility is unaffected
    - Adds a way to stall and confuse enemies and escape possible harm with its active ability
    - Provides a damage buff

    Weaknesses:

    - No additional defense value than her usual clothes
    - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    - The passive only applies to one handed guns such as pistols and revolvers
    - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    - If the armor goes into cool down during Gunslinger Masquerade, the illusions disappear

    Boom Spider Launcher:

    Name: Boom Spider Launcher
    Rank: D
    Type: Weapon, Offensive, AoE
    Duration: 2 Posts
    Cooldown: 3 Posts

    Description:

    This particular weapon is actually very similar to a grenade launcher in looks, and almost has the same function. The difference is that it doesn’t exactly shoot off normal grenades. The ammo shots of this weapon are instead small spherical mechanical contraptions that upon hitting anything solid will reveal itself to be walking bombs on legs. Each one released will skitter around until it runs into something within 30m, causing an explosion of rank D damage within 5m. A maximum of 4 spiders can be released per weapon summon. If the duration of the weapon expires before any spider bomb has exploded, they will all explode simultaneously upon the disappearance of the launcher. Health is transferred from the launcher to each spider shot, each receiving around 12 hp.

    Boom Spider:

    Passive: Creepy Crawly  - If the spherical shot happens to land on something that is vertical such as a building wall, the Boom Spider will stick to its surface and climb along the walls until it either bumps into something or expires.

    Active: Skittering Minefield - Upon activation of this ability the launcher's explosive energy will pass onto and surround Aliarey with a yellow glow. As she runs and moves around, a trail of mini explosions will occur at the spots she had stepped. If anyone were to follow her and get caught in the small blasts of .5m, they would be dealt a small amount of weak weapon damage (2hp) with each blast that hit them. This effect expires when the launcher either goes on cooldown or is destroyed.

    Strengths:

    - A way to cause damage without getting close
    - Instead of solely relying on her own aim, the mini bombs can travel on their own on the ground as well as building walls
    - Possible the enemy will be too distracted by the roaming bombs to notice what she may be doing
    - Provides a deterrent from chasing her down with the active

    Weaknesses:

    - Very easy to injure allies and self due to the random running pattern of the mini bombs
    - Limited ammo
    - The spiders can be destroyed by the enemy before they explode
    - Useless against those that can avoid ground bombs by flying or jumping very high
    - Although they can attach themselves to solid objects, they cannot attach to living objects such as people or animals
    - A single misstep during the active could cause her to get caught in her own explosions


    C Rank:

    Laser Tasers:

    Name: Laser Tasers
    Rank: C
    Type: Weapon, Offensive
    Duration: 5 Posts
    Cooldown: 6 Posts

    Description:

    A simple looking pair of black pistols that are actually filled with blue electrical energy. Each one is capable of firing 12 single shots of electrical energy that can travel at the range of 120m at 90 m/s. It’s active allows for the power of the guns to be combined into an electrical beam shot that does higher damage to the target than its single shots.

    Appearance:

    Passive: Electric Spike - All normal shots fired are of the lightning element

    Active: Electric Surge - Combines the energy from both guns in order to overload them with a strong dose of electrical energy capable of putting out rank C damage. Once the energy is released, an electrical beam travels towards the target at 90 m/s with a range of 120m and does rank C damage upon contact. The ability cannot be spammed as the guns need to recover the energy. A cool down of 3 posts is required before it can be used again. Costs two ammo from each gun.

    Strengths:

    - Ranged Attacks
    - All shots fired are of the lightning element
    - Can attack several times before the shots of the weapon are depleted

    Weaknesses

    - Due to its lightning element attacks from this weapon can be consumed by slayers
    - Attacks will be weakened when against magic users that specialize in earth and plant spells of the same rank and above
    - Limited ammo; once all shots have been unleashed the guns cannot fire anymore for the rest of its duration
    - Requires both guns to be in her grasp to use its active

    Mini Turret Disc v2:

    Name: Mini Turret Disc v2
    Rank: C
    Type: Weapon, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Like the original mini turret, a small disc is pulled from the pocket dimension storage. Once a spot has been picked, she can throw it at the desired location where it will stick and form into one of two different turrets. The turret itself cannot be re-positioned nor can the type of turret it transforms into be changed once it has formed.

    Laser Cannon Turret - When this turret has finished forming it will be equipped with magical energy that turns its shots into white energy beams 2m wide. A single shot can do C rank's worth of damage but the cannon must go on cooldown for one post after each shot to recollect energy. Each shot's distance is 120m at a speed of 90 m/s.

    Smokescreen Turret - A simple turret that once formed will quickly cover a 30m area around it in a thick smokescreen. It does no damage but can add difficulties to seeing as well as breathing. People of equal rank or lower will be blinded for one post if they stay within the smoke.

    Passive: Explosive Exit v2 - When the duration of the weapon is up or is destroyed the turret will then explode, causing an explosion 3m around its location that deals 50% of rank C damage.

    Active: Turret Morph v2 - Can only be used when in disc form. This is what allows it to form into the selected turret.

    Strengths:

    - Automatic firing so it is set and forget for its duration
    - Large range of firing
    - Can shoot twice each time it is summoned
    - Good weapon for single target uses
    - Even if it misses its intended target its assault will still do damage to whatever is in its path
    - Adds a way to make it difficult for enemies to see

    Weaknesses:

    - Chance of damaging allies and self if in the way of the firing zone
    - The smokescreen can affect allies just as easily
    - Can be destroyed by enemies before duration is up
    - Since it is automatic firing the aiming is not precise
    - Enemies can move out of the firing zone, rendering its assault on them useless
    - Once set in place it cannot be moved
    - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    - The smoke produced by the Smokescreen Turret can be cleared by wind magic users

    Eye Visor:
    Name: Eye Visor
    Rank: C
    Type: Armor, Support
    Duration: 4 Posts
    Cooldown: 5 Posts

    Description:

    This piece of equipment looks like nothing more than a simple eye visor made of glass once summoned. However, the item has its own magical properties and while it can be destroyed and sent back to its storage realm after enough hits the glass itself is incapable of breaking. Naturally it can protect against things getting into Aliarey's eyes but it also enhances her vision by providing night vision, thermal vision, and zooming capability up to 30m.

    Appearance:

    Passive: Visual Protection - While not immune to lowered vision statuses such as blinding effects, it does offer some resistance to them by 50 percent when against those of equal or lower rank and 25 percent when faced against those one rank above. The visor even has an overlay with her own magical signature that makes it so the visor is immune to her own spells. Unfortunately, its protection magic is ineffective against spells two ranks and above.

    Active: Vision Roulette - Can switch between normal vision, night, thermal, and zoom modes

    Strengths:

    - Protects the eyes
    - Includes visual enhancement modes for better planned attacks or to avoid enemies

    Weaknesses:

    - Does not work against magic that hides their users
    - Limited duration. Still being in complete darkness when the item expires could have consequences
    - Other than protecting the eyes it offers no other defensive value to the rest of her body
    - Her Weapon Recall unique ability does not apply to it due to being armor therefore if the visor is pulled or knocked off its advantages are not given since it must be worn

    Spell Fusions:

    This is Locked Until B Rank



    Lumindis wrote:Purchased D Rank Slots - Proof of Purchase

    Elemental Grenade:

    Name: Elemental Grenade
    Rank: D
    Type: Weapon, Offensive, AoE
    Duration: 1 Posts
    Cooldown: 3 Posts

    Description: A different kind of grenade in that it looks very normal at first but the user can switch the elemental power it unleashes when it detonates. It is capable of doing an AoE of 50% D rank damage with a maximum distance of the explosion being 30m.

    Passive: Element Buff - The grenade will give the user a 25% damage buff for the set of pistols/revolvers that match the element of the explosion. Lasts for 2 posts.

    Active: Element Switch - The user will change the element of the explosion with this ability. Elements that can be used are fire, lightning, and ice.

    Strengths:

    - AoE damage
    - The element can be switched
    - Buffs the user so long as the pistols used next match the element of the explosion

    Weaknesses:

    - Can only go as far as the user can throw
    - Explodes on impact so no ticking to trick people into holding it
    - Loud and flashy so no go for stealth
    - Having a variety of elements means more types of slayers and enemies that can consume or counter it
    - Can hurt self or allies

    Flame Turret Disc:

    Name: Flame Turret Disc
    Rank: D
    Type: Weapon, Offensive, AoE
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description: A disc that forms into a turret that is larger than the mini turret. It has the element of fire in its attacks and will fire once per post of its duration for D rank weapon damage at a max 60m with a speed of 45 m/s.

    Appearance:

    Passive: Heatwave - The turret emits a small aura of extreme heat that can damage those for 25% of D rank damage if they are within it. The aura reaches 15m max.

    Active: Inferno - The flame turret unleashes a flame AoE attack 30m around its intended targets and at a speed of 22 m/s that causes 50% of D rank damage and leaves a DoT that ticks for 25% of D rank damage per post for two posts. The initial attack lasts for 1 post with a cooldown of 3 posts.

    Strengths:

    - Has the element of fire
    - Good use of AoE
    - Melee may possibly have a hard time dealing with it without getting damaged.

    Weaknesses:

    - Slayers can consume its attacks
    - No heavy powered single target abilities
    - Can be destroyed before it can do much damage
    - Range opponents will have an easy time dealing with it without getting hurt
    - Restricted to one element
    - Since it is automatic firing the aiming is not precise
    - Once set in place it cannot be moved

    Arm Cannon:

    Name: Arm Cannon
    Rank: D
    Type: Weapon, Offensive, Single Target
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description: The user requips a small cannon that attaches itself above the arm. Each basic shot from the cannon can travel up to 60m with a speed of 45 m/s. A second cannon will be created as soon as the first materializes. Both are slow to generate energy and as such can only fire once per post of its duration.

    Passive: Cannon Copy - A second cannon will form on the other arm as soon as the first is re-quipped.

    Active: Mega Mini Cannon - The user can turn both canons into a larger one that can cause 1.5x D rank damage for a single post. The canon will disappear afterwards regardless of its duration time. Distance of the attack is 60m max with a speed of 45 m/s.

    Strengths:

    - It doesn't need to be held due to it already being attached to the user's arm
    - The active creates a larger cannon that can do more damage
    - The passive generates a second cannon for the other arm

    Weaknesses:

    - No elemental value from its shots
    - Can only fire once per post for basic attacks
    - Even though the larger form can do more damage, the cannon will disappear afterwards
    - When the larger cannon is formed its hp does not regenerate. It will have the same amount of hp as it did when in its lesser form.

    Air Turret Disc:

    Name: Air Turret Disc
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 3 Posts

    Description: An item that turns into a small turret that can hover in the air at max 15m, and the weapon itself can move at basic run speed. Its shots can go to 60m at a speed of 45 m/s. It will fire 4 shots per post of its duration for unarmed damage unless destroyed.

    Appearance:

    Passive: Hover - The turret is magically airborne.

    Active: Homing shot - The turret will scan its target and lock on before releasing a more powerful shot that will follow a target up to 60m and 45 m/s until it makes impact or is forced to alter its path by being parried in some form. Damage is rank D damage and it can only be used one time during its duration.

    Strengths:

    - Unlike the other turrets this one can fly
    - Its active provides a higher accurate attack than its basic shots
    - Firing is automatic aside from the active

    Weaknesses:

    - Its height and speed has a limit so it cannot reach those that can easily fly away
    - No elemental value in attacks
    - The user has no control over its aim for the basic shots or the amount of times it can fire
    - The turret can be brought down easily by magic or weapons that can grab hold of it and force it down
    - Can be destroyed by enemies before duration is up

    Glider:

    Name: Glider
    Rank: D
    Type: Armor, Support
    Duration: 3 Post
    Cooldown: 4 Posts

    Description: A simple looking glider that attaches to the user's back and allows them to glide through the air to either get somewhere from a high distance or to safely land from a high fall.

    Passive: I'm Improvising - When destroyed the user will be left with a small parachute that lasts for 1 post. It has no magical properties whatsoever.

    Active: Mayday! - If the user anticipates getting attacked while airborne they can activate the glider's defenses to absorb an attack equaling the amount of 3 D rank spells.

    Strengths:

    - Adds the ability to reach lower ground from high places safely or to attack from the air
    - It even comes with an emergency parachute!

    Weaknesses:

    - The glider's speed cannot be increased unless an ally or enemy uses wind magic to do so
    - High and extreme winds can make using the glider difficult if not impossible
    - The user has to already be airborne in order to re-quip it
    - Unless the user has a way to safely land or is low enough, it would not be wise to dismiss the glider prematurely

    Freeze Guns:

    Name: Freeze Guns
    Rank: D
    Type: Weapon, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description: A set of dual pistols that contain the ice element and can freeze targets for one post. Each gun contains 10 shots that can go as far as 60m away at a speed of 45 m/s.

    Appearance:

    Passive: Cryo Gunner - All shots fired are of the ice element. Those hit with the chilly projectiles will be slowed by 25% if they are of equal or higher ranking, but the damage of each hit is also 50% weaker than normal re-quip weapons.

    Active: Freeze Ray - Combines the energy from both guns to generate more chilled magic. Upon doing so, the user can then fire an AoE ice beam that can put out 50% of rank D damage as well as freeze opponents of equal or lower rank for 1 post. Distance of the attack can spread to 30m at a speed of 22 m/s. Costs 2 ammo from each gun, lasts for a single post, and will go on cooldown for 2 posts.

    Strengths:

    - Adds the element of ice to standard shots
    - Can freeze an opponent for 1 post
    - Ranged Attacks
    - Can attack several times before being depleted
    - Basic shots are capable of slowing enemies

    Weaknesses:

    - Ice slayers can consume each attack
    - Limited ammo; once all icy projectiles have been unleashed the guns cannot fire anymore for the rest of its duration
    - Standard weapon damage is 50% weaker than other weapons
    - Requires both guns to be in her grasp to use its active
    - The damage of the active is less than that of the other elemental pistols
    - Fire abilities of higher rank will overpower the attacks of the weapons

    Purchased C Rank Slots - Proof of Purchase

    Heal Grenade:

    Name: Heal Grenade
    Rank: C
    Type: Weapon, Support
    Duration: 1 Post
    Cooldown: 3 Posts

    Description: A typical looking grenade materializes from the user's storage realm and when thrown, instead of exploding and doing damage upon landing, the grenade will burst and release a green mist-like substance that can heal for the equivalent of C rank damage.

    Passive: I'm My Own Medic! - Once the grenade materializes the user will be cured of harmful status effects that have been applied by those of equal or lesser rank

    Active: Me Before You - The user detonates the grenade, unleashing a green-colored mist that will heal the user for 40 hp. Does not work on allies. The mist will heal her so long as she is within 5 meters of the blast.

    Strengths:

    - Provides a small amount of healing ability to her otherwise offensive arsenal

    Weaknesses:

    - Only the user can be healed
    - Does no damage whatsoever even if used to whack someone on the head

    Jetpack:

    Name: Jetpack
    Rank: C
    Type: Armor, Support
    Duration: 5 Post
    Cooldown: 6 Posts

    Description: A basic jetpack that allows the user to quickly travel through the air. It can go as fast as the user's C rank run speed, and the highest point in the air it can go is 30m.

    Appearance:

    Passive: Airborne Bombardment - Attacks made while in the air are increased by 30%. This buff will expire if the user lands on the ground or when it is destroyed.

    Active: Speed Boost - For one post the user can increase their speed by another 30%. Goes on a 3 post cooldown afterwards.

    Strengths:

    - Allows for airborne attacks while actually staying in the air unless an enemy brings the user down
    - Has a damage buff so long as the user stays in the air

    Weaknesses:

    - If destroyed, unless the user has another way to prevent the fall, it is going to hurt
    - The extra damage disappears if the user is on the ground for any reason
    - Cannot be given to allies to use
    - If the user falls into deep water they will be stuck in it for one post
    avatar
    Jiyu Kazehime

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Be on Madame Astrid's friend list- Player -
    Lineage : Inugami
    Position : None
    Posts : 1917
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 471,710

    Character Sheet
    First Magic: Wind Magic
    Second Magic: Demonic Takeover
    Third Magic:

    Re: ReQuip: Hazardous Arsenal

    Post by Jiyu Kazehime on 22nd October 2017, 2:37 pm

    Approved.
    Spoiler:
    Lumindis wrote:
    Magic


    Primary Magic: Hazardous Arsenal

    Secondary Magic: N/A

    Caster or Holder: Holder

    Description:

    As most people in the magical world know, Requip magic allows the user to pull an arsenal of weapons and armor they have stored away in a different pocket dimension. Aliarey prefers to use such an ability to store weapons specialized for mid-range to range combat as well as mechanisms to help her escape any scenarios she finds too dangerous. Any armor summoned helps with her mobility and attack buffs rather than full on protection from other spells. Its name Hazardous Arsenal basically implies that it is a risky magic to use. With low defenses and its AoE attacks, the user themselves could end up damaged at low ranks depending on the situation and opponent. At higher ranks access to more protective abilities and spells may open. As of right now, the basic outline is to always be on the move while attacking and to never give an opponent an opening.

