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    ReQuip: Hazardous Arsenal

    Aliarey Casady
    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!- Summer Special Participant- Player 
    Lineage : Lacnites
    Position : None
    Posts : 355
    Guild : Guildless
    Dungeon Tokens : 0
    Experience : 193,325

    Character Sheet
    First Magic: Hazardous Arsenal
    Second Magic: Droids of Draovis
    Third Magic:

    ReQuip: Hazardous Arsenal Empty ReQuip: Hazardous Arsenal

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


    ReQuip: Hazardous Arsenal 3zhTG13

    Magic Name: Hazardous Arsenal
    Second Magic: Droids of Draovis
    Third Magic: WIP

    Magic Type: Requip (Solitary - 4 Requips active at once)

    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 mostly weapons for a strong offense. Very little support is actually in this magic, and it is far from being a magic that had mission partners in mind.

    This magic is made up of different firearms such as pistols with various elemental properties to make them unique from one another and to fit different situations. There are also launchers, and even more advanced weaponry that had been taken from the planet Mirai and altered to work with her magic. Another aspect are the turret discs that are also a main part of this magic. Each turret morphs into a different weapon that can fire automatically and placed at different locations to cover the battlefield. Needless to say, with multiple turrets and other weapons activated, it leaves it difficult for the average mage to bypass unharmed, which is just how Aliarey prefers it.

    Lineage:

    Approved Lineage Thread
    Lacnites

    Lineage Name: Lacnites
    Wielder: Aliarey Casady
    Purchase Proof: VIP Shop

    Description:
    During Aliarey's time on the advanced planet of Mirai, she and a couple of associates that work in the magic technology research field studied and looked into certain advancements and applied it to the magic of their own world. One of those happened to be on the data that she collected and drove her into hiding in the first place. That being tiny machines that were invisible to the naked eye by themselves. Due to being mixed with lacrima they had been given the name of Lacnites. These tiny and advanced machines could be fused with a person and their magic, adding certain benefits and even quickening the pace of how that magic power grew. At some point these were applied to Aliarey and now they have become a part of her and her magic, altering them in various ways.

    Normal Abilities:

    Side Job:
    Whenever Aliarey does a job it puts the experimental lacnites to the test regardless of what the contents of the job are. Due to this, her magitech friends that are always altering and studying them pays her extra whenever she completes a job. Aliarey's Jewel reward at the end of a job is increased by 100%. Additionally, Aliarey is also able to claim an extra reward at the end of a job whether it be a custom Item, Armor, or Weapon. The rank of said item depends on the rank of the job and follows the rewards as specified in the Tables and FAQ's rule page. These extra equipment rewards also cannot be sold to the shops for extra profit, but they can be traded to the other characters that belong to the Aliarey Casady Account Owner. - 2 Effects

    System Upgrades:
    The lacnites running through her physical body and magic system have upgraded her capabilities as a mage and grant her additional effects that a standard mage would not have. Aliarey gains an extra Signature Slot that ranks up to A for each of her 3 Magics, and she gains the ability to have an extra Requip and Summon active above the max cap for the magic benefit (ex: A Solitary Requip magic would now be able to have 5 Requips activated at the same time, and a Primary Summoning magic would be able to have 4 Summons out at the same time). - 3 Effects

    Neutralize:
    The lacnites come with advanced properties that are able to neutralize spells of all kinds to make them worthless besides the purpose of study based on the info that was collected during the process. Aliarey can release a neutralizing energy pulse around her that will negate a single spell of her rank, (Caps at S), or lower once per post if it makes contact with one. However, in order to do this effect she must first pay the same amount of MP that was used to create the negated spell. The range and speed of this ability follow the Burst values of her rank, capping at S. - 1 Effect

    Artificial Advancements:
    The lacnite system works to vastly improve many characteristics of a person's magic once they are active in their body. However, there is nothing without flaws and the average human body of Earthland was not meant to be able to use them at full force. Due to this, many other aspects had to be downgraded in order for Aliarey to make use of this benefit in some form. Her base Spell Damage, base Spell Speed, base Spell Range, and base Strength are increased by 50%, but her base Spell Durability and base Spell Healing are decreased by 50% and her HP and MP pools are decreased by 200. - 4 Effects

    Plot Abilities:
    Plot Abilities:

    Semi-Immortality
    The lacnites release small amounts of energy that halt the aging process and prolong Aliarey’s life. Their magic and advanced technological make up also instantly restore her being to its original state when injured severely such as lost limbs or eyes. This is not a healing factor but rather a cosmetic ability and as such she will still take damage.

    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. Does not affect anything owned by other Player Characters without OOC permission.

    Nobody but Everybody
    In her time of hiding Aliarey had to take on many disguises, and the lacnites were engineered to have the ability to make it easier. Her appearance can temporarily shift to another one completely, and the lacnites themselves can also create a protective suit as another way to hide her identity. However, she can not take on the appearance of other Player Characters without OOC permission.

    Wormhole
    Nearly everyone has their own way of traveling quickly. For Aliarey it is by using a pocket wormhole device that she obtained while in Mirai. She can go anywhere she wants with it, except for areas controlled and owned by other members of the site. Due to the lacnites, she can link up with it mentally instead of using the actual device if she so chooses. This is a plot ability and therefore cannot be a means of teleportation in pvp combat.
    Unique Abilities:


    ReQuip: Hazardous Arsenal SLCqsLy Power Supply - Passive. Casting spells nilly willy can get expensive for a mage's MP pool. Due to Aliarey not really taking into consideration the possibility of running out of MP, her lacnite technology has been upgraded to slightly solve that issue. The cost of Aliarey's spells is decreased by 50% and she also has an additional 10% of MP. Additionally, because of this technology being from another planet entirely, Aliarey's magic is no longer limited like normal mages of Earthland. Her spells can be used in non-magical areas and anti-magic zones.

    ReQuip: Hazardous Arsenal SLCqsLy Tower Defense Game - Passive. Aliarey's Turret Discs are unlike traditional weapons and do not generally need to be wielded. They are weapons based on placement and because of this she is able to place her turrets anywhere within her rank Burst Range, which is capped at S rank at 100m. Her MP is also increased by 60%.

    ReQuip: Hazardous Arsenal SLCqsLy It Keeps Going and Going and Going... - Passive. Aliarey had always been a mage that liked to move fast and constantly moving, and she had trained herself for it since her starting days. The lacnite technology she has now has simplified her goal drastically. With the small machinery running through her and her magic, Aliarey has become much harder to stop. Any spells that try to immobilize her become weakened as the lacnites work to partially neutralize the effect and keep her moving. Aliarey has a 50% Counter Effect to Immobilization spells and abilities. Anytime she is hit with a spell containing one of these effects her base Speed will be halved instead. Aside from this precautionary measure, her Speed is increased by 60%.

    Signature Spells:

    Explosive Gloves:

    Name: Explosive Gloves
    Rank: S
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment:
    Requip Damage: 61
    Requip Durability:
    Range: 50m
    Speed: 50 m/s
    Duration: 10 Posts
    Downside:
    Sacrifices 50% Range for 25% more Requip Damage
    Sacrifices 50% Speed for 25% more Requip Damage

    Description:

    Just a pretty basic set of gloves that can fire off energy beams that explode on impact. The farthest the basic beams can go is 50m at a speed of 50 m/s. These gloves, despite their thin appearance, also add onto Aliarey's melee damage so that she really packs a punch when she needs to.

    Active - Explosion!:

    Name: Explosion!
    Rank: S
    MP Cost: 0
    Category: Offensive
    Type: Single Target, Burst
    Damage: 180
    Range: 200m, 50m
    Speed: 200 m/s, 50 m/s
    Duration: 10 Posts
    Downside:
    Sacrifices 50% Range for 25% more Damage
    Sacrifices 50% Speed for 25% more Damage

    Description:
    Whether she be touching something/someone or selecting a ranged target, Aliarey is able to charge the gloves and send out a pulse wave or beam that will explode on contact. The beam version will go as far as 200m at a speed of 200 m/s and will make a mini explosion on a single target upon impact, inflicting S rank Spell Damage (+50%). Alternatively, Aliarey can choose to instead unleash the explosion on herself and allowing it to spread 50m around her at 50 m/s. Those in range and are struck by this version will be damaged for S rank Spell Damage (+50%). Only one of these Spell Types can be chosen per post, and the damage can only be done once per post throughout the duration.
    Passives:

    Replaces B Rank Spell Slot
    Name: Speed Enhancement 1
    Rank: B
    Category: Auxiliary
    Type: Passive
    Description: Aliarey's Speed is increased by 50%

    Replaces B Rank Spell Slot
    Name: Speed Enhancement 2
    Rank: B
    Category: Auxiliary
    Type: Passive
    Description: Aliarey's Speed is increased by 50%

    Replaces B Rank Spell Slot
    Name: Strength Enhancement 1
    Rank: B
    Category: Auxiliary
    Type: Passive
    Description: Aliarey's Strength is increased by 50%

    Replaces B Rank Spell Slot
    Name: Strength Enhancement 2
    Rank: B
    Category: Auxiliary
    Type: Passive
    Description: Aliarey's Strength is increased by 50%

    Replaces B Rank Spell Slot
    Name: Magic Power Enhancement 1
    Rank: B
    Category: Auxiliary
    Type: Passive
    Description: Aliarey's MP is increased by 50%

    Replaces S Rank Signature
    Name: Magic Power Enhancement 2
    Rank: S
    Category: Auxiliary
    Type: Passive
    Description: Aliarey's MP is increased by 60%

    Replaces S Rank Signature
    Name: Range Enhancement 1
    Rank: S
    Category: Auxiliary
    Type: Passive
    Description: Aliarey's Spell Range is increased by 60%

    Replaces A Rank Signature Granted by Lineage
    Name: Range Enhancement 2
    Rank: A
    Category: Auxiliary
    Type: Passive
    Description: Aliarey's Spell Range is increased by 55%


    Last edited by Aliarey Casady on 30th May 2020, 2:00 am; edited 255 times in total
    Aliarey Casady
    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!- Summer Special Participant- Player 
    Lineage : Lacnites
    Position : None
    Posts : 355
    Guild : Guildless
    Dungeon Tokens : 0
    Experience : 193,325

    Character Sheet
    First Magic: Hazardous Arsenal
    Second Magic: Droids of Draovis
    Third Magic:

    ReQuip: Hazardous Arsenal Empty Re: ReQuip: Hazardous Arsenal

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


    Normal Requips:


    x5 Purchased Spells
    Planner Guide:
    6 B (5 of them Passives)
    8 A
    6 S

    B Rank:

    Water Gun:

    Name: Water Gun
    Rank: B
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment:
    Requip Damage: 21
    Requip Durability:
    Range: 50m
    Speed: 50 m/s
    Duration: 6 Posts
    Downside:

    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. The shots from this gun may be comprised of H2O, but it still does some damage. Shots fired can go as far as 50m at 50 m/s.

    Water Hurts:

    Name: Water Hurts
    Rank: B
    MP Cost: 60
    Category: Offensive
    Type: Multi-Target
    Damage: 90
    Range: 150m
    Speed: 110 m/s
    Duration: 6 Posts
    Downside:
    Sacrifices Effect for 25% more Damage
    50% increased MP Cost for 25% more Damage

    Description:
    Some water guns have enough pressure behind the water shots that it hurts. Have that with a magically enhanced version and it's going to hurt even more. Basic shots fired from this gun do 75% of B Rank Spell Damage (+50%) upon activation of this ability and lasts for the duration. They now also go further and faster, now reaching a max range of 150m and a speed of 110 m/s.
    Water Tag:

    Name: Water Tag
    Rank: B
    MP Cost: 60
    Category: Offensive
    Type: Single Target
    Damage: 120
    Range: 200m
    Speed: 200 m/s
    Duration: 6 Posts
    Downside:
    Sacrifices Effect for 25% more Damage
    50% increased MP Cost for 25% more Damage

    Description:
    A much more powerful and larger blast of water is released from the gun. It goes as far as 200m at a speed of 200 m/s towards a single target, doing full B rank Spell Damage (+50%) upon impact. This can be done once per post throughout the duration.
    A Rank:

    Sniper Turret Disc:

    Name: Sniper Turret Disc
    Rank: A
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment:
    Requip Damage: 30
    Requip Durability:
    Range: 75m
    Speed: 75 m/s
    Duration: 7 Posts
    Downside:

    Description:

    Aliarey summons a small metal disc from her personal magic storage that she can throw nearby within melee range. The disc will then morph into a turret equipped with a sniper rifle that will fire bullets as far as 75m at a speed of 75 m/s.