    Aliarey currently uses sets of dual revolvers, explosives, and turrets for her spell weapons to send out a storm of attacks in order to make it difficult for an opponent to get close or find an opening. At higher ranks her spells will add in missiles, lasers, and cannons for a more explosive bombardment and her lineage will help with more heavier weaponry. Her magic is best left for working solo rather than in a team, unless the team members are situationally aware of her turret placement and attacks and don't expect buffs. If she must partner up then team members that specialize in range are ideal as melee will have the highest chance of being hit by friendly fire.

    Strengths:

    - Has multi attack spells, increasing the likelihood an attack hits its target.

    - Allows for mobility

    - Provides AOE spells

    - Specializes in range attacks which decreases chances of getting injured by melee opponents

    Weaknesses:

    - Due to its multi hit nature, the damage of each attack is lessened

    - Capable of hitting allies or herself

    - Requires the item in question due to it being Holder Magic therefore is defenseless when low on MP

    - Not suited for close combat

    - Sacrifices defense spells for a more offensive focus

    - Due to low defenses it requires always being on the move

    - Does not offer much team support

    Lineage:

    Brute of Fiore:


    Description: A long time ago, there was a clan of warriors that drank a magical elixir to increase their physical powers. They became known as the Brutes of Fiore, they did what they liked whenever they like it and let nobody stand in their way. Then Fiore became fed up with their barbaric behavior and ordered a spy to infiltrate their hall and poison the elixir supplies. The warriors drank their elixirs the night after and noticed certain side effects. Their increased physical strength could be called upon whenever they wanted and they no longer needed the elixir, however they weren't as strong as they used to be. They were a lot less intimidating and shortly after the clan disbanded. Some descendants of the Brutes of Fiore still have the ability to call upon the gift of increased physical power and strength.

    Ability: 100% strength and 50% HP with for duration.  Passive 20% strength boost / 10% HP boost.

    Usage: Duration: 2 posts. Cooldown: 4 posts.  Cooldown increases by 2 every time it is used for the topic.  Small passive boost.

    Unique Abilities:


    Track Runner - Passive. Aliarey’s running hobby has made her legs strong and athletic. Her movement speed is increased by 25% and increases with each rank.

    C = 30%
    B = 35%
    A = 40%
    S = 50%

    Spare Ammo - Active. At the cost of 5MP for each use, whatever non-spell weapons she may be using that has a reload time can be bypassed. The amount of ammo returned depends on the rank of the weapon. While good for weaker damage weapons, it will drain mana quickly if trying to spam stronger weapons.

    Weak - Full Capacity
    Strong - Half Capacity
    Legendary - 2 Shots
    Artifact - 1 Shot

    Weapon Recall - Passive. Being disarmed could end up being a death sentence for Aliarey. Knowing this, she trains herself with each obtained weapon to become very attuned with it and create a strong link between it and herself. Therefore, if she is ever disarmed, spell weapons as well as regular weapons will teleport back into her grasp.

    Tower Defense Game- Active. For half the cost of the original turret, more turrets of the same type can be summoned and placed. A maximum of 3 extra turrets can be summoned, however, even though they can be considered as copies of the original, each newly summoned turret only has half the full hp of the original and also does half the damage. Will not work on turrets that can immobilize targets.

    Weapon Enhancements- Passive. Getting stronger and becoming more of an expert with her magic, Aliarey has learned how to amplify the damaging power of her weapons. The power increases with each rank, capping at S.

    B = 35%
    A = 40%
    S = 50%

    Signature Spells:

    D Rank:

    Name: Rocket Boots
    Rank: D
    Type: Armor, Support
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Normal shoes are switched out for a pair of boots that act like mini rockets to propel Aliarey up in the air at max 15m. It does not provide full flight but instead acts as a way to get to high places, avoid ground attacks, or to make a quick aerial assault of her own.

    Strengths:

    - Due to being in the air momentarily it is possible to avoid ground attacks, reach higher places, and attack from the air
    - For each post of its duration if she has landed she can again use the boots to take her upwards

    Weaknesses:

    - Since it is not full flight gravity will naturally pull her back down
    - Attacks that come into contact with her can push her in the wrong direction
    - Shoots straight up by default, if she wishes to add a direction to the movement then she must either jump in that direction first or get a running start

    User Rank 1:

    Name: Explosive Burst
    Rank: User Rank
    Type: Offensive
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Ranged assaults can only get a person so far against very difficult opponents for they tend to have ways of getting up close no matter what they are facing. Due to this, Aliarey has trained herself to harness her own magical energy and let it form into a caster explosion rather than a summoned requip. Whether she be touching an object or just using the air in front of her hands she is able to cause an instant mini explosion 6in wide that causes user rank damage. Caps out at S rank.

    Strengths:

    - Counters melee opponents and objects

    Weaknesses:

    - Useless against ranged opponents
    - The attack can only happen by using her hands, not any other part of her body

    Magic Spells:

    D Rank:

    Ember Revolvers:

    Name: Ember Revolvers
    Rank: D
    Type: Weapon, Fire, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Wanting to one day have a jack of all trades storage of weapons, Aliarey has made sure to include the idea of covering the basic elements into her arsenal. Starting with fire this particular spell requips a pair of revolvers specialized in the element. Speed of released attacks from each gun are 45 m/s with a range of 60m. This set of weapons has limited ammo with each revolver containing a total of 9 shots, but depending on the situation or opponent its method of attack can be altered by using its active ability to switch from single shots to a multi fireball assault.

    Ember Revolver Appearance:

    Passive: Pyromania - All shots fired are of the fire element, turning each projectile released into a small fireball.

    Active: Flame Shower; Multi target - Combines the magical energy of each revolver to form a larger fireball. The fireball scatters once released, sending a group of mini fireballs towards the target that deals 75% of D rank damage each if hitting multiple targets. The maximum amount of damage a single target can take regardless of how many fireballs they are struck with is 1.5x D rank damage. Costs 2 ammo from each gun. Due to the pressure and heat generated within the guns, this cannot be spammed and will go on cool down for two posts. Follows the multi hit rules of 45m distance and speed of 33 m/s.

    Strengths:

    - Ranged Attacks
    - Has the fire element attached to shots
    - Capable of switching between stronger single shots or using its ability to spread her attacks into smaller weaker shots
    - Can attack several times before being depleted

    Weaknesses:

    - Projectiles are fire and so can be consumed by slayer magic.
    - Attacks are weakened by ice and water magic
    - Can harm self if used at point blank range
    - Limited ammo; once all fireballs have been unleashed the guns cannot fire anymore for the rest of its duration
    - Requires both guns to be in her grasp to use its active

    Mini Turret Disc:

    Name: Mini Turret Disc
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 4 Posts

    Description:

    Aliarey summons a small metal disc from her personal magic storage. Once she has picked a spot she can throw the disc at the desired location where it will then morph into a small turret upon landing. The turret's base is stationary and cannot be re-positioned. The active of this device allows for Aliarey to choose between two turrets that the disc can morph into. Once it has morphed, it cannot be changed and must remain as that type until the disc can be used again after its cooldown.

    Gatling Turret; Multi Target - Once it has formed it will begin firing in a frontal cone of 5m width with its firing barrel rotating to the left and right. The magical projectiles have no element effect and travel at the speed of 30 m/s and the range at which they can travel is 45 m. Upon formation the turret is equipped with 20 projectiles that damage multiple targets at 25% of D rank damage with each hit. Regardless of how many hits a target takes, the damage will cap out at 1.5x D rank damage.

    Stun Turret; Single Target - Upon forming this turret is equipped with 10 shots but they do no damage. Instead it fires projectiles at 45 m/s in a straight line at 60m max that it is likely the target, if hit, will get hit by all of them at once. This can cause them to be stunned for one post. This will only work on targets of equal or lower rank.

    Mini Turret Form:

    Passive: Explosive Exit; AoE - When the duration of the weapon is up or when destroyed the turret will then explode, causing a small explosion 2m around its location and 50% of rank D damage.

    Active: Turret Morph - This is the ability that allows the disc to form into different turrets. It can only be used when in disc form.

    Strengths:

    - Automatic firing so it is set and forget for its duration
    - Large range of firing
    - Multi hit capability
    - Good weapon for AoE
    - Even if it misses its intended target its assault will still do damage to whatever is in its path
    - Can stun a target

    Weaknesses:

    - Chance of hitting allies and self if in the way of the firing zone
    - Can be destroyed by enemies before duration is up
    - Since it is automatic firing the aiming is not precise
    - Enemies can move out of the firing zone, rendering its assault on them useless.
    - Once set in place it cannot be moved
    - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    - Each attack is a small amount of damage rather than the larger amount most other attacks would have

    Outlaw Armor:

    Name: Outlaw Armor
    Rank: D
    Type: Armor, Support
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    When using this spell Aliarey’s usual outfit is changed into one that is stylized similarly to that of a gunslinger. It provides no additional defense increase but instead helps continue her offense by providing a damage buff for its duration as well as a way to stall for time if needed.

    Armor Appearance:

    Passive: It’s Gunna Be a Gun Fight - Damage is increased by 25 percent when wielding a pair of one handed guns

    Active: Gunslinger Masquerade - Upon activation six image clones will appear from the user‘s body and form a circle with a 3m radius around the enemy. During this process the real body has switched locations and is in another spot of the circle. These clones have no real mass and cannot do damage. As illusions, they will perform the same actions as the user. This ability is merely used to stall or confuse the enemy long enough in order to make a counter attack or an escape. Lasts for two posts with a cool down of 3.

    Strengths:

    - Light weight so her mobility is unaffected
    - Adds a way to stall and confuse enemies and escape possible harm with its active ability
    - Provides a damage buff

    Weaknesses:

    - No additional defense value than her usual clothes
    - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    - The passive only applies to one handed guns such as pistols and revolvers
    - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    - If the armor goes into cool down during Gunslinger Masquerade, the illusions disappear

    Boom Spider Launcher:

    Name: Boom Spider Launcher
    Rank: D
    Type: Weapon, Offensive, AoE
    Duration: 2 Posts
    Cooldown: 3 Posts

    Description:

    This particular weapon is actually very similar to a grenade launcher in looks, and almost has the same function. The difference is that it doesn’t exactly shoot off normal grenades. The ammo shots of this weapon are instead small spherical mechanical contraptions that upon hitting anything solid will reveal itself to be walking bombs on legs. Each one released will skitter around until it runs into something within 30m, causing an explosion of rank D damage within 5m. A maximum of 4 spiders can be released per weapon summon. If the duration of the weapon expires before any spider bomb has exploded, they will all explode simultaneously upon the disappearance of the launcher. Health is transferred from the launcher to each spider shot, each receiving around 12 hp.

    Boom Spider:

    Passive: Creepy Crawly  - If the spherical shot happens to land on something that is vertical such as a building wall, the Boom Spider will stick to its surface and climb along the walls until it either bumps into something or expires.

    Active: Skittering Minefield - Upon activation of this ability the launcher's explosive energy will pass onto and surround Aliarey with a yellow glow. As she runs and moves around, a trail of mini explosions will occur at the spots she had stepped. If anyone were to follow her and get caught in the small blasts of .5m, they would be dealt a small amount of weak weapon damage (2hp) with each blast that hit them. This effect expires when the launcher either goes on cooldown or is destroyed.

    Strengths:

    - A way to cause damage without getting close
    - Instead of solely relying on her own aim, the mini bombs can travel on their own on the ground as well as building walls
    - Possible the enemy will be too distracted by the roaming bombs to notice what she may be doing
    - Provides a deterrent from chasing her down with the active

    Weaknesses:

    - Very easy to injure allies and self due to the random running pattern of the mini bombs
    - Limited ammo
    - The spiders can be destroyed by the enemy before they explode
    - Useless against those that can avoid ground bombs by flying or jumping very high
    - Although they can attach themselves to solid objects, they cannot attach to living objects such as people or animals
    - A single misstep during the active could cause her to get caught in her own explosions
    C Rank:

    Laser Tasers:

    Name: Laser Tasers
    Rank: C
    Type: Weapon, Offensive
    Duration: 5 Posts
    Cooldown: 6 Posts

    Description:

    A simple looking pair of black pistols that are actually filled with blue electrical energy. Each one is capable of firing 12 single shots of electrical energy that can travel at the range of 120m at 90 m/s. It’s active allows for the power of the guns to be combined into an electrical beam shot that does higher damage to the target than its single shots.

    Appearance:

    Passive: Electric Spike - All normal shots fired are of the lightning element

    Active: Electric Surge - Combines the energy from both guns in order to overload them with a strong dose of electrical energy capable of putting out rank C damage. Once the energy is released, an electrical beam travels towards the target at 90 m/s with a range of 120m and does rank C damage upon contact. The ability cannot be spammed as the guns need to recover the energy. A cool down of 3 posts is required before it can be used again. Costs two ammo from each gun.

    Strengths:

    - Ranged Attacks
    - All shots fired are of the lightning element
    - Can attack several times before the shots of the weapon are depleted

    Weaknesses

    - Due to its lightning element attacks from this weapon can be consumed by slayers
    - Attacks will be weakened when against magic users that specialize in earth and plant spells of the same rank and above
    - Limited ammo; once all shots have been unleashed the guns cannot fire anymore for the rest of its duration
    - Requires both guns to be in her grasp to use its active

    Mini Turret Disc v2:

    Name: Mini Turret Disc v2
    Rank: C
    Type: Weapon, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Like the original mini turret, a small disc is pulled from the pocket dimension storage. Once a spot has been picked, she can throw it at the desired location where it will stick and form into one of two different turrets. The turret itself cannot be re-positioned nor can the type of turret it transforms into be changed once it has formed.

    Laser Cannon Turret - When this turret has finished forming it will be equipped with magical energy that turns its shots into white energy beams 2m wide. A single shot can do C rank's worth of damage but the cannon must go on cooldown for one post after each shot to recollect energy. Each shot's distance is 120m at a speed of 90 m/s.

    Smokescreen Turret - A simple turret that once formed will quickly cover a 30m area around it in a thick smokescreen. It does no damage but can add difficulties to seeing as well as breathing. People of equal rank or lower will be blinded for one post if they stay within the smoke.

    Passive: Explosive Exit v2 - When the duration of the weapon is up or is destroyed the turret will then explode, causing an explosion 3m around its location that deals 50% of rank C damage.

    Active: Turret Morph v2 - Can only be used when in disc form. This is what allows it to form into the selected turret.

    Strengths:

    - Automatic firing so it is set and forget for its duration
    - Large range of firing
    - Can shoot twice each time it is summoned
    - Good weapon for single target uses
    - Even if it misses its intended target its assault will still do damage to whatever is in its path
    - Adds a way to make it difficult for enemies to see

    Weaknesses:

    - Chance of damaging allies and self if in the way of the firing zone
    - The smokescreen can affect allies just as easily
    - Can be destroyed by enemies before duration is up
    - Since it is automatic firing the aiming is not precise
    - Enemies can move out of the firing zone, rendering its assault on them useless
    - Once set in place it cannot be moved
    - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    - The smoke produced by the Smokescreen Turret can be cleared by wind magic users

    Eye Visor:
    Name: Eye Visor
    Rank: C
    Type: Armor, Support
    Duration: 4 Posts
    Cooldown: 5 Posts

    Description:

    This piece of equipment looks like nothing more than a simple eye visor made of glass once summoned. However, the item has its own magical properties and while it can be destroyed and sent back to its storage realm after enough hits the glass itself is incapable of breaking. Naturally it can protect against things getting into Aliarey's eyes but it also enhances her vision by providing night vision, thermal vision, and zooming capability up to 30m.

    Appearance:

    Passive: Visual Protection - While not immune to lowered vision statuses such as blinding effects, it does offer some resistance to them by 50 percent when against those of equal or lower rank and 25 percent when faced against those one rank above. The visor even has an overlay with her own magical signature that makes it so the visor is immune to her own spells. Unfortunately, its protection magic is ineffective against spells two ranks and above.

    Active: Vision Roulette - Can switch between normal vision, night, thermal, and zoom modes

    Strengths:

    - Protects the eyes
    - Includes visual enhancement modes for better planned attacks or to avoid enemies

    Weaknesses:

    - Does not work against magic that hides their users
    - Limited duration. Still being in complete darkness when the item expires could have consequences
    - Other than protecting the eyes it offers no other defensive value to the rest of her body
    - Her Weapon Recall unique ability does not apply to it due to being armor therefore if the visor is pulled or knocked off its advantages are not given since it must be worn
    B Rank:

    Chain Gun:

    Name: Chain Gun
    Rank: B
    Type: Weapon, Offensive
    Duration: 6 Posts
    Cooldown: 7 Posts

    Description:

    A gun with bladed edges that is connected to a chain whip. The chain itself is 6 ft in length. The bladed edges can act as a melee range weapon while also being able to deal mid-range damage if the user uses it in whip style. The projectiles fired from the actual barrels provide further range offensive. They can go as far as 200m at a speed of 150 m/s.

    Appearance:

    Passive: Bloody Damage - The user will gain a 5% increase in damage per post whenever this weapon is summoned, starting at 10% for the first post, and capping at 35% for the final post of its duration.

    Active: Whips and Chains - The user's speed will increase as magical energy flows into the chain. An attack where the user swings the chain rapidly in front of them is then performed, doing 25% B rank damage per hit and capping at 1.5x B rank damage per target. Red energy beams are created from the swings that make the attacks travel further than the chain itself would allow. Capable of hitting multiple targets at a range of 150m with a speed of 112.5 m/s. Lasts for 1 post with a cooldown of 4 posts.

    Strengths:

    - Has a way to attack from any range (melee, mid, far)
    - Passively the damage gets stronger the longer the weapon is out
    - Multi-Target active

    Weaknesses

    - The damage boost takes time to take full effect
    - Damage boost is lost if weapon is destroyed or dismissed
    - The chain whip can be broken during combat, therefore leaving only the gun part of the weapon
    - Using the weapon whip style can leave the user wide open for a counter if they are not quick to react
    Rocket Launcher:

    Name: Rocket Launcher
    Rank: B
    Type: Weapon, Offensive
    Duration: 6 Posts
    Cooldown: 7 Posts

    Description:

    What weapon specialist could go without one of these? This weapon fires mini rockets that travel to a target as far as 100m with a speed of 75 m/s. Passively it is only capable of dealing AoE damage, but with the active it can fire stronger rockets that make a more lethal multi-target assault.

    Passive: Spreading The Love - Rockets launched from the launcher act as an AoE attack rather than single target. All targets near the impact of the rocket will be hit with B rank spell weapon damage (21hp).

    Active: Rocket Assault - A special compartment will appear on the launcher that contains several stronger rockets. They all fire in rapid succession at a range of 150m with a speed of 112.5 m/s. The rocket attack can hit several targets at once for 25% B rank damage per hit, capping at 1.5x B rank damage per target. Lasts for 3 posts with a cooldown of 4 posts. Multi-Target.

    Strengths:

    - Has AoE passively
    - Can attack several targets at once

    Weaknesses

    - Does not have single target range or speed even if there is only one enemy present
    - It fires rockets so naturally enemy slayers can make use of the explosions caused
    - Not a safe weapon choice if allies are near the intended targets
    - Using it at point blank range will harm the user
    Security Turret Disc:

    Name: Security Turret Disc
    Rank: B
    Type: Weapon, Offensive
    Duration: 6 Posts
    Cooldown: 7 Posts

    Description:

    Like many turrets before this one, a disc is summoned that then forms into a turret. Unlike the others, this one will not fire immediately. Its firing barrel will rotate until a target is within its line of sight. Once a target is locked on, it will begin to fire at a range of 200m with a speed of 150 m/s. The user can switch its placement at any time during its duration.

    Appearance:

    Passive: Blending In - The turret comes equipped with a stealth generating lacrima technology. It will be invisible to those of equal or lesser rank unless they have abilities capable of spotting it.

    Active: Ghost Shots - The shots fired from this weapon can magically pass through walls without losing any of their momentum or damage. Naturally, this means they can also easily pass through armor equipped by those of equal or lesser rank. Lasts for 3 posts with a cooldown of 4 posts.

    Strengths:

    - Comes equipped with stealth
    - Can pass through walls and armor
    - Waits for enemies instead of firing immediately, making it perfect for missions that require a more less explosive approach

    Weaknesses

    - The stealth isn't all that strong. Anyone with abilities capable of seeing through it can locate it
    - The shots can only go through walls during its active. It is not by default
    - Requires the user to manually switch its location. It is not automatic.
    - Easy to sneak by if an enemy can see it and waits for the firing barrel to turn away during its idle operations

    Spell Fusions:

    This is Locked Until B Rank



    Lumindis wrote:Purchased D Rank Slots - Proof of Purchase

    Elemental Grenade:

    Name: Elemental Grenade
    Rank: D
    Type: Weapon, Offensive, AoE
    Duration: 1 Posts
    Cooldown: 3 Posts

    Description: A different kind of grenade in that it looks very normal at first but the user can switch the elemental power it unleashes when it detonates. It is capable of doing an AoE of 50% D rank damage with a maximum distance of the explosion being 30m.

    Passive: Element Buff - The grenade will give the user a 25% damage buff for the set of pistols/revolvers that match the element of the explosion. Lasts for 2 posts.

    Active: Element Switch - The user will change the element of the explosion with this ability. Elements that can be used are fire, lightning, and ice.

    Strengths:

    - AoE damage
    - The element can be switched
    - Buffs the user so long as the pistols used next match the element of the explosion

    Weaknesses:

    - Can only go as far as the user can throw
    - Explodes on impact so no ticking to trick people into holding it
    - Loud and flashy so no go for stealth
    - Having a variety of elements means more types of slayers and enemies that can consume or counter it
    - Can hurt self or allies

    Flame Turret Disc:

    Name: Flame Turret Disc
    Rank: D
    Type: Weapon, Offensive, AoE
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description: A disc that forms into a turret that is larger than the mini turret. It has the element of fire in its attacks and will fire once per post of its duration for D rank weapon damage at a max 60m with a speed of 45 m/s.

    Appearance:

    Passive: Heatwave - The turret emits a small aura of extreme heat that can damage those for 25% of D rank damage if they are within it. The aura reaches 15m max.

    Active: Inferno - The flame turret unleashes a flame AoE attack 30m around its intended targets and at a speed of 22 m/s that causes 50% of D rank damage and leaves a DoT that ticks for 25% of D rank damage per post for two posts. The initial attack lasts for 1 post with a cooldown of 3 posts.

    Strengths:

    - Has the element of fire
    - Good use of AoE
    - Melee may possibly have a hard time dealing with it without getting damaged.

    Weaknesses:

    - Slayers can consume its attacks
    - No heavy powered single target abilities
    - Can be destroyed before it can do much damage
    - Range opponents will have an easy time dealing with it without getting hurt
    - Restricted to one element
    - Since it is automatic firing the aiming is not precise
    - Once set in place it cannot be moved

    Arm Cannon:

    Name: Arm Cannon
    Rank: D
    Type: Weapon, Offensive, Single Target
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description: The user requips a small cannon that attaches itself above the arm. Each basic shot from the cannon can travel up to 60m with a speed of 45 m/s. A second cannon will be created as soon as the first materializes. Both are slow to generate energy and as such can only fire once per post of its duration.

    Passive: Cannon Copy - A second cannon will form on the other arm as soon as the first is re-quipped.

    Active: Mega Mini Cannon - The user can turn both canons into a larger one that can cause 1.5x D rank damage for a single post. The canon will disappear afterwards regardless of its duration time. Distance of the attack is 60m max with a speed of 45 m/s.

    Strengths:

    - It doesn't need to be held due to it already being attached to the user's arm
    - The active creates a larger cannon that can do more damage
    - The passive generates a second cannon for the other arm

    Weaknesses:

    - No elemental value from its shots
    - Can only fire once per post for basic attacks
    - Even though the larger form can do more damage, the cannon will disappear afterwards
    - When the larger cannon is formed its hp does not regenerate. It will have the same amount of hp as it did when in its lesser form.

    Air Turret Disc:

    Name: Air Turret Disc
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 3 Posts

    Description: An item that turns into a small turret that can hover in the air at max 15m, and the weapon itself can move at basic run speed. Its shots can go to 60m at a speed of 45 m/s. It will fire 4 shots per post of its duration for unarmed damage unless destroyed.

    Appearance:

    Passive: Hover - The turret is magically airborne.

    Active: Homing shot - The turret will scan its target and lock on before releasing a more powerful shot that will follow a target up to 60m and 45 m/s until it makes impact or is forced to alter its path by being parried in some form. Damage is rank D damage and it can only be used one time during its duration.

    Strengths:

    - Unlike the other turrets this one can fly
    - Its active provides a higher accurate attack than its basic shots
    - Firing is automatic aside from the active

    Weaknesses:

    - Its height and speed has a limit so it cannot reach those that can easily fly away
    - No elemental value in attacks
    - The user has no control over its aim for the basic shots or the amount of times it can fire
    - The turret can be brought down easily by magic or weapons that can grab hold of it and force it down
    - Can be destroyed by enemies before duration is up

    Glider:

    Name: Glider
    Rank: D
    Type: Armor, Support
    Duration: 3 Post
    Cooldown: 4 Posts

    Description: A simple looking glider that attaches to the user's back and allows them to glide through the air to either get somewhere from a high distance or to safely land from a high fall.

    Passive: I'm Improvising - When destroyed the user will be left with a small parachute that lasts for 1 post. It has no magical properties whatsoever.

    Active: Mayday! - If the user anticipates getting attacked while airborne they can activate the glider's defenses to absorb an attack equaling the amount of 3 D rank spells.

    Strengths:

    - Adds the ability to reach lower ground from high places safely or to attack from the air
    - It even comes with an emergency parachute!

    Weaknesses:

    - The glider's speed cannot be increased unless an ally or enemy uses wind magic to do so
    - High and extreme winds can make using the glider difficult if not impossible
    - The user has to already be airborne in order to re-quip it
    - Unless the user has a way to safely land or is low enough, it would not be wise to dismiss the glider prematurely

    Freeze Guns:

    Name: Freeze Guns
    Rank: D
    Type: Weapon, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description: A set of dual pistols that contain the ice element and can freeze targets for one post. Each gun contains 10 shots that can go as far as 60m away at a speed of 45 m/s.

    Appearance:

    Passive: Cryo Gunner - All shots fired are of the ice element. Those hit with the chilly projectiles will be slowed by 25% if they are of equal or higher ranking, but the damage of each hit is also 50% weaker than normal re-quip weapons.

    Active: Freeze Ray - Combines the energy from both guns to generate more chilled magic. Upon doing so, the user can then fire an AoE ice beam that can put out 50% of rank D damage as well as freeze opponents of equal or lower rank for 1 post. Distance of the attack can spread to 30m at a speed of 22 m/s. Costs 2 ammo from each gun, lasts for a single post, and will go on cooldown for 2 posts.

    Strengths:

    - Adds the element of ice to standard shots
    - Can freeze an opponent for 1 post
    - Ranged Attacks
    - Can attack several times before being depleted
    - Basic shots are capable of slowing enemies

    Weaknesses:

    - Ice slayers can consume each attack
    - Limited ammo; once all icy projectiles have been unleashed the guns cannot fire anymore for the rest of its duration
    - Standard weapon damage is 50% weaker than other weapons
    - Requires both guns to be in her grasp to use its active
    - The damage of the active is less than that of the other elemental pistols
    - Fire abilities of higher rank will overpower the attacks of the weapons

    Purchased C Rank Slots - Proof of Purchase

    Heal Grenade:

    Name: Heal Grenade
    Rank: C
    Type: Weapon, Support
    Duration: 1 Post
    Cooldown: 3 Posts

    Description: A typical looking grenade materializes from the user's storage realm and when thrown, instead of exploding and doing damage upon landing, the grenade will burst and release a green mist-like substance that can heal for the equivalent of C rank damage.

    Passive: I'm My Own Medic! - Once the grenade materializes the user will be cured of harmful status effects that have been applied by those of equal or lesser rank

    Active: Me Before You - The user detonates the grenade, unleashing a green-colored mist that will heal the user for 40 hp. Does not work on allies. The mist will heal her so long as she is within 5 meters of the blast.

    Strengths:

    - Provides a small amount of healing ability to her otherwise offensive arsenal

    Weaknesses:

    - Only the user can be healed
    - Does no damage whatsoever even if used to whack someone on the head

    Jetpack:

    Name: Jetpack
    Rank: C
    Type: Armor, Support
    Duration: 5 Post
    Cooldown: 6 Posts

    Description: A basic jetpack that allows the user to quickly travel through the air. It can go as fast as the user's C rank run speed, and the highest point in the air it can go is 30m.

    Appearance:

    Passive: Airborne Bombardment - Attacks made while in the air are increased by 30%. This buff will expire if the user lands on the ground or when it is destroyed.

    Active: Speed Boost - For one post the user can increase their speed by another 30%. Goes on a 3 post cooldown afterwards.

    Strengths:

    - Allows for airborne attacks while actually staying in the air unless an enemy brings the user down
    - Has a damage buff so long as the user stays in the air

    Weaknesses:

    - If destroyed, unless the user has another way to prevent the fall, it is going to hurt
    - The extra damage disappears if the user is on the ground for any reason
    - Cannot be given to allies to use
    - If the user falls into deep water they will be stuck in it for one post


    _____________________________________________________________________________________






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    Izayuki

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    Lineage : Tanuki Yōkai
    Position : Goddess of Mystery
    Posts : 2951
    Guild : Black Rose [GM]
    Cosmic Coins : 3
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    Age : 21
    Experience : 1,524,580
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    Character Sheet
    First Magic: Glacier God Slayer
    Second Magic: Nerium Anomaly
    Third Magic:

    Re: ReQuip: Hazardous Arsenal

    Post by Izayuki on 7th February 2018, 10:39 am

    Spoiler:
    Lumindis wrote:
    Magic


    Primary Magic: Hazardous Arsenal

    Secondary Magic: N/A

    Caster or Holder: Holder

    Description:

    As most people in the magical world know, Requip magic allows the user to pull an arsenal of weapons and armor they have stored away in a different pocket dimension. Aliarey prefers to use such an ability to store weapons specialized for mid-range to range combat as well as mechanisms to help her escape any scenarios she finds too dangerous. Any armor summoned helps with her mobility and attack buffs rather than full on protection from other spells. Its name Hazardous Arsenal basically implies that it is a risky magic to use. With low defenses and its AoE attacks, the user themselves could end up damaged at low ranks depending on the situation and opponent. At higher ranks access to more protective abilities and spells may open. As of right now, the basic outline is to always be on the move while attacking and to never give an opponent an opening.

    Aliarey currently uses sets of dual revolvers, explosives, and turrets for her spell weapons to send out a storm of attacks in order to make it difficult for an opponent to get close or find an opening. At higher ranks her spells will add in missiles, lasers, and cannons for a more explosive bombardment and her lineage will help with more heavier weaponry. Her magic is best left for working solo rather than in a team, unless the team members are situationally aware of her turret placement and attacks and don't expect buffs. If she must partner up then team members that specialize in range are ideal as melee will have the highest chance of being hit by friendly fire.

    Strengths:

    - Has multi attack spells, increasing the likelihood an attack hits its target.

    - Allows for mobility

    - Provides AOE spells

    - Specializes in range attacks which decreases chances of getting injured by melee opponents

    Weaknesses:

    - Due to its multi hit nature, the damage of each attack is lessened

    - Capable of hitting allies or herself

    - Requires the item in question due to it being Holder Magic therefore is defenseless when low on MP

    - Not suited for close combat

    - Sacrifices defense spells for a more offensive focus

    - Due to low defenses it requires always being on the move

    - Does not offer much team support

    Lineage:

    Brute of Fiore:


    Description: A long time ago, there was a clan of warriors that drank a magical elixir to increase their physical powers. They became known as the Brutes of Fiore, they did what they liked whenever they like it and let nobody stand in their way. Then Fiore became fed up with their barbaric behavior and ordered a spy to infiltrate their hall and poison the elixir supplies. The warriors drank their elixirs the night after and noticed certain side effects. Their increased physical strength could be called upon whenever they wanted and they no longer needed the elixir, however they weren't as strong as they used to be. They were a lot less intimidating and shortly after the clan disbanded. Some descendants of the Brutes of Fiore still have the ability to call upon the gift of increased physical power and strength.

    Ability: 100% strength and 50% HP with for duration.  Passive 20% strength boost / 10% HP boost.

    Usage: Duration: 2 posts. Cooldown: 4 posts.  Cooldown increases by 2 every time it is used for the topic.  Small passive boost.

    Unique Abilities:


    Track Runner - Passive. Aliarey’s running hobby has made her legs strong and athletic. Her movement speed is increased by 25% and increases with each rank.

    C = 30%
    B = 35%
    A = 40%
    S = 50%

    Spare Ammo - Active. At the cost of 5MP for each use, whatever non-spell weapons she may be using that has a reload time can be bypassed. The amount of ammo returned depends on the rank of the weapon. While good for weaker damage weapons, it will drain mana quickly if trying to spam stronger weapons.

    Weak - Full Capacity
    Strong - Half Capacity
    Legendary - 2 Shots
    Artifact - 1 Shot

    Weapon Recall - Passive. Being disarmed could end up being a death sentence for Aliarey. Knowing this, she trains herself with each obtained weapon to become very attuned with it and create a strong link between it and herself. Therefore, if she is ever disarmed, spell weapons as well as regular weapons will teleport back into her grasp.

    Tower Defense Game- Active. For half the cost of the original turret, more turrets of the same type can be summoned and placed. A maximum of 3 extra turrets can be summoned, however, even though they can be considered as copies of the original, each newly summoned turret only has half the full hp of the original and also does half the damage. Will not work on turrets that can immobilize targets.

    Weapon Enhancements- Passive. Getting stronger and becoming more of an expert with her magic, Aliarey has learned how to amplify the damaging power of her weapons. The power increases with each rank, capping at S.

    B = 35%
    A = 40%
    S = 50%

    Signature Spells:

    D Rank:

    Name: Rocket Boots
    Rank: D
    Type: Armor, Support
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Normal shoes are switched out for a pair of boots that act like mini rockets to propel Aliarey up in the air at max 15m. It does not provide full flight but instead acts as a way to get to high places, avoid ground attacks, or to make a quick aerial assault of her own.