    Piercing Shot:

    Name: Piercing Shot
    Rank: A
    MP Cost: 75
    Category: Offensive
    Type: Single Target, Piercing
    Damage: 150
    Range: 300m
    Speed: 300 m/s
    Duration: 7 Posts
    Downside:
    Sacrifices Effect for 25% more Damage
    50% increased MP Cost for 25% more Damage

    Description:
    The turret's rifle will fire a single empowered shot, going as far as 300m at a speed of 300 m/s. This shot will do A rank Spell Damage (+50%) to the selected target when it hits, and it will also pierce through armor and magical defenses in order to do 50% of the intended damage. This ability can be done once per post throughout the duration.
    Sniper's Range:

    Name: Sniper's Range
    Rank: A
    MP Cost: 50
    Category: Auxiliary
    Type: Single Target, MP Drain, HP Drain, Buff
    Damage: NA
    Range: 300m
    Speed: 300 m/s
    Duration: 7 Posts
    Downside:

    Description:
    A different sort of round is fired when this ability is activated. Once per post, a seemingly harmless sniper bullet is fired and travels up to 300m at a speed of 300 m/s. When it hits a target, the bullet shatters and will release anti-magic particles into the target's system. 5% of both their MP and HP will be removed once per post throughout the duration. Additionally, the sniper turret links up with Aliarey via her lacnite technology. Her Spell Range is increased by 65% for the remainder of the duration.
    Medic Wristband:

    Name: Medic Wristband
    Rank: A
    Requip Type: Item
    Grade: Normal
    Linked Equipment:
    Requip Damage:
    Requip Durability:
    Range: Self
    Speed: Self
    Duration: 7 Posts
    Downside:

    Description:

    A simple looking wristband that says "MEDIC" on it. Yet, the healing properties only affect Aliarey herself. She doesn't have time to be healing other people. They can get their own fancy healing grenades and wristbands. Gosh! Lazy people.

    Emergency Run:

    Name: Emergency Run
    Rank: A
    MP Cost: 75
    Category: Auxiliary
    Type: Burst, Buff, Mobility
    Damage: NA
    Range: 75m
    Speed: 75 m/s
    Duration: 7 Posts
    Downside:
    Sacrifices Effect for 25% increase on Buff
    50% increased MP Cost for 25% increase on Buff

    Description:
    Upon activation, this allows Aliarey to move up to 75m at a speed of 75 m/s once per post until this spell ends. This also increases her Speed by 97% for the remainder of the duration.
    I'm My Own Medic!:

    Name: I'm My Own Medic!
    Rank: A
    MP Cost: 50
    Category: Supportive
    Type: Single Target, Negation, Buff
    Healing: 150
    Range: Self
    Speed: Self
    Duration: 7 Posts
    Downside:
    Sacrifices Range and Speed for 50% more Healing

    Description:
    Aliarey summons a grenade and detonates it on herself, unleashing a green-colored mist that will heal her for the equivalent of A rank Spell Damage (+50%) once per post for the remainder of the duration. This mist will also remove a negative effect from her so long as it is A rank or lower and the MP cost that was used to create the effect is also taken from Aliarey. This too can be done once per post throughout the duration. Her Spell Range and Spell Speed are also increased by 32% for the rest of the duration because well... maybe one day she'll heal others and need that to reach them. One day. Not today.
    Cyro Guns:

    Name: Cyro Guns
    Rank: A
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment:
    Requip Damage: 30
    Requip Durability:
    Range: 75m
    Speed: 75 m/s
    Duration: 7 Posts
    Downside:

    Description:

    A set of dual pistols that contain the ice element so... you know... they shoot cold stuff. Each gun's basic shots can go as far as 75m at a speed of 75 m/s.

    Appearance:
    ReQuip: Hazardous Arsenal YwNlKz3
    Piercing Ice:

    Name: Piercing Ice
    Rank: A
    MP Cost: 50
    Category: Offensive
    Type: Multi-Target, Piercing, Debuff
    Damage: 75
    Range: 225m
    Speed: 165 m/s
    Duration: 7 Posts
    Downside:

    Description:
    The basic shots of this gun are replaced by even colder and more powerful rounds for the entirely of this ability's duration. Each shot is now able to do 75% of A rank Spell Damage per hit for the duration and are now capable of piercing through armor and magical defenses to do 50% of the intended damage. The new range and speed of these shots is 225m at 165 m/s. Furthermore, those hit by these shots will be inflicted with a Debuff that decreases their Spell Speed and movement Speed by 32% for the remainder of the duration.
    Freeze Ray:

    Name: Freeze Ray
    Rank: A
    MP Cost: 50
    Category: Offensive
    Type: Single Target, Burst, Immobilization
    Damage: 100
    Range: 300m, 75m
    Speed: 300m, 75m
    Duration: 7 Posts
    Downside:

    Description:
    When activated, once per post Alia can shoot a powerful ice beam from the combined energy of the guns. This beam travels up to 300m at 300 m/s where it will then explode in a quick blast of ice that covers a 75m range at 75 m/s. Those hit by this blast will be damaged for A rank Spell Damage and will also be frozen for one post. The frozen effect can only occur every other post for those that had already been affected by it regardless of how many times they are hit by this ability.
    Arm Cannons:

    Name: Arm Cannons
    Rank: A
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment:
    Requip Damage: 30
    Requip Durability:
    Range: 75m
    Speed: 75 m/s
    Duration: 7 Posts
    Downside:

    Description:

    Small cannons are summoned and attached to Aliarey's forearms. These small cannons fire small blasts of particle energy that can go as far as 75m at 75 m/s.