    Strengths:

    - Due to being in the air momentarily it is possible to avoid ground attacks, reach higher places, and attack from the air
    - For each post of its duration if she has landed she can again use the boots to take her upwards

    Weaknesses:

    - Since it is not full flight gravity will naturally pull her back down
    - Attacks that come into contact with her can push her in the wrong direction
    - Shoots straight up by default, if she wishes to add a direction to the movement then she must either jump in that direction first or get a running start

    User Rank 1:

    Name: Explosive Burst
    Rank: User Rank
    Type: Offensive
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Ranged assaults can only get a person so far against very difficult opponents for they tend to have ways of getting up close no matter what they are facing. Due to this, Aliarey has trained herself to harness her own magical energy and let it form into a caster explosion rather than a summoned requip. Whether she be touching an object or just using the air in front of her hands she is able to cause an instant mini explosion 6in wide that causes user rank damage. Caps out at S rank.

    Strengths:

    - Counters melee opponents and objects

    Weaknesses:

    - Useless against ranged opponents
    - The attack can only happen by using her hands, not any other part of her body

    Magic Spells:

    D Rank:

    Ember Revolvers:

    Name: Ember Revolvers
    Rank: D
    Type: Weapon, Fire, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Wanting to one day have a jack of all trades storage of weapons, Aliarey has made sure to include the idea of covering the basic elements into her arsenal. Starting with fire this particular spell requips a pair of revolvers specialized in the element. Speed of released attacks from each gun are 45 m/s with a range of 60m. This set of weapons has limited ammo with each revolver containing a total of 9 shots, but depending on the situation or opponent its method of attack can be altered by using its active ability to switch from single shots to a multi fireball assault.

    Ember Revolver Appearance:

    Passive: Pyromania - All shots fired are of the fire element, turning each projectile released into a small fireball.

    Active: Flame Shower; Multi target - Combines the magical energy of each revolver to form a larger fireball. The fireball scatters once released, sending a group of mini fireballs towards the target that deals 75% of D rank damage each if hitting multiple targets. The maximum amount of damage a single target can take regardless of how many fireballs they are struck with is 1.5x D rank damage. Costs 2 ammo from each gun. Due to the pressure and heat generated within the guns, this cannot be spammed and will go on cool down for two posts. Follows the multi hit rules of 45m distance and speed of 33 m/s.

    Strengths:

    - Ranged Attacks
    - Has the fire element attached to shots
    - Capable of switching between stronger single shots or using its ability to spread her attacks into smaller weaker shots
    - Can attack several times before being depleted

    Weaknesses:

    - Projectiles are fire and so can be consumed by slayer magic.
    - Attacks are weakened by ice and water magic
    - Can harm self if used at point blank range
    - Limited ammo; once all fireballs have been unleashed the guns cannot fire anymore for the rest of its duration
    - Requires both guns to be in her grasp to use its active

    Mini Turret Disc:

    Name: Mini Turret Disc
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 4 Posts

    Description:

    Aliarey summons a small metal disc from her personal magic storage. Once she has picked a spot she can throw the disc at the desired location where it will then morph into a small turret upon landing. The turret's base is stationary and cannot be re-positioned. The active of this device allows for Aliarey to choose between two turrets that the disc can morph into. Once it has morphed, it cannot be changed and must remain as that type until the disc can be used again after its cooldown.

    Gatling Turret; Multi Target - Once it has formed it will begin firing in a frontal cone of 5m width with its firing barrel rotating to the left and right. The magical projectiles have no element effect and travel at the speed of 30 m/s and the range at which they can travel is 45 m. Upon formation the turret is equipped with 20 projectiles that damage multiple targets at 25% of D rank damage with each hit. Regardless of how many hits a target takes, the damage will cap out at 1.5x D rank damage.

    Stun Turret; Single Target - Upon forming this turret is equipped with 10 shots but they do no damage. Instead it fires projectiles at 45 m/s in a straight line at 60m max that it is likely the target, if hit, will get hit by all of them at once. This can cause them to be stunned for one post. This will only work on targets of equal or lower rank.

    Mini Turret Form:

    Passive: Explosive Exit; AoE - When the duration of the weapon is up or when destroyed the turret will then explode, causing a small explosion 2m around its location and 50% of rank D damage.

    Active: Turret Morph - This is the ability that allows the disc to form into different turrets. It can only be used when in disc form.

    Strengths:

    - Automatic firing so it is set and forget for its duration
    - Large range of firing
    - Multi hit capability
    - Good weapon for AoE
    - Even if it misses its intended target its assault will still do damage to whatever is in its path
    - Can stun a target

    Weaknesses:

    - Chance of hitting allies and self if in the way of the firing zone
    - Can be destroyed by enemies before duration is up
    - Since it is automatic firing the aiming is not precise
    - Enemies can move out of the firing zone, rendering its assault on them useless.
    - Once set in place it cannot be moved
    - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    - Each attack is a small amount of damage rather than the larger amount most other attacks would have

    Outlaw Armor:

    Name: Outlaw Armor
    Rank: D
    Type: Armor, Support
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    When using this spell Aliarey’s usual outfit is changed into one that is stylized similarly to that of a gunslinger. It provides no additional defense increase but instead helps continue her offense by providing a damage buff for its duration as well as a way to stall for time if needed.

    Armor Appearance:

    Passive: It’s Gunna Be a Gun Fight - Damage is increased by 25 percent when wielding a pair of one handed guns

    Active: Gunslinger Masquerade - Upon activation six image clones will appear from the user‘s body and form a circle with a 3m radius around the enemy. During this process the real body has switched locations and is in another spot of the circle. These clones have no real mass and cannot do damage. As illusions, they will perform the same actions as the user. This ability is merely used to stall or confuse the enemy long enough in order to make a counter attack or an escape. Lasts for two posts with a cool down of 3.

    Strengths:

    - Light weight so her mobility is unaffected
    - Adds a way to stall and confuse enemies and escape possible harm with its active ability
    - Provides a damage buff

    Weaknesses:

    - No additional defense value than her usual clothes
    - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    - The passive only applies to one handed guns such as pistols and revolvers
    - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    - If the armor goes into cool down during Gunslinger Masquerade, the illusions disappear

    Boom Spider Launcher:

    Name: Boom Spider Launcher
    Rank: D
    Type: Weapon, Offensive, AoE
    Duration: 2 Posts
    Cooldown: 3 Posts

    Description:

    This particular weapon is actually very similar to a grenade launcher in looks, and almost has the same function. The difference is that it doesn’t exactly shoot off normal grenades. The ammo shots of this weapon are instead small spherical mechanical contraptions that upon hitting anything solid will reveal itself to be walking bombs on legs. Each one released will skitter around until it runs into something within 30m, causing an explosion of rank D damage within 5m. A maximum of 4 spiders can be released per weapon summon. If the duration of the weapon expires before any spider bomb has exploded, they will all explode simultaneously upon the disappearance of the launcher. Health is transferred from the launcher to each spider shot, each receiving around 12 hp.

    Boom Spider:

    Passive: Creepy Crawly  - If the spherical shot happens to land on something that is vertical such as a building wall, the Boom Spider will stick to its surface and climb along the walls until it either bumps into something or expires.

    Active: Skittering Minefield - Upon activation of this ability the launcher's explosive energy will pass onto and surround Aliarey with a yellow glow. As she runs and moves around, a trail of mini explosions will occur at the spots she had stepped. If anyone were to follow her and get caught in the small blasts of .5m, they would be dealt a small amount of weak weapon damage (2hp) with each blast that hit them. This effect expires when the launcher either goes on cooldown or is destroyed.

    Strengths:

    - A way to cause damage without getting close
    - Instead of solely relying on her own aim, the mini bombs can travel on their own on the ground as well as building walls
    - Possible the enemy will be too distracted by the roaming bombs to notice what she may be doing
    - Provides a deterrent from chasing her down with the active

    Weaknesses:

    - Very easy to injure allies and self due to the random running pattern of the mini bombs
    - Limited ammo
    - The spiders can be destroyed by the enemy before they explode
    - Useless against those that can avoid ground bombs by flying or jumping very high
    - Although they can attach themselves to solid objects, they cannot attach to living objects such as people or animals
    - A single misstep during the active could cause her to get caught in her own explosions
    C Rank:

    Laser Tasers:

    Name: Laser Tasers
    Rank: C
    Type: Weapon, Offensive
    Duration: 5 Posts
    Cooldown: 6 Posts

    Description:

    A simple looking pair of black pistols that are actually filled with blue electrical energy. Each one is capable of firing 12 single shots of electrical energy that can travel at the range of 120m at 90 m/s. It’s active allows for the power of the guns to be combined into an electrical beam shot that does higher damage to the target than its single shots.

    Appearance:

    Passive: Electric Spike - All normal shots fired are of the lightning element

    Active: Electric Surge - Combines the energy from both guns in order to overload them with a strong dose of electrical energy capable of putting out rank C damage. Once the energy is released, an electrical beam travels towards the target at 90 m/s with a range of 120m and does rank C damage upon contact. The ability cannot be spammed as the guns need to recover the energy. A cool down of 3 posts is required before it can be used again. Costs two ammo from each gun.

    Strengths:

    - Ranged Attacks
    - All shots fired are of the lightning element
    - Can attack several times before the shots of the weapon are depleted

    Weaknesses

    - Due to its lightning element attacks from this weapon can be consumed by slayers
    - Attacks will be weakened when against magic users that specialize in earth and plant spells of the same rank and above
    - Limited ammo; once all shots have been unleashed the guns cannot fire anymore for the rest of its duration
    - Requires both guns to be in her grasp to use its active

    Mini Turret Disc v2:

    Name: Mini Turret Disc v2
    Rank: C
    Type: Weapon, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Like the original mini turret, a small disc is pulled from the pocket dimension storage. Once a spot has been picked, she can throw it at the desired location where it will stick and form into one of two different turrets. The turret itself cannot be re-positioned nor can the type of turret it transforms into be changed once it has formed.

    Laser Cannon Turret - When this turret has finished forming it will be equipped with magical energy that turns its shots into white energy beams 2m wide. A single shot can do C rank's worth of damage but the cannon must go on cooldown for one post after each shot to recollect energy. Each shot's distance is 120m at a speed of 90 m/s.

    Smokescreen Turret - A simple turret that once formed will quickly cover a 30m area around it in a thick smokescreen. It does no damage but can add difficulties to seeing as well as breathing. People of equal rank or lower will be blinded for one post if they stay within the smoke.

    Passive: Explosive Exit v2 - When the duration of the weapon is up or is destroyed the turret will then explode, causing an explosion 3m around its location that deals 50% of rank C damage.

    Active: Turret Morph v2 - Can only be used when in disc form. This is what allows it to form into the selected turret.

    Strengths:

    - Automatic firing so it is set and forget for its duration
    - Large range of firing
    - Can shoot twice each time it is summoned
    - Good weapon for single target uses
    - Even if it misses its intended target its assault will still do damage to whatever is in its path
    - Adds a way to make it difficult for enemies to see

    Weaknesses:

    - Chance of damaging allies and self if in the way of the firing zone
    - The smokescreen can affect allies just as easily
    - Can be destroyed by enemies before duration is up
    - Since it is automatic firing the aiming is not precise
    - Enemies can move out of the firing zone, rendering its assault on them useless
    - Once set in place it cannot be moved
    - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    - The smoke produced by the Smokescreen Turret can be cleared by wind magic users

    Eye Visor:
    Name: Eye Visor
    Rank: C
    Type: Armor, Support
    Duration: 4 Posts
    Cooldown: 5 Posts

    Description:

    This piece of equipment looks like nothing more than a simple eye visor made of glass once summoned. However, the item has its own magical properties and while it can be destroyed and sent back to its storage realm after enough hits the glass itself is incapable of breaking. Naturally it can protect against things getting into Aliarey's eyes but it also enhances her vision by providing night vision, thermal vision, and zooming capability up to 30m.

    Appearance:

    Passive: Visual Protection - While not immune to lowered vision statuses such as blinding effects, it does offer some resistance to them by 50 percent when against those of equal or lower rank and 25 percent when faced against those one rank above. The visor even has an overlay with her own magical signature that makes it so the visor is immune to her own spells. Unfortunately, its protection magic is ineffective against spells two ranks and above.

    Active: Vision Roulette - Can switch between normal vision, night, thermal, and zoom modes

    Strengths:

    - Protects the eyes
    - Includes visual enhancement modes for better planned attacks or to avoid enemies

    Weaknesses:

    - Does not work against magic that hides their users
    - Limited duration. Still being in complete darkness when the item expires could have consequences
    - Other than protecting the eyes it offers no other defensive value to the rest of her body
    - Her Weapon Recall unique ability does not apply to it due to being armor therefore if the visor is pulled or knocked off its advantages are not given since it must be worn
    B Rank:

    Chain Gun:

    Name: Chain Gun
    Rank: B
    Type: Weapon, Offensive
    Duration: 6 Posts
    Cooldown: 7 Posts

    Description:

    A gun with bladed edges that is connected to a chain whip. The chain itself is 6 ft in length. The bladed edges can act as a melee range weapon while also being able to deal mid-range damage if the user uses it in whip style. The projectiles fired from the actual barrels provide further range offensive. They can go as far as 200m at a speed of 150 m/s.

    Appearance:

    Passive: Bloody Damage - The user will gain a 5% increase in damage per post whenever this weapon is summoned, starting at 10% for the first post, and capping at 35% for the final post of its duration.

    Active: Whips and Chains - The user's speed will increase as magical energy flows into the chain. An attack where the user swings the chain rapidly in front of them is then performed, doing 25% B rank damage per hit and capping at 1.5x B rank damage per target. Red energy beams are created from the swings that make the attacks travel further than the chain itself would allow. Capable of hitting multiple targets at a range of 150m with a speed of 112.5 m/s. Lasts for 1 post with a cooldown of 4 posts.

    Strengths:

    - Has a way to attack from any range (melee, mid, far)
    - Passively the damage gets stronger the longer the weapon is out
    - Multi-Target active

    Weaknesses

    - The damage boost takes time to take full effect
    - Damage boost is lost if weapon is destroyed or dismissed
    - The chain whip can be broken during combat, therefore leaving only the gun part of the weapon
    - Using the weapon whip style can leave the user wide open for a counter if they are not quick to react
    Rocket Launcher:

    Name: Rocket Launcher
    Rank: B
    Type: Weapon, Offensive
    Duration: 6 Posts
    Cooldown: 7 Posts

    Description:

    What weapon specialist could go without one of these? This weapon fires mini rockets that travel to a target as far as 100m with a speed of 75 m/s. Passively it is only capable of dealing AoE damage, but with the active it can fire stronger rockets that make a more lethal multi-target assault.

    Passive: Spreading The Love - Rockets launched from the launcher act as an AoE attack rather than single target. All targets near the impact of the rocket will be hit with B rank spell weapon damage (21hp).

    Active: Rocket Assault - A special compartment will appear on the launcher that contains several stronger rockets. They all fire in rapid succession at a range of 150m with a speed of 112.5 m/s. The rocket attack can hit several targets at once for 25% B rank damage per hit, capping at 1.5x B rank damage per target. Lasts for 3 posts with a cooldown of 4 posts. Multi-Target.

    Strengths:

    - Has AoE passively
    - Can attack several targets at once

    Weaknesses

    - Does not have single target range or speed even if there is only one enemy present
    - It fires rockets so naturally enemy slayers can make use of the explosions caused
    - Not a safe weapon choice if allies are near the intended targets
    - Using it at point blank range will harm the user
    Security Turret Disc:

    Name: Security Turret Disc
    Rank: B
    Type: Weapon, Offensive
    Duration: 6 Posts
    Cooldown: 7 Posts

    Description:

    Like many turrets before this one, a disc is summoned that then forms into a turret. Unlike the others, this one will not fire immediately. Its firing barrel will rotate until a target is within its line of sight. Once a target is locked on, it will begin to fire at a range of 200m with a speed of 150 m/s. The user can switch its placement at any time during its duration.

    Appearance:

    Passive: Blending In - The turret comes equipped with a stealth generating lacrima technology. It will be invisible to those of equal or lesser rank unless they have abilities capable of spotting it.

    Active: Ghost Shots - The shots fired from this weapon can magically pass through walls without losing any of their momentum or damage. Naturally, this means they can also easily pass through armor equipped by those of equal or lesser rank. Lasts for 3 posts with a cooldown of 4 posts.

    Strengths:

    - Comes equipped with stealth
    - Can pass through walls and armor
    - Waits for enemies instead of firing immediately, making it perfect for missions that require a more less explosive approach

    Weaknesses

    - The stealth isn't all that strong. Anyone with abilities capable of seeing through it can locate it
    - The shots can only go through walls during its active. It is not by default
    - Requires the user to manually switch its location. It is not automatic.
    - Easy to sneak by if an enemy can see it and waits for the firing barrel to turn away during its idle operations

    Spell Fusions:

    This is Locked Until B Rank



    Unlocked and moved at the user's request~


    _____________________________________________________________________________________



    [ Black Rose Guildmaster ] ♦ [ Bakedanuki ] ♦ [ Glacier God Slayer ]

    avatar
    Lilium

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    Character Sheet
    First Magic: αєgιѕ - тнє мιи∂
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    Re: ReQuip: Hazardous Arsenal

    Post by Lilium on 25th March 2018, 3:21 pm

    Spoiler:
    @Aliarey Casady wrote:
    Magic


    Primary Magic: Hazardous Arsenal

    Secondary Magic: N/A

    Caster or Holder: Holder

    Description:

    As most people in the magical world know, Requip magic allows the user to pull an arsenal of weapons and armor they have stored away in a different pocket dimension. Aliarey prefers to use such an ability to store weapons specialized for mid-range to range combat as well as mechanisms to help her escape any scenarios she finds too dangerous. Any armor summoned helps with her mobility and attack buffs rather than full on protection from other spells. Its name Hazardous Arsenal basically implies that it is a risky magic to use. With low defenses and its AoE attacks, the user themselves could end up damaged at low ranks depending on the situation and opponent. At higher ranks access to more protective abilities and spells may open. As of right now, the basic outline is to always be on the move while attacking and to never give an opponent an opening.

    Aliarey currently uses sets of dual revolvers, explosives, and turrets for her spell weapons to send out a storm of attacks in order to make it difficult for an opponent to get close or find an opening. At higher ranks her spells will add in missiles, lasers, and cannons for a more explosive bombardment and her lineage will help with more heavier weaponry. Her magic is best left for working solo rather than in a team, unless the team members are situationally aware of her turret placement and attacks and don't expect buffs. If she must partner up then team members that specialize in range are ideal as melee will have the highest chance of being hit by friendly fire.

    Strengths:

    - Has multi attack spells, increasing the likelihood an attack hits its target.
    - Allows for mobility
    - Provides AOE spells
    - Specializes in range attacks which decreases chances of getting injured by melee opponents

    Weaknesses:

    - Due to its multi hit nature, the damage of each attack is lessened
    - Capable of hitting allies or herself
    - Requires the item in question due to it being Holder Magic therefore is defenseless when low on MP
    - Not suited for close combat
    - Sacrifices defense spells for a more offensive focus
    - Due to low defenses it requires always being on the move
    - Does not offer much team support

    Lineage:

    Lacnites:
    Lacnites

    Sacred Library Post For Approval Proof

    Description:
    After a mission had gone terribly wrong and she failed to take out her target successfully, Aliarey had been captured and put into some weird experimentation. She managed to escape, but not entirely unchanged. The experiments involved mixing magic lacrima and advanced technology from Mirai. Now millions of very tiny magic robots flows through her body and bloodstream. While having them is an outright invasion and constant reminder of the experimentation, they are not without certain benefits. Many different enhancements have come from the existence of the lacnites. Aliarey has become much stronger and faster than before, and even her energy levels are constantly being replenished automatically. She has even found that she has gained different abilities that compliment the magic she had already possessed while also being able to take on and use different tactics she was unable to before. While she may have developed things that are along the lines of more superhuman than others, she is still very much human and intends to remain as such, but that doesn’t mean she won’t be using the tiny bots to her advantage. Now she is a rare breed of human that has a connection to magical and normal technology that others can only imagine, and, as an added effect, has become even more deadly for her enemies.

    Abilities:

    Status Recovery:
    The lacnites are quick to activate their healing mode whenever Aliarey is injured. They will heal her for 5% every other post. The healing may be small, but the bots never stop, and their very presence in her body makes it so she can’t die from what would normally be fatal injuries. If she were to lose limbs, the lacnites will boost their power and quickly regenerate them. As an added bonus, they will also clear all harmful status effects such as burns or poison of her rank and lower. This can only be done once every 3 posts, however.

    Magical Enhancements:
    To compliment the health recovery lacnites, mana recovery ones have been added as well. They will restore 5% of MP per post. In addition, they are the bots that support her magical side and therefore release constant charges to her magical energy flow and have altered it a great deal. From this, she is able to use psychic abilities she never had before. When it comes to weapons and technology, she can use telekinetic powers to use and interact with them. She can also mind read and mind control normal npcs. For use against other players for plot (does not work in pvp) obvious OOC permission is required.

    Stat Enhancements:
    The lacnites that run through her body also serve another purpose than keeping her alive. The experiment robots were programmed to also provide Aliarey and anyone else with them certain stat boosting enhancements that would serve a better purpose while in combat. Her strength and speed are increased by 50%.

    Infiltrator:
    The lacnites that don’t focus on recovery and enhancement are part of a set that grant special abilities. They are a very experimental type that grant the body they are in magic abilities that make for a better infiltrator and assassin, and the perfect type of person to be used for missions that require a bit more stealth and trickery in general. The user is given 1 extra spell slot of each rank up to S to be used for this lineage. Spells for this lineage must follow normal magic rules, and are to be reviewed and graded in the magic application.

    Lacrinite Manipulation:
    The lacnite technology had an odd reaction to her normal Requip magic when the experiments first began. They kept getting sucked into her storage pocket dimension instead of remaining in her bloodstream. The issue was eventually corrected, but not before the space became littered with the magic technology. With the ones in her body linking up with the ones in her magical storage space, Aliarey can summon them to the normal world as if they were a requip. They combine and form into a type of metal armor that increases both magical and physical defense by 25%. The armor can be further manipulated to form weapon attachments from its metal material. The types that can be formed are bladed types, not guns or cannons, and are always attached to the armor. While they normally are melee range, the lacnites can extend the weapon to reach maximum burst ranges of the user’s rank, up to S. They also share the same damage and durability as a normal requip weapon of the user’s rank, capping at S. Up to two weapon attachments can be made. Lasts for 5 posts with a 10 post cooldown.

    Plot Abilities:
    Semi-Immortality - The lacnites release small amounts of energy that halt the aging process and prolong Aliarey’s life
    Cyber Link - Using the lacnites, Aliarey can link up with different forms of technology in the environment to either obtain information or to even communicate with machinery

    Usage:
    Passive:
    -HP and MP recovery
    -Can clear status effects
    -Has some psychic abilities
    -Boost to Strength and Speed
    -1 Extra Spell Slot per rank up to S

    Active:
    -Gains access to an ability that creates armor for a small damage resistance bonus as well as weapons
    Unique Abilities:


    Speed is Key - Passive. Aliarey likes to move fast and not get hit. Her lack of true defenses makes quick movement necessary, and so she trains herself to always be on the move and mobile. Her speed is increased by 60% as a result from her training.

    Weapon Copy - Passive. Whenever Aliarey uses her offensive requips, a copy of them will float in the air beside her for extra basic attacks. They fire automatically and don't need her to operate or take hold of them. They do the same requip attack damage as the original, but do not come with the active or passives of it.

    Weapon Obsession - Passive. Being disarmed could end up being a death sentence for Aliarey. Knowing this, she trains herself with each obtained weapon to become very attuned with it and create a strong link between it and herself. Therefore, if she is ever disarmed, spell weapons as well as regular weapons will teleport back into her grasp. As another side effect to her training and link with her weapons, her magical and physical damage with weaponry is increased by 30%.

    Tower Defense Game- Active. For half the cost of the original turret, more turrets of the same type can be summoned and placed. A maximum of 3 extra turrets can be summoned, however, even though they can be considered as copies of the original, each newly summoned turret only has half the full hp of the original and also does half the damage. Will not work on turrets that can immobilize targets.

    Weapon Enhancements- Passive. Her requip weapons are magically enhanced for more offensive power. The spell damage of each weapon is increased by 60%.
    Signature Spells:

    D Rank:

    Name: Rocket Boots
    Rank: D
    Type: Armor, Support
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Normal shoes are switched out for a pair of boots that act like mini rockets to propel Aliarey up in the air at max 15m. It does not provide full flight but instead acts as a way to get to high places, avoid ground attacks, or to make a quick aerial assault of her own.

    Strengths:

    - Due to being in the air momentarily it is possible to avoid ground attacks, reach higher places, and attack from the air
    - For each post of its duration if she has landed she can again use the boots to take her upwards

    Weaknesses:

    - Since it is not full flight gravity will naturally pull her back down
    - Attacks that come into contact with her can push her in the wrong direction
    - Shoots straight up by default, if she wishes to add a direction to the movement then she must either jump in that direction first or get a running start
    User Rank 1:

    Name: Explosive Burst
    Rank: User Rank
    Type: Offensive
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Ranged assaults can only get a person so far against very difficult opponents for they tend to have ways of getting up close no matter what they are facing. Due to this, Aliarey has trained herself to harness her own magical energy and let it form into a caster explosion rather than a summoned requip. Whether she be touching an object or just using the air in front of her hands she is able to cause an instant mini explosion 6in wide that causes user rank damage. Caps out at S rank.

    Strengths:

    - Counters melee opponents and objects

    Weaknesses:

    - Useless against ranged opponents
    - The attack can only happen by using her hands, not any other part of her body
    Magic Spells:

    D Rank:

    Ember Revolvers:

    Name: Ember Revolvers
    Rank: D
    Type: Weapon, Fire, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Wanting to one day have a jack of all trades storage of weapons, Aliarey has made sure to include the idea of covering the basic elements into her arsenal. Starting with fire this particular spell requips a pair of revolvers specialized in the element. Speed of released attacks from each gun are 45 m/s with a range of 60m. Depending on the situation or opponent its method of attack can be altered by using its active ability to switch from single shots to a multi fireball assault.

    Ember Revolver Appearance:

    Passive: Pyromania - All shots fired are of the fire element, turning each projectile released into a small fireball. The guns are also very hot to the touch to anyone that is not Aliarey. Anyone struck by them or attempts to touch them will suffer 25% of D rank damage each time.

    Active: Flame Shower; Multi target - Combines the magical energy of each revolver to form a larger fireball. The fireball scatters once released, sending a group of mini fireballs towards the target that deals 25% of D rank damage each if hitting multiple targets. The maximum amount of damage a single target can take regardless of how many fireballs they are struck with is 1.5x D rank damage. Due to the pressure and heat generated within the guns, this cannot be spammed and will go on cool down for 2 posts after its 1 post duration. Follows the multi hit rules of 45m distance and speed of 33 m/s.

    Strengths:

    - Ranged Attacks
    - Has the fire element attached to shots
    - Capable of switching between single shots or using its ability to spread her shots to multiple targets

    Weaknesses:

    - Projectiles are fire and so can be consumed by slayer magic.
    - Attacks are weakened by ice and water magic
    - Can harm self if used at point blank range
    - Requires both guns to be in her grasp to use its active
    Mini Turret Disc:

    Name: Mini Turret Disc
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 4 Posts

    Description:

    Aliarey summons a small metal disc from her personal magic storage. Once she has picked a spot she can throw the disc at the desired location where it will then morph into a small turret upon landing. The turret's base is stationary and cannot be re-positioned. The active of this device allows for Aliarey to choose between two turrets that the disc can morph into. Once it has morphed, it cannot be changed and must remain as that type until the disc can be used again after its cooldown.

    Gatling Turret; Multi Target - Once it has formed it will begin firing in a frontal cone of 5m width with its firing barrel rotating to the left and right. The magical projectiles have no element effect and travel at the speed of 30 m/s and the range at which they can travel is 45 m. Upon formation the turret is equipped with 20 projectiles that damage multiple targets at 25% of D rank damage with each hit. Regardless of how many hits a target takes, the damage will cap out at 1.5x D rank damage.

    Stun Turret; Single Target - Upon forming this turret is equipped with 10 shots but they do no damage. Instead it fires projectiles at 45 m/s in a straight line at 60m max that it is likely the target, if hit, will get hit by all of them at once. This can cause them to be stunned for one post. This will only work on targets of equal or lower rank.

    Mini Turret Form:

    Passive: Explosive Exit; AoE - When the duration of the weapon is up or when destroyed the turret will then explode, causing a small explosion 2m around its location and 50% of rank D damage.

    Active: Turret Morph - This is the ability that allows the disc to form into different turrets. It can only be used when in disc form.

    Strengths:

    - Automatic firing so it is set and forget for its duration
    - Large range of firing
    - Multi hit capability
    - Good weapon for AoE
    - Even if it misses its intended target its assault will still do damage to whatever is in its path
    - Can stun a target

    Weaknesses:

    - Chance of hitting allies and self if in the way of the firing zone
    - Can be destroyed by enemies before duration is up
    - Since it is automatic firing the aiming is not precise
    - Enemies can move out of the firing zone, rendering its assault on them useless.
    - Once set in place it cannot be moved
    - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    - Each attack is a small amount of damage rather than the larger amount most other attacks would have
    Outlaw Armor:

    Name: Outlaw Armor
    Rank: D
    Type: Armor, Support
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    When using this spell Aliarey’s usual outfit is changed into one that is stylized similarly to that of a gunslinger. It provides no additional defense increase but instead helps continue her offense by providing a damage buff for its duration as well as a way to stall for time if needed.

    Armor Appearance:

    Passive: It’s Gunna Be a Gun Fight - Damage is increased by 25 percent when wielding a pair of one handed guns

    Active: Gunslinger Masquerade - Upon activation six image clones will appear from the user‘s body and form a circle with a 3m radius around the enemy. During this process the real body has switched locations and is in another spot of the circle. These clones have no real mass and cannot do damage. As illusions, they will perform the same actions as the user. This ability is merely used to stall or confuse the enemy long enough in order to make a counter attack or an escape. Lasts for two posts with a cool down of 3.

    Strengths:

    - Light weight so her mobility is unaffected
    - Adds a way to stall and confuse enemies and escape possible harm with its active ability
    - Provides a damage buff

    Weaknesses:

    - No additional defense value than her usual clothes
    - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    - The passive only applies to one handed guns such as pistols and revolvers
    - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    - If the armor goes into cool down during Gunslinger Masquerade, the illusions disappear
    Boom Spider Launcher:

    Name: Boom Spider Launcher
    Rank: D
    Type: Weapon, Offensive, AoE
    Duration: 2 Posts
    Cooldown: 3 Posts

    Description:

    This particular weapon is actually very similar to a grenade launcher in looks, and almost has the same function. The difference is that it doesn’t exactly shoot off normal grenades. The ammo shots of this weapon are instead small spherical mechanical contraptions that upon hitting anything solid will reveal itself to be walking bombs on legs. Each one released will skitter around until it runs into something within 30m, causing an explosion of rank D damage within 5m. A maximum of 4 spiders can be released per weapon summon. If the duration of the weapon expires before any spider bomb has exploded, they will all explode simultaneously upon the disappearance of the launcher. Health is transferred from the launcher to each spider shot, each receiving around 12 hp.

    Boom Spider:

    Passive: Creepy Crawly  - If the spherical shot happens to land on something that is vertical such as a building wall, the Boom Spider will stick to its surface and climb along the walls until it either bumps into something or expires.

    Active: Skittering Minefield - Upon activation of this ability the launcher's explosive energy will pass onto and surround Aliarey with a yellow glow. As she runs and moves around, a trail of mini explosions will occur at the spots she had stepped. If anyone were to follow her and get caught in the small blasts of .5m, they would be dealt a small amount of weak weapon damage (2hp) with each blast that hit them. This effect expires when the launcher either goes on cooldown or is destroyed.

    Strengths:

    - A way to cause damage without getting close
    - Instead of solely relying on her own aim, the mini bombs can travel on their own on the ground as well as building walls
    - Possible the enemy will be too distracted by the roaming bombs to notice what she may be doing
    - Provides a deterrent from chasing her down with the active

    Weaknesses:

    - Very easy to injure allies and self due to the random running pattern of the mini bombs
    - Limited ammo
    - The spiders can be destroyed by the enemy before they explode
    - Useless against those that can avoid ground bombs by flying or jumping very high
    - Although they can attach themselves to solid objects, they cannot attach to living objects such as people or animals
    - A single misstep during the active could cause her to get caught in her own explosions
    C Rank:

    Laser Tasers:

    Name: Laser Tasers
    Rank: C
    Type: Weapon, Offensive
    Duration: 5 Posts
    Cooldown: 6 Posts

    Description:

    A simple looking pair of black pistols that are actually filled with blue electrical energy. Each one is capable of firing 12 single shots of electrical energy that can travel at the range of 120m at 90 m/s. It’s active allows for the power of the guns to be combined into an electrical beam shot that does higher damage to the target than its single shots.

    Appearance:

    Passive: Electric Spike - All normal shots fired are of the lightning element

    Active: Electric Surge - Combines the energy from both guns in order to overload them with a strong dose of electrical energy capable of putting out rank C damage. Once the energy is released, an electrical beam travels towards the target at 90 m/s with a range of 120m and does rank C damage upon contact. The ability cannot be spammed as the guns need to recover the energy. A cool down of 3 posts is required before it can be used again. 1 post duration.

    Strengths:

    - Ranged Attacks
    - All shots fired are of the lightning element

    Weaknesses

    - Due to its lightning element attacks from this weapon can be consumed by slayers
    - Attacks will be weakened when against magic users that specialize in earth and plant spells of the same rank and above
    - Requires both guns to be in her grasp to use its active
    Mini Turret Disc v2:

    Name: Mini Turret Disc v2
    Rank: C
    Type: Weapon, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Like the original mini turret, a small disc is pulled from the pocket dimension storage. Once a spot has been picked, she can throw it at the desired location where it will stick and form into one of two different turrets. The turret itself cannot be re-positioned nor can the type of turret it transforms into be changed once it has formed.