    Charge Up:

    Name: Charge Up
    Rank: A
    MP Cost: 50
    Category: Offensive
    Type: Multi-Target, Piercing, MP Drain
    Damage: 75
    Range: 225m
    Speed: 165 m/s
    Duration: 7 Posts
    Downside:

    Description:
    The energy within the cannons replace the basic shots that these small cannons usually have. Each shot instead does 75% of A rank Spell Damage and can now go as far as 225m at a speed of 165 m/s for the duration. The particle beam shots are strong and have anti-magic properties to them, allowing them to pierce through armor and magical defenses in order to do 50% of the intended damage. Those hit by the shots will also be drained of 5% of MP every post for the remainder of the duration.
    Mage Mini Cannon:

    Name: Mega Mini Cannon
    Rank: A
    MP Cost: 100
    Category: Offensive
    Type: Single Target, Piercing, MP Drain
    Damage: 150
    Range: 300m
    Speed: 300 m/s
    Duration: 7 Posts
    Downside:
    100% increased MP Cost for 50% more Damage

    Description:
    Aliarey can put her arms together to combine the two cannons once per post. This transforms the two small cannons into a slightly larger one temporarily that will fire an even more powerful version of the particle shots. The blast can go as far as 300m at 300 m/s and will do A rank Spell Damage (+50%) to the target it hits. Once the blast has been fired, the cannon will turn back into the two smaller ones for the remainder of the post. Like the smaller versions, this blast can also pierce through armor and magical defenses in order to do 50% of the intended damage. This also leaves a 5% MP drain on the target for the remainder of the duration.
    Jetpack:

    Name: Jetpack
    Rank: A
    Requip Type: Item
    Grade: Normal
    Linked Equipment:
    Requip Damage:
    Requip Durability:
    Range: Self
    Speed: Self
    Duration: 7 Posts
    Downside:

    Description:

    A basic jetpack that is equipped at her back when called on and allows the Aliarey to quickly travel through the air and in general. For plot, she can go as high as she wants.

    Exfiltrate:

    Name: Exfiltrate
    Rank: A
    MP Cost: 50
    Category: Auxiliary
    Type: Burst, Mobility, Immobilization, Buff
    Damage: NA
    Range: 75m
    Speed: 75 m/s
    Duration: 7 Posts
    Downside:

    Description:
    The jetpack powers up when this ability is activated, allowing her to move anywhere within a 75m range at 75 m/s, including up in the air, once per post. This can be handy in increasing her chances to escape a dangerous scenario. The jetpack also releases a blast of intense particle magic during this, and anyone within the path of travel will be stunned and immobilized for a single post. Those already affected by the blast and stun can only be so again every other post throughout the duration regardless of how many times this spell hits them. Aliarey's Speed and Spell Speed are also increased by 32% for the remainder of the duration.
    Blink:

    Name: Blink
    Rank: A
    MP Cost: 75
    Category: Auxiliary
    Type: Burst, Buff, Teleport
    Damage: NA
    Range: 75m
    Speed: 75 m/s
    Duration: 7 Posts
    Downside:
    Sacrifices Effect for 25% increase on Buff
    50% increased MP cost for 25% increase on Buff

    Description:
    The jetpack is able to move even faster, increasing Aliarey's Speed by another 97% for the remainder of the duration. Additionally, unlike the mobility that was granted with Exfiltrate, the jetpack's system supercharges to the extreme and will instead activate a teleportation mechanic. Aliarey can now use the jetpack to teleport herself anywhere within a 75m range. This can only be done once per post throughout the duration.
    Boom Spider Launcher:

    Name: Boom Spider Launcher
    Rank: A
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment:
    Requip Damage: 30
    Requip Durability:
    Range: 75m
    Speed: 75 m/s
    Duration: 7 Posts
    Downside:

    Description:

    Aliarey missed her old Boom Spider Launcher from back in the day, so she decided to bring it out of the trash closet and upgrade it. Instead of a traditional grenade, this launcher releases a walking bomb in the shape of a mechanical spider.

    Skittering Minefield:

    Name: Skittering Minefield
    Rank: A
    MP Cost: 50
    Category: Offensive
    Type: Multi-Target
    Damage: 112
    Range: 225m
    Speed: 165 m/s
    Duration: 7 Posts
    Downside:
    Sacrifices 2 Effects for 50% more Damage

    Description:
    When activated, the launcher will shoot out several spider bomb bots. These spider bombs can go as far as 225m at a speed of 165 m/s. When each individual spider makes contact with something it will explode and do 75% of A rank Spell Damage (+50%).
    Lethal Web:

    Name: Lethal Web
    Rank: A
    MP Cost: 50
    Category: Offensive
    Type: Single Target, Immobilization, Piercing
    Damage: 100
    Range: 300m
    Speed: 300 m/s
    Duration: 7 Posts
    Downside:

    Description:
    The launcher is able to shoot more than just its spider bombs. A different sort of spider is launched when this ability is activated. This launch can go as far as 300m at a speed of 300 m/s. If it hits, the spider bot will instantly release a jolt of energy that inflicts A rank Spell Damage onto the target. The spider bot will then form a web made of wire around the target, trapping and immobilizing them for a single post. This ability can be fired once per post for the damage, but those that have already been affected by the immobilization can only be so again every other post regardless of how many times they are hit by this ability. Lastly, the spider bot will also pierce through armor and magical defenses to do 50% of the intended damage.
    Poison Turret:

    Name: Poison Turret
    Rank: A
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment:
    Requip Damage: 30
    Requip Durability:
    Range: 75m
    Speed: 75 m/s
    Duration: 7 Posts
    Downside:

    Description:

    Aliarey summons a small metal disc from her personal magic storage that she can throw nearby within melee range. The disc will then morph into a turret equipped with a dart gun that will fire poisonous darts as far as 75m at a speed of 75 m/s.