    Laser Cannon Turret - When this turret has finished forming it will be equipped with magical energy that turns its shots into white energy beams 2m wide. A single shot can do C rank's worth of damage but the cannon must go on cooldown for one post after each shot to recollect energy. Each shot's distance is 120m at a speed of 90 m/s.

    Smokescreen Turret - A simple turret that once formed will quickly cover a 30m area around it in a thick smokescreen. It does no damage but can add difficulties to seeing as well as breathing. People of equal rank or lower will be blinded for one post if they stay within the smoke.

    Passive: Explosive Exit v2 - When the duration of the weapon is up or is destroyed the turret will then explode, causing an explosion 3m around its location that deals 50% of rank C damage.

    Active: Turret Morph v2 - Can only be used when in disc form. This is what allows it to form into the selected turret.

    Strengths:

    - Automatic firing so it is set and forget for its duration
    - Large range of firing
    - Can shoot twice each time it is summoned
    - Good weapon for single target uses
    - Even if it misses its intended target its assault will still do damage to whatever is in its path
    - Adds a way to make it difficult for enemies to see

    Weaknesses:

    - Chance of damaging allies and self if in the way of the firing zone
    - The smokescreen can affect allies just as easily
    - Can be destroyed by enemies before duration is up
    - Since it is automatic firing the aiming is not precise
    - Enemies can move out of the firing zone, rendering its assault on them useless
    - Once set in place it cannot be moved
    - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    - The smoke produced by the Smokescreen Turret can be cleared by wind magic users
    Eye Visor:
    Name: Eye Visor
    Rank: C
    Type: Armor, Support
    Duration: 4 Posts
    Cooldown: 5 Posts

    Description:

    This piece of equipment looks like nothing more than a simple eye visor made of glass once summoned. However, the item has its own magical properties and while it can be destroyed and sent back to its storage realm after enough hits the glass itself is incapable of breaking. Naturally it can protect against things getting into Aliarey's eyes but it also enhances her vision by providing night vision, thermal vision, and zooming capability up to 30m.

    Appearance:

    Passive: Visual Protection - While not immune to lowered vision statuses such as blinding effects, it does offer some resistance to them by 50 percent when against those of equal or lower rank and 25 percent when faced against those one rank above. The visor even has an overlay with her own magical signature that makes it so the visor is immune to her own spells. Unfortunately, its protection magic is ineffective against spells two ranks and above.

    Active: Vision Roulette - Can switch between normal vision, night, thermal, and zoom modes

    Strengths:

    - Protects the eyes
    - Includes visual enhancement modes for better planned attacks or to avoid enemies

    Weaknesses:

    - Does not work against magic that hides their users
    - Limited duration. Still being in complete darkness when the item expires could have consequences
    - Other than protecting the eyes it offers no other defensive value to the rest of her body
    - Her Weapon Recall unique ability does not apply to it due to being armor therefore if the visor is pulled or knocked off its advantages are not given since it must be worn
    B Rank:

    Chain Gun:

    Name: Chain Gun
    Rank: B
    Type: Weapon, Offensive
    Duration: 6 Posts
    Cooldown: 7 Posts

    Description:

    A gun with bladed edges that is connected to a chain whip. The chain itself is 6 ft in length. The bladed edges can act as a melee range weapon while also being able to deal mid-range damage if the user uses it in whip style. The projectiles fired from the actual barrels provide further range offensive. They can go as far as 200m at a speed of 150 m/s.

    Appearance:

    Passive: Bloody Damage - The user will gain a 5% increase in damage per post whenever this weapon is summoned, starting at 10% for the first post, and capping at 35% for the final post of its duration.

    Active: Whips and Chains - The user's speed will increase as magical energy flows into the chain. An attack where the user swings the chain rapidly in front of them is then performed, doing 25% B rank damage per hit and capping at 1.5x B rank damage per target. Red energy beams are created from the swings that make the attacks travel further than the chain itself would allow. Capable of hitting multiple targets at a range of 150m with a speed of 112.5 m/s. Lasts for 1 post with a cooldown of 4 posts.

    Strengths:

    - Has a way to attack from any range (melee, mid, far)
    - Passively the damage gets stronger the longer the weapon is out
    - Multi-Target active

    Weaknesses

    - The damage boost takes time to take full effect
    - Damage boost is lost if weapon is destroyed or dismissed
    - The chain whip can be broken during combat, therefore leaving only the gun part of the weapon
    - Using the weapon whip style can leave the user wide open for a counter if they are not quick to react
    Rocket Launcher:

    Name: Rocket Launcher
    Rank: B
    Type: Weapon, Offensive
    Duration: 6 Posts
    Cooldown: 7 Posts

    Description:

    What weapon specialist could go without one of these? This weapon fires mini rockets that travel to a target as far as 100m with a speed of 75 m/s. Passively it is only capable of dealing AoE damage, but with the active it can fire stronger rockets that make a more lethal multi-target assault.

    Passive: Spreading The Love - Rockets launched from the launcher act as an AoE attack rather than single target. All targets near the impact of the rocket will be hit with B rank spell weapon damage (21hp).

    Active: Rocket Assault - A special compartment will appear on the launcher that contains several stronger rockets. They all fire in rapid succession at a range of 150m with a speed of 112.5 m/s. The rocket attack can hit several targets at once for 25% B rank damage per hit, capping at 1.5x B rank damage per target. Lasts for 3 posts with a cooldown of 4 posts. Multi-Target.

    Strengths:

    - Has AoE passively
    - Can attack several targets at once

    Weaknesses

    - Does not have single target range or speed even if there is only one enemy present
    - It fires rockets so naturally enemy slayers can make use of the explosions caused
    - Not a safe weapon choice if allies are near the intended targets
    - Using it at point blank range will harm the user
    Security Turret Disc:

    Name: Security Turret Disc
    Rank: B
    Type: Weapon, Offensive
    Duration: 6 Posts
    Cooldown: 7 Posts

    Description:

    Like many turrets before this one, a disc is summoned that then forms into a turret. Unlike the others, this one will not fire immediately. Its firing barrel will rotate until a target is within its line of sight. Once a target is locked on, it will begin to fire at a range of 200m with a speed of 150 m/s. The user can switch its placement at any time during its duration.

    Appearance:

    Passive: Blending In - The turret comes equipped with a stealth generating lacrima technology. It will be invisible to those of equal or lesser rank unless they have abilities capable of spotting it.

    Active: Ghost Shots - The shots fired from this weapon can magically pass through walls without losing any of their momentum or damage. Naturally, this means they can also easily pass through armor equipped by those of equal or lesser rank. Lasts for 3 posts with a cooldown of 4 posts.

    Strengths:

    - Comes equipped with stealth
    - Can pass through walls and armor
    - Waits for enemies instead of firing immediately, making it perfect for missions that require a more less explosive approach

    Weaknesses

    - The stealth isn't all that strong. Anyone with abilities capable of seeing through it can locate it
    - The shots can only go through walls during its active. It is not by default
    - Requires the user to manually switch its location. It is not automatic.
    - Easy to sneak by if an enemy can see it and waits for the firing barrel to turn away during its idle operations
    A Rank:

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    Rank: A
    Type: Weapon, Offensive
    Duration: 7 Posts
    Cooldown: 8 Posts

    Description:

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    Rank: A
    Type: Weapon, Offensive
    Duration: 7 Posts
    Cooldown: 8 Posts

    Description:

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    Rank: A
    Type: Weapon, Offensive
    Duration: 7 Posts
    Cooldown: 8 Posts

    Description:

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    Spell Fusions:

    This is Locked Until A Rank




    _____________________________________________________________________________________



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    Lilium

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    Re: ReQuip: Hazardous Arsenal

    Post by Lilium on 25th March 2018, 3:22 pm

    Spoiler:
    @Aliarey Casady wrote:
    Lineage Spells:
    To be filled later
    Extra D Rank Spells:

    Purchased D Rank Slots - Proof of Purchase

    Elemental Grenade:

    Name: Elemental Grenade
    Rank: D
    Type: Weapon, Offensive, AoE
    Duration: 1 Posts
    Cooldown: 3 Posts

    Description: A different kind of grenade in that it looks very normal at first but the user can switch the elemental power it unleashes when it detonates. It is capable of doing an AoE of 50% D rank damage with a maximum distance of the explosion being 30m.

    Passive: Element Buff - The grenade will give the user a 50% magic damage buff for the set of pistols/revolvers that match the element of the explosion. Lasts for 2 posts.

    Active: Element Switch - The user will change the element of the explosion with this ability. Elements that can be used are fire, lightning, and ice.

    Strengths:

    - AoE damage
    - The element can be switched
    - Buffs the user so long as the pistols used next match the element of the explosion

    Weaknesses:

    - Can only go as far as the user can throw
    - Explodes on impact so no ticking to trick people into holding it
    - Loud and flashy so no go for stealth
    - Having a variety of elements means more types of slayers and enemies that can consume or counter it
    - Can hurt self or allies
    Flame Turret Disc:

    Name: Flame Turret Disc
    Rank: D
    Type: Weapon, Offensive, AoE
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description: A disc that forms into a turret that is larger than the mini turret. It has the element of fire in its attacks and will fire once per post of its duration for D rank weapon damage at a max 60m with a speed of 45 m/s.

    Appearance:

    Passive: Heatwave - The turret emits a small aura of extreme heat that can damage those for 25% of D rank damage if they are within it. The aura reaches 15m max.

    Active: Inferno - The flame turret unleashes a flame AoE attack 30m around its intended targets and at a speed of 22 m/s that causes 50% of D rank damage and leaves a DoT that ticks for 25% of D rank damage per post for two posts. The initial attack lasts for 1 post with a cooldown of 3 posts.

    Strengths:

    - Has the element of fire
    - Good use of AoE
    - Melee may possibly have a hard time dealing with it without getting damaged.

    Weaknesses:

    - Slayers can consume its attacks
    - No heavy powered single target abilities
    - Can be destroyed before it can do much damage
    - Range opponents will have an easy time dealing with it without getting hurt
    - Restricted to one element
    - Since it is automatic firing the aiming is not precise
    - Once set in place it cannot be moved
    Arm Cannons:

    Name: Arm Cannons
    Rank: D
    Type: Weapon, Offensive, Single Target
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description: The user requips small cannons that attach to each arm. Each basic shot from the cannons can travel up to 60m with a speed of 45 m/s.

    Passive: Charge Up - The energy within the cannons use a rapidly charging mechanic with each shot. Attacks made with it are 50% stronger.

    Active: Mega Mini Cannon - The user can turn both canons into a larger one that can cause 1.5x D rank damage for a single post. The canon will disappear afterwards regardless of its duration time. Distance of the attack is 60m max with a speed of 45 m/s.

    Strengths:

    - It doesn't need to be held due to it already being attached to the user's arm
    - The active creates a larger cannon that can do more damage
    - Passive is a damage buff

    Weaknesses:

    - No elemental value from its shots
    - Even though the larger form can do more damage, the cannon will disappear afterwards
    - When the larger cannon is formed its hp does not regenerate. It will have the same amount of hp as it did when in its lesser form.
    - - The durability of each cannon is split, meaning they both have less overall
    Air Turret Disc:

    Name: Air Turret Disc
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 3 Posts

    Description: An item that turns into a small turret that can hover in the air at max 15m, and the weapon itself can move at basic run speed. Its shots can go to 60m at a speed of 45 m/s.

    Appearance:

    Passive: Hover - The turret is magically airborne, going as high as 15m. In addition it moves 50% faster while in the air.

    Active: Homing Shot - The turret will scan its target and lock on before releasing a more powerful shot that will follow a target up to 60m and 45 m/s until it makes impact or is forced to alter its path by being parried in some form. Damage is rank D damage and it can only be used one time during its duration.

    Strengths:

    - Unlike the other turrets this one can fly
    - Has a speed buff
    - Its active provides a higher accurate attack than its basic shots
    - Firing is automatic aside from the active

    Weaknesses:

    - Its height and speed has a limit so it cannot reach those that can easily fly away
    - No elemental value in attacks
    - The user has no control over its aim for the basic shots or the amount of times it can fire
    - The turret can be brought down easily by magic or weapons that can grab hold of it and force it down
    - Can be destroyed by enemies before duration is up
    Glider:

    Name: Glider
    Rank: D
    Type: Armor, Support
    Duration: 3 Post
    Cooldown: 4 Posts

    Description: A simple looking glider that attaches to the user's back and allows them to glide through the air to either get somewhere from a high distance or to safely land from a high fall.

    Passive: I'm Improvising - When destroyed the user will be left with a small parachute that lasts for 1 post. It has no magical properties whatsoever.

    Active: Mayday! - If the user anticipates getting attacked while airborne they can activate the glider's defenses to absorb an attack equaling the amount of 2 D rank spells. Lasts throughout the duration or until the damage has been absorbed. Once per summon.

    Strengths:

    - Adds the ability to reach lower ground from high places safely or to attack from the air
    - It even comes with an emergency parachute!

    Weaknesses:

    - The glider's speed cannot be increased unless an ally or enemy uses wind magic to do so
    - High and extreme winds can make using the glider difficult if not impossible
    - The user has to already be airborne in order to re-quip it
    - Unless the user has a way to safely land or is low enough, it would not be wise to dismiss the glider prematurely
    Freeze Guns:

    Name: Freeze Guns
    Rank: D
    Type: Weapon, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description: A set of dual pistols that contain the ice element and can freeze targets for one post. Each gun contains 10 shots that can go as far as 60m away at a speed of 45 m/s.

    Appearance:

    Passive: Cryo Gunner - All shots fired are of the ice element. Those hit with the chilly projectiles will be slowed by 25% if they are of equal or higher ranking, but the damage of each hit is also 50% weaker than normal re-quip weapons.

    Active: Freeze Ray - Combines the energy from both guns to generate more chilled magic. Upon doing so, the user can then fire an AoE ice beam that can put out 50% of rank D damage as well as freeze opponents of equal or lower rank for 1 post. Distance of the attack can spread to 30m at a speed of 22 m/s. Costs 2 ammo from each gun, lasts for a single post, and will go on cooldown for 2 posts.

    Strengths:

    - Adds the element of ice to standard shots
    - Can freeze an opponent for 1 post
    - Ranged Attacks
    - Can attack several times before being depleted
    - Basic shots are capable of slowing enemies

    Weaknesses:

    - Ice slayers can consume each attack
    - Limited ammo; once all icy projectiles have been unleashed the guns cannot fire anymore for the rest of its duration
    - Standard weapon damage is 50% weaker than other weapons
    - Requires both guns to be in her grasp to use its active
    - The damage of the active is less than that of the other elemental pistols
    - Fire abilities of higher rank will overpower the attacks of the weapons
    Extra C Rank Spells:

    Purchased C Rank Slots - Proof of Purchase

    Heal Grenade:

    Name: Heal Grenade
    Rank: C
    Type: Weapon, Support
    Duration: 1 Post
    Cooldown: 3 Posts

    Description: A typical looking grenade materializes from the user's storage realm and when thrown, instead of exploding and doing damage upon landing, the grenade will burst and release a green mist-like substance that can heal for the equivalent of C rank damage.

    Passive: I'm My Own Medic! - Once the grenade materializes the user will be cured of harmful status effects that have been applied by those of equal or lesser rank

    Active: Me Before You - The user detonates the grenade, unleashing a green-colored mist that will heal the user for 40 hp. Does not work on allies. The mist will heal her so long as she is within 5 meters of the blast.

    Strengths:

    - Provides a small amount of healing ability to her otherwise offensive arsenal

    Weaknesses:

    - Only the user can be healed
    - Does no damage whatsoever even if used to whack someone on the head
    Jetpack:

    Name: Jetpack
    Rank: C
    Type: Armor, Support
    Duration: 5 Post
    Cooldown: 6 Posts

    Description: A basic jetpack that allows the user to quickly travel through the air. It can go as fast as the user's C rank run speed, and the highest point in the air it can go is 30m.

    Appearance:

    Passive: Airborne Bombardment - Magic attacks done while in the air have their damage increased by 50%. This buff will expire if the user lands on the ground or when it is destroyed.

    Active: Speed Boost - For one post the user can increase their speed by another 60%. Goes on a 3 post cooldown afterwards.

    Strengths:

    - Allows for airborne attacks while actually staying in the air unless an enemy brings the user down
    - Has a damage buff so long as the user stays in the air

    Weaknesses:

    - If destroyed, unless the user has another way to prevent the fall, it is going to hurt
    - The extra damage disappears if the user is on the ground for any reason
    - Cannot be given to allies to use
    - If the user falls into deep water they will be stuck in it for one post



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    Johann

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    Character Sheet
    First Magic: Advanced Elemental Runes
    Second Magic: Forces of War
    Third Magic: Berserker Satan Slayer [2nd Gen]

    Re: ReQuip: Hazardous Arsenal

    Post by Johann on 10th December 2018, 6:44 am

    Moving and unlocking No. 1

    Spoiler:
    @Aliarey Casady wrote:
    Magic


    Primary Magic: Hazardous Arsenal

    Secondary Magic: N/A

    Caster or Holder: Holder

    Description:

    As most people in the magical world know, Requip magic allows the user to pull an arsenal of weapons and armor they have stored away in a different pocket dimension. Aliarey prefers to use such an ability to store weapons specialized for mid-range to range combat as well as mechanisms to help her escape any scenarios she finds too dangerous. Any armor summoned helps with her mobility and attack buffs rather than full on protection from other spells. Its name Hazardous Arsenal basically implies that it is a risky magic to use. With low defenses and its AoE attacks, the user themselves could end up damaged at low ranks depending on the situation and opponent. At higher ranks access to more protective abilities and spells may open. As of right now, the basic outline is to always be on the move while attacking and to never give an opponent an opening.