    Tips of Poison:

    Name: Tips of Poison
    Rank: A
    MP Cost: 50
    Category: Offensive
    Type: Multi-Target, MP Drain, Piercing
    Damage: 75
    Range: 225m
    Speed: 165 m/s
    Duration: 7 Posts
    Downside:

    Description:
    Once activated, the darts within this turret become more powerful. For the remainder of the duration, shots fired from this turret now do 75% of A rank Spell Damage per strike and will travel as far as 225m at a speed of 165 m/s. Those that are hit by the darts will be affected with a poison that drains away 5% of their MP every post for the remainder of the duration. These darts are capable of piercing through armor and magical defenses in order to do 50% of the intended damage.
    Noxious Gas:

    Name: Noxious Gas
    Rank: A
    MP Cost: 50
    Category: Offensive
    Type: AoE, Piercing, HP Drain, MP Drain
    Damage: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7 Posts
    Downside:

    Description:
    The turret releases a deadly and poisonous green gas around itself, covering the entire area within a 150m range. Those that come into contact with it will be damaged for 50% of A rank Spell Damage. This damage can be repeated once for every post that the gas touches them. This gas will cause defenses to deteriorate, allowing it to pass through armor and magical defenses in order to do 50% of the intended damage. This gas will also cause additional harmful effects as it works its way to destroy the affected targets slowly, depleting them of 5% of HP and MP every post throughout the duration.
    Spark Turret:

    Name: Spark Turret
    Rank: A
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment:
    Requip Damage: 30
    Requip Durability:
    Range: 75m
    Speed: 75 m/s
    Duration: 7 Posts
    Downside:

    Description:

    Aliarey summons a small metal disc from her personal magic storage that she can throw nearby within melee range. The disc will then morph into a turret equipped with long range tasers. It fires sparks of lightning magic that can go as far as 75m at 75 m/s.

    Electric Pulse:

    Name: Electric Pulse
    Rank: A
    MP Cost: 50
    Category: Offensive
    Type: Burst, Piercing, Immobilization
    Damage: 100
    Range: 75m
    Speed: 75 m/s
    Duration: 7 Posts
    Downside:

    Description:
    This turret releases a pulse of lightning magic that spreads 75m around it at 75 m/s. Those that it hits will be damaged for A rank Spell Damage. This blast of energy can be released once per post throughout the duration, and it will also pierce through armor and magical defenses to do 50% of the intended damage. Additionally, those hit will be paralyzed for a single post. Affected targets can only be paralyzed again every other post regardless of how many times they are damaged by this ability.
    Zap:

    Name: Zap
    Rank: A
    MP Cost: 50
    Category: Offensive
    Type: Multi-Target, Piercing, MP Drain
    Damage: 75
    Range: 225m
    Speed: 165 m/s
    Duration: 7 Posts
    Downside:

    Description:
    Sparks in the shape of lightning bolts are released from all around the turret, each one traveling up to 225m at a speed of 165 m/s and being capable of inflicting 75% of A rank Spell Damage. These volatile bolts of lightning magic can pierce through armor and magical defenses in order to do 50% of the intended damage. Targets hit will also have 5% of their MP zapped away every post throughout the duration.
    S Rank:

    Gatling Turret Disc:

    Name: Gatling Turret Disc
    Rank: S
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment:
    Requip Damage: 41
    Requip Durability:
    Range: 100m
    Speed: 100 m/s
    Duration: 10 Posts
    Downside:

    Description:

    Aliarey summons a small metal disc from her personal magic storage that she can throw nearby within melee range. The disc will then morph into a turret equipped with a gatling gun that will fire bullets as far as 100m at a speed of 100 m/s.

    Shatter:

    Name: Shatter
    Rank: S
    MP Cost: 60
    Category: Offensive
    Type: Burst, Piercing, MP Drain
    Damage: 180
    Range: 50m
    Speed: 50 m/s
    Duration: 10 Posts
    Downside:
    Sacrifices 50% Range for 25% more Damage
    Sacrifices 50% Speed for 25% more Damage

    Description:
    When activated, the turret will pulse and create a metal covering over itself that will then instantly shatter and spread out around itself in a 50m range at 50 m/s, injuring those that are hit by the flying pieces of magic metal for S rank Spell Damage (+50%). This can be done once per post for the rest of the duration. The shattered pieces of the unknown and enhanced metal will pierce through armor and magic defenses in order to do 50% of the intended damage. Additionally, the metal's coating has anti-magic properties, and those that are hit by the shattered pierces will be inflicted with a 5% drain to their MP every post of the duration.
    Rapid Fire:

    Name: Rapid Fire
    Rank: S
    MP Cost: 90
    Category: Offensive
    Type: Multi-Target, Piercing
    Damage: 135
    Range: 300m
    Speed: 225 m/s
    Duration: 10 Posts
    Downside:
    Sacrifices Effect for 25% more Damage
    50% increased MP Cost for 25% more Damage

    Description:
    The gatling turret will go into rapid fire mode. Its standard ammo is replaced with more powerful ones, making each shot capable of dealing 75% of S rank Spell Damage (+50%) for the duration. Range of 300m and a speed of 225 m/s. These shots are also capable of piercing armor and magical defenses in order to do 50% of the intended damage.
    Air Turret Disc:

    Name: Air Turret Disc
    Rank: S
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment:
    Requip Damage: 41
    Requip Durability:
    Range: 100m
    Speed: 100 m/s
    Duration: 10 Posts
    Downside:

    Description:

    Aliarey summons a small metal disc from her personal magic storage that she can throw into the air within her melee range. The disc will then morph into a turret that hovers beside her for its entire duration. Its normal shots can go as far as 100m at a speed of 100 m/s.