    Aliarey currently uses sets of dual revolvers, explosives, and turrets for her spell weapons to send out a storm of attacks in order to make it difficult for an opponent to get close or find an opening. At higher ranks her spells will add in missiles, lasers, and cannons for a more explosive bombardment and her lineage will help with more heavier weaponry. Her magic is best left for working solo rather than in a team, unless the team members are situationally aware of her turret placement and attacks and don't expect buffs. If she must partner up then team members that specialize in range are ideal as melee will have the highest chance of being hit by friendly fire.

    Strengths:

    - Has multi attack spells, increasing the likelihood an attack hits its target.
    - Allows for mobility
    - Provides AOE spells
    - Specializes in range attacks which decreases chances of getting injured by melee opponents

    Weaknesses:

    - Due to its multi hit nature, the damage of each attack is lessened
    - Capable of hitting allies or herself
    - Requires the item in question due to it being Holder Magic therefore is defenseless when low on MP
    - Not suited for close combat
    - Sacrifices defense spells for a more offensive focus
    - Due to low defenses it requires always being on the move
    - Does not offer much team support

    Lineage:

    Lacnites:
    Lacnites

    Sacred Library Post For Approval Proof

    Description:
    After a mission had gone terribly wrong and she failed to take out her target successfully, Aliarey had been captured and put into some weird experimentation. She managed to escape, but not entirely unchanged. The experiments involved mixing magic lacrima and advanced technology from Mirai. Now millions of very tiny magic robots flows through her body and bloodstream. While having them is an outright invasion and constant reminder of the experimentation, they are not without certain benefits. Many different enhancements have come from the existence of the lacnites. Aliarey has become much stronger and faster than before, and even her energy levels are constantly being replenished automatically. She has even found that she has gained different abilities that compliment the magic she had already possessed while also being able to take on and use different tactics she was unable to before. While she may have developed things that are along the lines of more superhuman than others, she is still very much human and intends to remain as such, but that doesn’t mean she won’t be using the tiny bots to her advantage. Now she is a rare breed of human that has a connection to magical and normal technology that others can only imagine, and, as an added effect, has become even more deadly for her enemies.

    Abilities:

    Status Recovery:
    The lacnites are quick to activate their healing mode whenever Aliarey is injured. They will heal her for 5% every other post. The healing may be small, but the bots never stop, and their very presence in her body makes it so she can’t die from what would normally be fatal injuries. If she were to lose limbs, the lacnites will boost their power and quickly regenerate them. As an added bonus, they will also clear all harmful status effects such as burns or poison of her rank and lower. This can only be done once every 3 posts, however.

    Magical Enhancements:
    To compliment the health recovery lacnites, mana recovery ones have been added as well. They will restore 5% of MP per post. In addition, they are the bots that support her magical side and therefore release constant charges to her magical energy flow and have altered it a great deal. From this, she is able to use psychic abilities she never had before. When it comes to weapons and technology, she can use telekinetic powers to use and interact with them. She can also mind read and mind control normal npcs. For use against other players for plot (does not work in pvp) obvious OOC permission is required.

    Stat Enhancements:
    The lacnites that run through her body also serve another purpose than keeping her alive. The experiment robots were programmed to also provide Aliarey and anyone else with them certain stat boosting enhancements that would serve a better purpose while in combat. Her strength and speed are increased by 50%.

    Infiltrator:
    The lacnites that don’t focus on recovery and enhancement are part of a set that grant special abilities. They are a very experimental type that grant the body they are in magic abilities that make for a better infiltrator and assassin, and the perfect type of person to be used for missions that require a bit more stealth and trickery in general. The user is given 1 extra spell slot of each rank up to S to be used for this lineage. Spells for this lineage must follow normal magic rules, and are to be reviewed and graded in the magic application.

    Lacrinite Manipulation:
    The lacnite technology had an odd reaction to her normal Requip magic when the experiments first began. They kept getting sucked into her storage pocket dimension instead of remaining in her bloodstream. The issue was eventually corrected, but not before the space became littered with the magic technology. With the ones in her body linking up with the ones in her magical storage space, Aliarey can summon them to the normal world as if they were a requip. They combine and form into a type of metal armor that increases both magical and physical defense by 25%. The armor can be further manipulated to form weapon attachments from its metal material. The types that can be formed are bladed types, not guns or cannons, and are always attached to the armor. While they normally are melee range, the lacnites can extend the weapon to reach maximum burst ranges of the user’s rank, up to S. They also share the same damage and durability as a normal requip weapon of the user’s rank, capping at S. Up to two weapon attachments can be made. Lasts for 5 posts with a 10 post cooldown.

    Plot Abilities:
    Semi-Immortality - The lacnites release small amounts of energy that halt the aging process and prolong Aliarey’s life
    Cyber Link - Using the lacnites, Aliarey can link up with different forms of technology in the environment to either obtain information or to even communicate with machinery

    Usage:
    Passive:
    -HP and MP recovery
    -Can clear status effects
    -Has some psychic abilities
    -Boost to Strength and Speed
    -1 Extra Spell Slot per rank up to S

    Active:
    -Gains access to an ability that creates armor for a small damage resistance bonus as well as weapons
    Unique Abilities:


    Speed is Key - Passive. Aliarey likes to move fast and not get hit. Her lack of true defenses makes quick movement necessary, and so she trains herself to always be on the move and mobile. Her speed is increased by 60% as a result from her training.

    Weapon Copy - Passive. Whenever Aliarey uses her offensive requips, a copy of them will float in the air beside her for extra basic attacks. They fire automatically and don't need her to operate or take hold of them. They do the same requip attack damage as the original, but do not come with the active or passives of it.

    Weapon Obsession - Passive. Being disarmed could end up being a death sentence for Aliarey. Knowing this, she trains herself with each obtained weapon to become very attuned with it and create a strong link between it and herself. Therefore, if she is ever disarmed, spell weapons as well as regular weapons will teleport back into her grasp. As another side effect to her training and link with her weapons, her magical and physical damage with weaponry is increased by 30%.

    Tower Defense Game- Active. For half the cost of the original turret, more turrets of the same type can be summoned and placed. A maximum of 3 extra turrets can be summoned, however, even though they can be considered as copies of the original, each newly summoned turret only has half the full hp of the original and also does half the damage. Will not work on turrets that can immobilize targets.

    Weapon Enhancements- Passive. Her requip weapons are magically enhanced for more offensive power. The spell damage of each weapon is increased by 60%.
    Signature Spells:

    D Rank:

    Name: Rocket Boots
    Rank: D
    Type: Armor, Support
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Normal shoes are switched out for a pair of boots that act like mini rockets to propel Aliarey up in the air at max 15m. It does not provide full flight but instead acts as a way to get to high places, avoid ground attacks, or to make a quick aerial assault of her own.

    Strengths:

    - Due to being in the air momentarily it is possible to avoid ground attacks, reach higher places, and attack from the air
    - For each post of its duration if she has landed she can again use the boots to take her upwards

    Weaknesses:

    - Since it is not full flight gravity will naturally pull her back down
    - Attacks that come into contact with her can push her in the wrong direction
    - Shoots straight up by default, if she wishes to add a direction to the movement then she must either jump in that direction first or get a running start
    User Rank 1:

    Name: Explosive Burst
    Rank: User Rank
    Type: Offensive
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Ranged assaults can only get a person so far against very difficult opponents for they tend to have ways of getting up close no matter what they are facing. Due to this, Aliarey has trained herself to harness her own magical energy and let it form into a caster explosion rather than a summoned requip. Whether she be touching an object or just using the air in front of her hands she is able to cause an instant mini explosion 6in wide that causes user rank damage. Caps out at S rank.

    Strengths:

    - Counters melee opponents and objects

    Weaknesses:

    - Useless against ranged opponents
    - The attack can only happen by using her hands, not any other part of her body
    Magic Spells:

    D Rank:

    Ember Revolvers:

    Name: Ember Revolvers
    Rank: D
    Type: Weapon, Fire, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Wanting to one day have a jack of all trades storage of weapons, Aliarey has made sure to include the idea of covering the basic elements into her arsenal. Starting with fire this particular spell requips a pair of revolvers specialized in the element. Speed of released attacks from each gun are 45 m/s with a range of 60m. Depending on the situation or opponent its method of attack can be altered by using its active ability to switch from single shots to a multi fireball assault.

    Ember Revolver Appearance:

    Passive: Pyromania - All shots fired are of the fire element, turning each projectile released into a small fireball. The guns are also very hot to the touch to anyone that is not Aliarey. Anyone struck by them or attempts to touch them will suffer 25% of D rank damage each time.

    Active: Flame Shower; Multi target - Combines the magical energy of each revolver to form a larger fireball. The fireball scatters once released, sending a group of mini fireballs towards the target that deals 25% of D rank damage each if hitting multiple targets. The maximum amount of damage a single target can take regardless of how many fireballs they are struck with is 1.5x D rank damage. Due to the pressure and heat generated within the guns, this cannot be spammed and will go on cool down for 2 posts after its 1 post duration. Follows the multi hit rules of 45m distance and speed of 33 m/s.

    Strengths:

    - Ranged Attacks
    - Has the fire element attached to shots
    - Capable of switching between single shots or using its ability to spread her shots to multiple targets

    Weaknesses:

    - Projectiles are fire and so can be consumed by slayer magic.
    - Attacks are weakened by ice and water magic
    - Can harm self if used at point blank range
    - Requires both guns to be in her grasp to use its active
    Mini Turret Disc:

    Name: Mini Turret Disc
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 4 Posts

    Description:

    Aliarey summons a small metal disc from her personal magic storage. Once she has picked a spot she can throw the disc at the desired location where it will then morph into a small turret upon landing. The turret's base is stationary and cannot be re-positioned. The active of this device allows for Aliarey to choose between two turrets that the disc can morph into. Once it has morphed, it cannot be changed and must remain as that type until the disc can be used again after its cooldown.

    Gatling Turret; Multi Target - Once it has formed it will begin firing in a frontal cone of 5m width with its firing barrel rotating to the left and right. The magical projectiles have no element effect and travel at the speed of 30 m/s and the range at which they can travel is 45 m. Upon formation the turret is equipped with 20 projectiles that damage multiple targets at 25% of D rank damage with each hit. Regardless of how many hits a target takes, the damage will cap out at 1.5x D rank damage.

    Stun Turret; Single Target - Upon forming this turret is equipped with 10 shots but they do no damage. Instead it fires projectiles at 45 m/s in a straight line at 60m max that it is likely the target, if hit, will get hit by all of them at once. This can cause them to be stunned for one post. This will only work on targets of equal or lower rank.

    Mini Turret Form:

    Passive: Explosive Exit; AoE - When the duration of the weapon is up or when destroyed the turret will then explode, causing a small explosion 2m around its location and 50% of rank D damage.

    Active: Turret Morph - This is the ability that allows the disc to form into different turrets. It can only be used when in disc form.

    Strengths:

    - Automatic firing so it is set and forget for its duration
    - Large range of firing
    - Multi hit capability
    - Good weapon for AoE
    - Even if it misses its intended target its assault will still do damage to whatever is in its path
    - Can stun a target

    Weaknesses:

    - Chance of hitting allies and self if in the way of the firing zone
    - Can be destroyed by enemies before duration is up
    - Since it is automatic firing the aiming is not precise
    - Enemies can move out of the firing zone, rendering its assault on them useless.
    - Once set in place it cannot be moved
    - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    - Each attack is a small amount of damage rather than the larger amount most other attacks would have
    Outlaw Armor:

    Name: Outlaw Armor
    Rank: D
    Type: Armor, Support
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    When using this spell Aliarey’s usual outfit is changed into one that is stylized similarly to that of a gunslinger. It provides no additional defense increase but instead helps continue her offense by providing a damage buff for its duration as well as a way to stall for time if needed.

    Armor Appearance:

    Passive: It’s Gunna Be a Gun Fight - Damage is increased by 25 percent when wielding a pair of one handed guns

    Active: Gunslinger Masquerade - Upon activation six image clones will appear from the user‘s body and form a circle with a 3m radius around the enemy. During this process the real body has switched locations and is in another spot of the circle. These clones have no real mass and cannot do damage. As illusions, they will perform the same actions as the user. This ability is merely used to stall or confuse the enemy long enough in order to make a counter attack or an escape. Lasts for two posts with a cool down of 3.

    Strengths:

    - Light weight so her mobility is unaffected
    - Adds a way to stall and confuse enemies and escape possible harm with its active ability
    - Provides a damage buff

    Weaknesses:

    - No additional defense value than her usual clothes
    - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    - The passive only applies to one handed guns such as pistols and revolvers
    - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    - If the armor goes into cool down during Gunslinger Masquerade, the illusions disappear
    Boom Spider Launcher:

    Name: Boom Spider Launcher
    Rank: D
    Type: Weapon, Offensive, AoE
    Duration: 2 Posts
    Cooldown: 3 Posts

    Description:

    This particular weapon is actually very similar to a grenade launcher in looks, and almost has the same function. The difference is that it doesn’t exactly shoot off normal grenades. The ammo shots of this weapon are instead small spherical mechanical contraptions that upon hitting anything solid will reveal itself to be walking bombs on legs. Each one released will skitter around until it runs into something within 30m, causing an explosion of rank D damage within 5m. A maximum of 4 spiders can be released per weapon summon. If the duration of the weapon expires before any spider bomb has exploded, they will all explode simultaneously upon the disappearance of the launcher. Health is transferred from the launcher to each spider shot, each receiving around 12 hp.

    Boom Spider:

    Passive: Creepy Crawly  - If the spherical shot happens to land on something that is vertical such as a building wall, the Boom Spider will stick to its surface and climb along the walls until it either bumps into something or expires.

    Active: Skittering Minefield - Upon activation of this ability the launcher's explosive energy will pass onto and surround Aliarey with a yellow glow. As she runs and moves around, a trail of mini explosions will occur at the spots she had stepped. If anyone were to follow her and get caught in the small blasts of .5m, they would be dealt a small amount of weak weapon damage (2hp) with each blast that hit them. This effect expires when the launcher either goes on cooldown or is destroyed.

    Strengths:

    - A way to cause damage without getting close
    - Instead of solely relying on her own aim, the mini bombs can travel on their own on the ground as well as building walls
    - Possible the enemy will be too distracted by the roaming bombs to notice what she may be doing
    - Provides a deterrent from chasing her down with the active

    Weaknesses:

    - Very easy to injure allies and self due to the random running pattern of the mini bombs
    - Limited ammo
    - The spiders can be destroyed by the enemy before they explode
    - Useless against those that can avoid ground bombs by flying or jumping very high
    - Although they can attach themselves to solid objects, they cannot attach to living objects such as people or animals
    - A single misstep during the active could cause her to get caught in her own explosions
    C Rank:

    Laser Tasers:

    Name: Laser Tasers
    Rank: C
    Type: Weapon, Offensive
    Duration: 5 Posts
    Cooldown: 6 Posts

    Description:

    A simple looking pair of black pistols that are actually filled with blue electrical energy. Each one is capable of firing 12 single shots of electrical energy that can travel at the range of 120m at 90 m/s. It’s active allows for the power of the guns to be combined into an electrical beam shot that does higher damage to the target than its single shots.

    Appearance:

    Passive: Electric Spike - All normal shots fired are of the lightning element

    Active: Electric Surge - Combines the energy from both guns in order to overload them with a strong dose of electrical energy capable of putting out rank C damage. Once the energy is released, an electrical beam travels towards the target at 90 m/s with a range of 120m and does rank C damage upon contact. The ability cannot be spammed as the guns need to recover the energy. A cool down of 3 posts is required before it can be used again. 1 post duration.

    Strengths:

    - Ranged Attacks
    - All shots fired are of the lightning element

    Weaknesses

    - Due to its lightning element attacks from this weapon can be consumed by slayers
    - Attacks will be weakened when against magic users that specialize in earth and plant spells of the same rank and above
    - Requires both guns to be in her grasp to use its active
    Mini Turret Disc v2:

    Name: Mini Turret Disc v2
    Rank: C
    Type: Weapon, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Like the original mini turret, a small disc is pulled from the pocket dimension storage. Once a spot has been picked, she can throw it at the desired location where it will stick and form into one of two different turrets. The turret itself cannot be re-positioned nor can the type of turret it transforms into be changed once it has formed.

    Laser Cannon Turret - When this turret has finished forming it will be equipped with magical energy that turns its shots into white energy beams 2m wide. A single shot can do C rank's worth of damage but the cannon must go on cooldown for one post after each shot to recollect energy. Each shot's distance is 120m at a speed of 90 m/s.