    Homing Shot:

    Name: Homing Shot
    Rank: S
    MP Cost: 120
    Category: Offensive
    Type: Single Target, Piercing, Negation
    Damage: 180
    Range: 400m
    Speed: 400 m/s
    Duration: 10 Posts
    Downside:
    100% increased MP Cost for 50% more Damage

    Description:
    Once per post for the duration, the turret will scan its target and lock on before releasing a more powerful shot that will follow a target up to 400m at a speed of 400 m/s until it makes impact with either the target, something blocking its path, or it is reaches its max range. If and when it hits, S rank Spell Damage (+50%) will be done. This powerful locked on shot will also pierce through armor and magical defenses in order to do 50% of the intended damage. Additionally, this shot can also be used to negate a spell that it makes contact with once per post throughout the duration. However, this can only be done within Burst range of the spell(100m), only to S rank spells or lower, and only after taking the same amount of MP from Aliarey that was used to create the negated spell.
    Uograded Model:

    Name: Upgraded Model
    Rank: S
    MP Cost: 90
    Category: Offensive
    Type: Multi-Target, Piercing
    Damage: 135
    Range: 300m
    Speed: 225 m/s
    Duration: 10 Posts
    Downside:
    Sacrifices Effect for 25% more Damage
    50% increased MP Cost for 25% more Damage

    Description:
    The Air Turret creates smaller copies of itself that surround it upon activation of this ability. The smaller copies have more powerful shots than their original and thus each shot they release is capable of inflicting 75% of S rank Spell Damage (+50%) for the duration. For clarification, this is not an actual Copy mechanic as defined in the rules and is just for cosmetic purposes of the spell. Its function is no different than firing off multiple beams. The shots from the smaller turrets will also pierce through armor and magical defenses to do 50% of the intended damage.
    Ember Revolvers:

    Name: Ember Revolvers
    Rank: S
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment:
    Requip Damage: 41
    Requip Durability:
    Range: 100m
    Speed: 100 m/s
    Duration: 10 Posts
    Downside:

    Description:

    One of Aliarey's first set of guns and have gotten some major upgrades since her D rank days. Just like their old selves they still contain the fire element, but now each gun's basic shots can go as far as 100m at a speed of 100 m/s.

    Appearance:
    ReQuip: Hazardous Arsenal R31S5bb
    Pyromania:

    Name: Pyromania
    Rank: S
    MP Cost: 60
    Category: Offensive
    Type: Multi-Target, HP Burn, MP Burn
    Damage: 90
    Range: 300m
    Speed: 225 m/s
    Duration: 10 Posts
    Downside:

    Description:
    Upon activation, the fire magic within the guns become super heated and much more powerful. Each shot can now do 75% of S rank Spell Damage for the remainder of the duration and also leave a burn on those hit by them that drains 5% of HP and MP every post throughout the duration. These drains do not stack with each hit.
    Flame Shower:

    Name: Flame Shower
    Rank: S
    MP Cost: 60
    Category: Offensive
    Type: Single Target, Multi-Target, Piercing
    Damage: 90
    Range: 400m, 300m
    Speed: 400 m/s, 225 m/s
    Duration: 10 Posts
    Downside:

    Description:
    The flaming energy of the guns is combined upon activation of this ability. Once per post, a giant fireball is released from the collective power of the guns, traveling as far as 400m at 400 m/s. Once it reaches that range or hits something, the fireball will explode and send smaller fireballs in every direction. These small fireballs do 75% of S rank Spell Damage per hit. The super heated fireballs can pierce through armor and magical defenses in order to do 50% of the intended damage.
    Rocket Launcher:

    Name: Rocket Launcher
    Rank: S
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment:
    Requip Damage: 41
    Requip Durability:
    Range: 100m
    Speed: 100 ms
    Duration: 10 Posts
    Downside:

    Description:

    The mandatory weapon that anyone that is anyone should have if they use firearms. Otherwise they're weird and should be ashamed of themselves. This launcher can fire small advanced rockets that go as far as 100m at 100 m/s.

    Appearance:
    ReQuip: Hazardous Arsenal 7yi2WEo
    Rocket Assault:

    Name: Rocket Assault
    Rank: S
    MP Cost: 90
    Category: Offensive
    Type: Multi-Target, Piercing
    Damage: 135
    Range: 300m
    Speed: 225 m/s
    Duration: 10 Posts
    Downside:
    Sacrifices Effect for 25% more Damage
    50% increased MP Cost for 25% more Damage

    Description:
    A special compartment will appear on the launcher that contains several stronger rockets. They all fire in rapid succession at a range of 300m with a speed of 225 m/s. The rocket attack can hit several targets at once for 75% of S rank Spell Damage (+50%) per hit. These rockets will also pierce through armor and magical defenses in order to do 50% of the intended damage.
    Powered Missile:

    Name: Powered Missile
    Rank: S
    MP Cost: 60
    Category: Offensive
    Type: Single Target, Burst, Piercing
    Damage: 120
    Range: 400m, 100m
    Speed: 400 m/s, 100 m/s
    Duration: 10 Posts
    Downside:

    Description:
    A special missile materializes into the chamber of the launcher when this spell activates. When released, this missile will travel as far as 400m at a speed of 400 m/s towards a single target. Upon impact with the target or something else blocking its path, the missile will release a powerful explosion that covers a 100m range at 100 m/s, inflicting S rank Spell Damage to all struck by the blast. This destructive spell will pierce through armor and magical defenses in order to do 50% of the intended damage. This can be done once per post throughout the duration.
    Laser Tasers:

    Name: Laser Tasers
    Rank: S
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment:
    Requip Damage: 41
    Requip Durability:
    Range: 100m
    Speed: 100 m/s
    Duration: 10 Posts
    Downside:

    Description:

    A pair of pistols that are actually filled with blue electrical energy. Each one is capable of firing standard shots at targets at a range of 100m with a speed of 100 m/s.

    Appearance:
    ReQuip: Hazardous Arsenal FE73Jkt
    Electric Spike:

    Name: Electric Spike
    Rank: S
    MP Cost: 90
    Category: Offensive
    Type: Multi-Target, MP Drain
    Damage: 135
    Range: 300m
    Speed: 225 m/s
    Duration: 10 Posts
    Downside:
    Sacrifices Effect for 25% more Damage
    50% increased MP cost for 25% more Damage

    Description:
    Shots from these pistols will now do 75% of S rank Spell Damage (+50%) upon activation of this ability, releasing high powered electric jolts in the form of tiny particle blasts for the remainder of the duration. Those hit by the shots of this spell will also be drained of 5% of their MP every post of the duration.
    Electric Surge:

    Name: Electric Surge
    Rank: S
    MP Cost: 60
    Category: Offensive
    Type: Single Target, Immobilization, MP Drain
    Damage: 120
    Range: 400m
    Speed: 400 m/s
    Duration: 10 Posts
    Downside:

    Description:
    When activated, this ability 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 400 m/s with a range of 400m and does S 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 once per post within the ability's duration, but the paralyzing effect can only happen every other post when a target is hit again. Furthermore, the electric surge overloads the magic system of the affected target, draining and depleting 5% of MP every post throughout the duration.
    Ray Gun:

    Name: Ray Gun
    Rank: S
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment:
    Requip Damage: 41
    Requip Durability:
    Range: 100m
    Speed: 100 m/s
    Duration: 10 Posts
    Downside:

    Description:

    A pair of pistols in black and white coloring with gold edges. They are a mix of Fiore magic and Mirai technology and will shoot out small non-elemental laser beams. Shots from this gun can go as far as 100m at a speed of 100 m/s. For plot purposes only, the shots can disintegrate anything they touch. This requires OOC permission for anything player related or Event stuff.