    Smokescreen Turret - A simple turret that once formed will quickly cover a 30m area around it in a thick smokescreen. It does no damage but can add difficulties to seeing as well as breathing. People of equal rank or lower will be blinded for one post if they stay within the smoke.

    Passive: Explosive Exit v2 - When the duration of the weapon is up or is destroyed the turret will then explode, causing an explosion 3m around its location that deals 50% of rank C damage.

    Active: Turret Morph v2 - Can only be used when in disc form. This is what allows it to form into the selected turret.

    Strengths:

    - Automatic firing so it is set and forget for its duration
    - Large range of firing
    - Can shoot twice each time it is summoned
    - Good weapon for single target uses
    - Even if it misses its intended target its assault will still do damage to whatever is in its path
    - Adds a way to make it difficult for enemies to see

    Weaknesses:

    - Chance of damaging allies and self if in the way of the firing zone
    - The smokescreen can affect allies just as easily
    - Can be destroyed by enemies before duration is up
    - Since it is automatic firing the aiming is not precise
    - Enemies can move out of the firing zone, rendering its assault on them useless
    - Once set in place it cannot be moved
    - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    - The smoke produced by the Smokescreen Turret can be cleared by wind magic users
    Eye Visor:
    Name: Eye Visor
    Rank: C
    Type: Armor, Support
    Duration: 4 Posts
    Cooldown: 5 Posts

    Description:

    This piece of equipment looks like nothing more than a simple eye visor made of glass once summoned. However, the item has its own magical properties and while it can be destroyed and sent back to its storage realm after enough hits the glass itself is incapable of breaking. Naturally it can protect against things getting into Aliarey's eyes but it also enhances her vision by providing night vision, thermal vision, and zooming capability up to 30m.

    Appearance:

    Passive: Visual Protection - While not immune to lowered vision statuses such as blinding effects, it does offer some resistance to them by 50 percent when against those of equal or lower rank and 25 percent when faced against those one rank above. The visor even has an overlay with her own magical signature that makes it so the visor is immune to her own spells. Unfortunately, its protection magic is ineffective against spells two ranks and above.

    Active: Vision Roulette - Can switch between normal vision, night, thermal, and zoom modes

    Strengths:

    - Protects the eyes
    - Includes visual enhancement modes for better planned attacks or to avoid enemies

    Weaknesses:

    - Does not work against magic that hides their users
    - Limited duration. Still being in complete darkness when the item expires could have consequences
    - Other than protecting the eyes it offers no other defensive value to the rest of her body
    - Her Weapon Recall unique ability does not apply to it due to being armor therefore if the visor is pulled or knocked off its advantages are not given since it must be worn
    B Rank:

    Chain Gun:

    Name: Chain Gun
    Rank: B
    Type: Weapon, Offensive
    Duration: 6 Posts
    Cooldown: 7 Posts

    Description:

    A gun with bladed edges that is connected to a chain whip. The chain itself is 6 ft in length. The bladed edges can act as a melee range weapon while also being able to deal mid-range damage if the user uses it in whip style. The projectiles fired from the actual barrels provide further range offensive. They can go as far as 200m at a speed of 150 m/s.

    Appearance:

    Passive: Bloody Damage - The user will gain a 5% increase in damage per post whenever this weapon is summoned, starting at 10% for the first post, and capping at 35% for the final post of its duration.

    Active: Whips and Chains - The user's speed will increase as magical energy flows into the chain. An attack where the user swings the chain rapidly in front of them is then performed, doing 25% B rank damage per hit and capping at 1.5x B rank damage per target. Red energy beams are created from the swings that make the attacks travel further than the chain itself would allow. Capable of hitting multiple targets at a range of 150m with a speed of 112.5 m/s. Lasts for 1 post with a cooldown of 4 posts.

    Strengths:

    - Has a way to attack from any range (melee, mid, far)
    - Passively the damage gets stronger the longer the weapon is out
    - Multi-Target active

    Weaknesses

    - The damage boost takes time to take full effect
    - Damage boost is lost if weapon is destroyed or dismissed
    - The chain whip can be broken during combat, therefore leaving only the gun part of the weapon
    - Using the weapon whip style can leave the user wide open for a counter if they are not quick to react
    Rocket Launcher:

    Name: Rocket Launcher
    Rank: B
    Type: Weapon, Offensive
    Duration: 6 Posts
    Cooldown: 7 Posts

    Description:

    What weapon specialist could go without one of these? This weapon fires mini rockets that travel to a target as far as 100m with a speed of 75 m/s. Passively it is only capable of dealing AoE damage, but with the active it can fire stronger rockets that make a more lethal multi-target assault.

    Passive: Spreading The Love - Rockets launched from the launcher act as an AoE attack rather than single target. All targets near the impact of the rocket will be hit with B rank spell weapon damage (21hp).

    Active: Rocket Assault - A special compartment will appear on the launcher that contains several stronger rockets. They all fire in rapid succession at a range of 150m with a speed of 112.5 m/s. The rocket attack can hit several targets at once for 25% B rank damage per hit, capping at 1.5x B rank damage per target. Lasts for 3 posts with a cooldown of 4 posts. Multi-Target.

    Strengths:

    - Has AoE passively
    - Can attack several targets at once

    Weaknesses

    - Does not have single target range or speed even if there is only one enemy present
    - It fires rockets so naturally enemy slayers can make use of the explosions caused
    - Not a safe weapon choice if allies are near the intended targets
    - Using it at point blank range will harm the user
    Security Turret Disc:

    Name: Security Turret Disc
    Rank: B
    Type: Weapon, Offensive
    Duration: 6 Posts
    Cooldown: 7 Posts

    Description:

    Like many turrets before this one, a disc is summoned that then forms into a turret. Unlike the others, this one will not fire immediately. Its firing barrel will rotate until a target is within its line of sight. Once a target is locked on, it will begin to fire at a range of 200m with a speed of 150 m/s. The user can switch its placement at any time during its duration.

    Appearance:

    Passive: Blending In - The turret comes equipped with a stealth generating lacrima technology. It will be invisible to those of equal or lesser rank unless they have abilities capable of spotting it.

    Active: Ghost Shots - The shots fired from this weapon can magically pass through walls without losing any of their momentum or damage. Naturally, this means they can also easily pass through armor equipped by those of equal or lesser rank. Lasts for 3 posts with a cooldown of 4 posts.

    Strengths:

    - Comes equipped with stealth
    - Can pass through walls and armor
    - Waits for enemies instead of firing immediately, making it perfect for missions that require a more less explosive approach

    Weaknesses

    - The stealth isn't all that strong. Anyone with abilities capable of seeing through it can locate it
    - The shots can only go through walls during its active. It is not by default
    - Requires the user to manually switch its location. It is not automatic.
    - Easy to sneak by if an enemy can see it and waits for the firing barrel to turn away during its idle operations
    A Rank:

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    Rank: A
    Type: Weapon, Offensive
    Duration: 7 Posts
    Cooldown: 8 Posts

    Description:

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    Passive: ??? - ???

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    Name: ???
    Rank: A
    Type: Weapon, Offensive
    Duration: 7 Posts
    Cooldown: 8 Posts

    Description:

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    Rank: A
    Type: Weapon, Offensive
    Duration: 7 Posts
    Cooldown: 8 Posts

    Description:

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    Spell Fusions:

    This is Locked Until A Rank




    _____________________________________________________________________________________

    avatar
    Johann

    Moderator - Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Neutral Guild Ace- S-Rank- Halloween Social - Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Rich- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- The Fallen- Master [1000]- Senior [500]- Novice [250]- Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Be On Lester's Friends List - Player -
    Lineage : Master of Runes
    Position : God of Strength
    Posts : 1095
    Guild : Ace of Onyx Moon
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 27
    Mentor : Ruvel
    Experience : 553,287.5

    Character Sheet
    First Magic: Advanced Elemental Runes
    Second Magic: Forces of War
    Third Magic: Berserker Satan Slayer [2nd Gen]

    Re: ReQuip: Hazardous Arsenal

    Post by Johann on 10th December 2018, 6:45 am

    Moving and unlocking No. 2

    Spoiler:

    @Aliarey Casady wrote:
    Lineage Spells:
    To be filled later
    Extra D Rank Spells:

    Purchased D Rank Slots - Proof of Purchase

    Elemental Grenade:

    Name: Elemental Grenade
    Rank: D
    Type: Weapon, Offensive, AoE
    Duration: 1 Posts
    Cooldown: 3 Posts

    Description: A different kind of grenade in that it looks very normal at first but the user can switch the elemental power it unleashes when it detonates. It is capable of doing an AoE of 50% D rank damage with a maximum distance of the explosion being 30m.

    Passive: Element Buff - The grenade will give the user a 50% magic damage buff for the set of pistols/revolvers that match the element of the explosion. Lasts for 2 posts.

    Active: Element Switch - The user will change the element of the explosion with this ability. Elements that can be used are fire, lightning, and ice.

    Strengths:

    - AoE damage
    - The element can be switched
    - Buffs the user so long as the pistols used next match the element of the explosion

    Weaknesses:

    - Can only go as far as the user can throw
    - Explodes on impact so no ticking to trick people into holding it
    - Loud and flashy so no go for stealth
    - Having a variety of elements means more types of slayers and enemies that can consume or counter it
    - Can hurt self or allies
    Flame Turret Disc:

    Name: Flame Turret Disc
    Rank: D
    Type: Weapon, Offensive, AoE
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description: A disc that forms into a turret that is larger than the mini turret. It has the element of fire in its attacks and will fire once per post of its duration for D rank weapon damage at a max 60m with a speed of 45 m/s.

    Appearance:

    Passive: Heatwave - The turret emits a small aura of extreme heat that can damage those for 25% of D rank damage if they are within it. The aura reaches 15m max.

    Active: Inferno - The flame turret unleashes a flame AoE attack 30m around its intended targets and at a speed of 22 m/s that causes 50% of D rank damage and leaves a DoT that ticks for 25% of D rank damage per post for two posts. The initial attack lasts for 1 post with a cooldown of 3 posts.

    Strengths:

    - Has the element of fire
    - Good use of AoE
    - Melee may possibly have a hard time dealing with it without getting damaged.

    Weaknesses:

    - Slayers can consume its attacks
    - No heavy powered single target abilities
    - Can be destroyed before it can do much damage
    - Range opponents will have an easy time dealing with it without getting hurt
    - Restricted to one element
    - Since it is automatic firing the aiming is not precise
    - Once set in place it cannot be moved
    Arm Cannons:

    Name: Arm Cannons
    Rank: D
    Type: Weapon, Offensive, Single Target
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description: The user requips small cannons that attach to each arm. Each basic shot from the cannons can travel up to 60m with a speed of 45 m/s.

    Passive: Charge Up - The energy within the cannons use a rapidly charging mechanic with each shot. Attacks made with it are 50% stronger.

    Active: Mega Mini Cannon - The user can turn both canons into a larger one that can cause 1.5x D rank damage for a single post. The canon will disappear afterwards regardless of its duration time. Distance of the attack is 60m max with a speed of 45 m/s.

    Strengths:

    - It doesn't need to be held due to it already being attached to the user's arm
    - The active creates a larger cannon that can do more damage
    - Passive is a damage buff

    Weaknesses:

    - No elemental value from its shots
    - Even though the larger form can do more damage, the cannon will disappear afterwards
    - When the larger cannon is formed its hp does not regenerate. It will have the same amount of hp as it did when in its lesser form.
    - - The durability of each cannon is split, meaning they both have less overall
    Air Turret Disc:

    Name: Air Turret Disc
    Rank: D
    Type: Weapon, Offensive
    Duration: 2 Posts
    Cooldown: 3 Posts

    Description: An item that turns into a small turret that can hover in the air at max 15m, and the weapon itself can move at basic run speed. Its shots can go to 60m at a speed of 45 m/s.

    Appearance:

    Passive: Hover - The turret is magically airborne, going as high as 15m. In addition it moves 50% faster while in the air.

    Active: Homing Shot - The turret will scan its target and lock on before releasing a more powerful shot that will follow a target up to 60m and 45 m/s until it makes impact or is forced to alter its path by being parried in some form. Damage is rank D damage and it can only be used one time during its duration.

    Strengths:

    - Unlike the other turrets this one can fly
    - Has a speed buff
    - Its active provides a higher accurate attack than its basic shots
    - Firing is automatic aside from the active

    Weaknesses:

    - Its height and speed has a limit so it cannot reach those that can easily fly away
    - No elemental value in attacks
    - The user has no control over its aim for the basic shots or the amount of times it can fire
    - The turret can be brought down easily by magic or weapons that can grab hold of it and force it down
    - Can be destroyed by enemies before duration is up
    Glider:

    Name: Glider
    Rank: D
    Type: Armor, Support
    Duration: 3 Post
    Cooldown: 4 Posts

    Description: A simple looking glider that attaches to the user's back and allows them to glide through the air to either get somewhere from a high distance or to safely land from a high fall.

    Passive: I'm Improvising - When destroyed the user will be left with a small parachute that lasts for 1 post. It has no magical properties whatsoever.

    Active: Mayday! - If the user anticipates getting attacked while airborne they can activate the glider's defenses to absorb an attack equaling the amount of 2 D rank spells. Lasts throughout the duration or until the damage has been absorbed. Once per summon.

    Strengths:

    - Adds the ability to reach lower ground from high places safely or to attack from the air
    - It even comes with an emergency parachute!

    Weaknesses:

    - The glider's speed cannot be increased unless an ally or enemy uses wind magic to do so
    - High and extreme winds can make using the glider difficult if not impossible
    - The user has to already be airborne in order to re-quip it
    - Unless the user has a way to safely land or is low enough, it would not be wise to dismiss the glider prematurely
    Freeze Guns:

    Name: Freeze Guns
    Rank: D
    Type: Weapon, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description: A set of dual pistols that contain the ice element and can freeze targets for one post. Each gun contains 10 shots that can go as far as 60m away at a speed of 45 m/s.

    Appearance:

    Passive: Cryo Gunner - All shots fired are of the ice element. Those hit with the chilly projectiles will be slowed by 25% if they are of equal or higher ranking, but the damage of each hit is also 50% weaker than normal re-quip weapons.

    Active: Freeze Ray - Combines the energy from both guns to generate more chilled magic. Upon doing so, the user can then fire an AoE ice beam that can put out 50% of rank D damage as well as freeze opponents of equal or lower rank for 1 post. Distance of the attack can spread to 30m at a speed of 22 m/s. Costs 2 ammo from each gun, lasts for a single post, and will go on cooldown for 2 posts.

    Strengths:

    - Adds the element of ice to standard shots
    - Can freeze an opponent for 1 post
    - Ranged Attacks
    - Can attack several times before being depleted
    - Basic shots are capable of slowing enemies

    Weaknesses:

    - Ice slayers can consume each attack
    - Limited ammo; once all icy projectiles have been unleashed the guns cannot fire anymore for the rest of its duration
    - Standard weapon damage is 50% weaker than other weapons
    - Requires both guns to be in her grasp to use its active
    - The damage of the active is less than that of the other elemental pistols
    - Fire abilities of higher rank will overpower the attacks of the weapons
    Extra C Rank Spells:

    Purchased C Rank Slots - Proof of Purchase

    Heal Grenade:

    Name: Heal Grenade
    Rank: C
    Type: Weapon, Support
    Duration: 1 Post
    Cooldown: 3 Posts

    Description: A typical looking grenade materializes from the user's storage realm and when thrown, instead of exploding and doing damage upon landing, the grenade will burst and release a green mist-like substance that can heal for the equivalent of C rank damage.

    Passive: I'm My Own Medic! - Once the grenade materializes the user will be cured of harmful status effects that have been applied by those of equal or lesser rank

    Active: Me Before You - The user detonates the grenade, unleashing a green-colored mist that will heal the user for 40 hp. Does not work on allies. The mist will heal her so long as she is within 5 meters of the blast.

    Strengths:

    - Provides a small amount of healing ability to her otherwise offensive arsenal

    Weaknesses:

    - Only the user can be healed
    - Does no damage whatsoever even if used to whack someone on the head
    Jetpack:

    Name: Jetpack
    Rank: C
    Type: Armor, Support
    Duration: 5 Post
    Cooldown: 6 Posts

    Description: A basic jetpack that allows the user to quickly travel through the air. It can go as fast as the user's C rank run speed, and the highest point in the air it can go is 30m.

    Appearance:

    Passive: Airborne Bombardment - Magic attacks done while in the air have their damage increased by 50%. This buff will expire if the user lands on the ground or when it is destroyed.

    Active: Speed Boost - For one post the user can increase their speed by another 60%. Goes on a 3 post cooldown afterwards.

    Strengths:

    - Allows for airborne attacks while actually staying in the air unless an enemy brings the user down
    - Has a damage buff so long as the user stays in the air

    Weaknesses:

    - If destroyed, unless the user has another way to prevent the fall, it is going to hurt
    - The extra damage disappears if the user is on the ground for any reason
    - Cannot be given to allies to use
    - If the user falls into deep water they will be stuck in it for one post


    _____________________________________________________________________________________


      Current date/time is 16th December 2018, 9:23 am