    Appearance:
    ReQuip: Hazardous Arsenal E52WSFy
    Subversive Disintegration:

    Name: Subversive Disintegration
    Rank: S
    MP Cost: 60
    Category: Offensive
    Type: Multi-Target, Piercing, MP Drain
    Damage: 90
    Range: 300m
    Speed: 225 m/s
    Duration: 10 Posts
    Downside:

    Description:
    The normal shots in this gun become more powerful. Each beam shot out is now capable of doing 75% of S rank Spell Damage per hit for the remainder of the duration. They will also partially disintegrate defenses, allowing them to pierce through armor and magical defenses in order to do 50% of the intended damage. Those hit by the beams from this gun will also have 5% of their MP disintegrated. This effect is powerful enough that it stays on targets for the remainder of the duration, thereby continuing to remove 5% of MP every post.
    Dissolving Ether:

    Name: Dissolving Ether
    Rank: S
    MP Cost: 60
    Category: Offensive
    Type: AoE, Piercing, MP Drain, Negation
    Damage: 60
    Range: 200m
    Speed: 100m
    Duration: 10 Posts
    Downside:

    Description:
    A burst of disintegrating energy is released from the guns, spreading as far as 200m at 100 m/s. This energy will damage anyone struck by the energy burst for 50% of S rank Spell Damage, and it will dissolve armor and defenses partially, allowing it to pierce through them to do 50% of the intended damage. Those struck will also have 5% of their MP disintegrated, and this energy will continue to dissolve their MP resource by 5% every post throughout the duration. This spell can be done once per post for the remainder of the duration. Additionally, an enemy spell will be disintegrated once per post if it makes contact with this energy burst. This requires the enemy spell to be of S rank or lower and also for the cost of the disintegrated spell to also be taken from Aliarey. This negation effect can also only work within Burst range of this ability(100m).
    H Rank - Locked Until H Rank:

    Plasma Turret:

    Name: Plasma Turret
    Rank: H
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment:
    Requip Damage: 55
    Requip Durability:
    Range: 300m
    Speed: 150 m/s
    Duration: 20 Posts
    Downside:

    Description:

    Aliarey summons a small metal disc from her personal magic storage that she can throw nearby within melee range. The disc will then morph into a turret equipped with a gun that will fire plasma beams as far as 300m at a speed of 150 m/s.

    Appearance:
    ReQuip: Hazardous Arsenal GCJDjhL
    Charged Plasma:

    Name: Charged Plasma
    Rank: H
    MP Cost: 140
    Category: Offensive
    Type: Single Target, Piercing, Negation, Buff
    Damage: 210
    Range: 600m
    Speed: 500 m/s
    Duration: 20 Posts
    Downside:
    100% increased MP cost for 50% more Damage

    Description:
    The Plasma Turret will gather energy from its inner power source and fire a powerful large blast of plasma at a single target, inflicting H rank Spell Damage (+50%) on contact. The max range is 600m and the blast travels at a speed of 500 m/s. Due to its power and properties, the plasma blast can pierce through armor and magical defenses in order to do 50% of the intended damage. If this blast makes contact with an enemy spell within Burst range of it(300m) then it is capable of overpowering and destroying the spell. This requires the enemy spell to be of H rank or lower and for the MP cost of the negated spell to also be taken from Aliarey. Both the damage component and the negation can happen once per post throughout the duration. This turret's power also links up with Aliarey's lacnite technology, thereby increasing her Spell Damage by 70% for the remainder of the duration.
    Emanation:

    Name: Emanation
    Rank: H
    MP Cost: 140
    Category: Offensive
    Type: Burst, Piercing, MP Drain, HP Drain
    Damage: 210
    Range: 300m
    Speed: 150 m/s
    Duration: 20 Posts
    Downside:
    100% increased MP Cost for 50% more Damage

    Description:
    This turret radiates an aura around it that is lethal to those that are not allies of Alia. It takes on the form of a sparking green colored energy and spreads 300m around it. Those that are inside its range and makes contact with it will be damaged for H rank Spell Damage (+50%). The damage can happen once per post if enemies continue to come into contact with the aura. Defenses will also be dissolved slowly and partially by this aura, and thus the energy will pierce through armor and magical defenses in order to do 50% of the intended damage. The radiation will also deplete 5% of both MP and HP from those that were hit, and will continue to do so for the remainder of the duration.




    Last edited by Aliarey Casady on 4th June 2020, 11:37 pm; edited 98 times in total


    _____________________________________________________________________________________

    Aliarey Casady
    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!- Summer Special Participant- Player 
    Lineage : Lacnites
    Position : None
    Posts : 355
    Guild : Guildless
    Dungeon Tokens : 0
    Experience : 193,325

    Character Sheet
    First Magic: Hazardous Arsenal
    Second Magic: Droids of Draovis
    Third Magic:

    ReQuip: Hazardous Arsenal Empty Re: ReQuip: Hazardous Arsenal

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


    Advanced Requips:

    Laser Turret Disc:

    Name: Laser Turret Disc
    Rank: B+
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment:
    Requip Damage: 32
    Requip Durability:
    Range: 75m
    Speed: 75 m/s
    Duration: 8 Posts
    Downside:

    Description:

    Aliarey summons a small metal disc from her personal magic storage that she can throw nearby within melee range. The disc will then morph into a turret equipped with guns that will fire ion lasers as far as 75m at a speed of 75 m/s.

    Sweeping Lasers:

    Name: Sweeping Lasers
    Rank: B+
    MP Cost: 90
    Category: Offensive
    Type: Multi-Target, Piercing
    Damage: 135
    Range: 225m
    Speed: 165 m/s
    Duration: 8 Posts
    Downside:
    Sacrifices Effect for 25% more Damage
    50% increased MP Cost for 25% more Damage

    Description:
    The laser turret fires long range laser beams that sweep around in various directions throughout the duration. If the beams make contact with a target 75% of B+ rank Spell Damage (+50%) will be inflicted. These beams will also sear their way through armor and magical defenses, piercing through them in order to do 50% of the intended damage.
    Ion Wave:

    Name: Ion Wave
    Rank: B+
    MP Cost: 60
    Category: Offensive
    Type: Burst, Piercing, Buff
    Damage: 180
    Range: 37m
    Speed: 37 m/s
    Duration: 8 Posts
    Downside:
    Sacrifices 50% Range for 25% more Damage
    Sacrifices 50% Speed for 25% more Damage

    Description:
    A shockwave of sparking energy is released from the turret, going as far as 37m at a speed of 37 m/s. Those in range and hit will be dealt B+ rank Spell Damage (+50%), and this can pierce through armor and magical defenses in order to do 50% of the intended damage. This can be done every post throughout the duration. The energy from the wave powers up the lacnite technology within Aliarey, increasing her Spell Damage by 90% for the remainder of the duration.
    Flame Turret Disc:

    Name: Flame Turret Disc
    Rank: B+
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment:
    Requip Damage: 32
    Requip Durability:
    Range: 75m
    Speed: 75 m/s
    Duration: 8 Posts
    Downside:

    Description:

    Aliarey summons a small metal disc from her personal magic storage that she can throw nearby within melee range. The disc will then morph into a turret equipped with a flamethrower. The flaming rounds from this turret can go as far as 75m at a speed of 75 m/s.

    Appearance:
    ReQuip: Hazardous Arsenal KcfBQou
    Heatwave:

    Name: Heatwave
    Rank: B+
    MP Cost: 60
    Category: Offensive
    Type: Burst, HP Burn, Piercing
    Damage: 120
    Range: 75m
    Speed: 75 m/s
    Duration: 8 Posts
    Downside:

    Description:
    When activated, this turret emits a red swirling aura of extreme heat that will damage those within its 75m range for B+ rank Spell Damage once per post. Those struck by this heated energy aura will be left with a lingering burn that drains 5% of their HP every post for the remainder of the duration. Defenses are also weakened to an extent, allowing this ability to pass through armor and magical defenses in order to do 50% of the intended damage.
    Inferno:

    Name: Inferno
    Rank: B+
    MP Cost: 90
    Category: Offensive
    Type: AoE, Piercing, HP Burn
    Damage: 90
    Range: 150m
    Speed: 75 m/s
    Duration: 8 Posts
    Downside:
    Sacrifices Effect for 25% more Damage
    50% increased MP Cost for 25% more Damage

    Description:
    When activated, the turret will release a stream of fire that swirls around and spreads within a 150m range around it at 75 m/s. Those in range and are hit by the flames will be dealt 50% of B+ rank Spell Damage (+50%). This stream of fire can be released every post throughout the duration, and these super heated flames can pierce through armor and magical defenses in order to do 50% of the intended damage. Burns will also be left on those hit, depleting 5% of their HP once per post for the remainder of the duration.
    Eye Visor:

    Name: Eye Visor
    Rank: A+
    Requip Type: Item
    Grade: Normal
    Linked Equipment:
    Requip Damage:
    Requip Durability:
    Range: Self
    Speed: Self
    Duration: 9 Posts
    Downside:

    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 is incapable of breaking. For plot purposes, it can protect against things getting into Aliarey's eyes but it also enhances her vision by providing night vision, thermal vision, X-Ray vision, zooming capability, and the option to scan her targets for information. This plot device requires OOC permission to be used against anything other player related and Event stuff.

    Appearance:
    ReQuip: Hazardous Arsenal 9C5GOJZ
    Eagle Sight:

    Name: Eagle Sight
    Rank: A+
    MP Cost: 75
    Category: Auxiliary
    Type: Single Target, Buff, Negation, Reflection
    Damage: NA
    Range: Self
    Speed: Self
    Duration: 9 Posts
    Downside:
    Sacrifices Range and Speed for 50% increase on Buff

    Description:
    Upon activating this ability, the eye visor's vision capabilities is given a boost, and as such, so is the magic of the wearer. Aliarey's Spell Speed and Spell Range are increased by 75% for the remainder of the duration. The visor is also very quick to analyze an incoming spell and will generate a pulse within melee range just before impact. This pulse destroys the incoming spell that it makes contact with, thereby negating it. This can only be done once per post throughout the duration, only works on A+ rank Spells or lower, and can only be done if the same amount of MP that was used to create the negated spell is taken from Aliarey. By paying double this MP cost instead, the visor's pulse can become strong enough to reflect the spell back at its owner.
    Super Pulse:

    Name: Super Pulse
    Rank: A+
    MP Cost: 75
    Category: Auxiliary
    Type: Burst, HP Drain, MP Drain, Negation, Buff
    Damage: NA
    Range: 55m
    Speed: 55 m/s
    Duration: 9 Posts
    Downside:
    Sacrifices 50% Range for 25% increase on Buff
    Sacrifices 50% Speed for 25% increase on Buff

    Description:
    The visor emits a different sort of pulse upon activation of this ability. Every post, the visor will glow a flash of white before emitting a white seemingly harmless blast of energy that spreads as far as 55m around Aliarey at a speed of 55 m/s. While at first it seems this pulse wave does not inflict harm, those that are struck by it will be inflicted with an anti-magic virus that drains 5% of both their MP and HP every post for the remainder of the duration unless removed. Additionally, if this blast makes contact with an enemy spell, it can neutralize it completely. This effect requires that the spell be of A+ rank or lower and for the same amount of MP that was used to create the negated spell be taken from Aliarey. The negation can only occur once per post throughout the duration of this ability. Lastly, Aliarey's Spell Damage is increased by 150% for the remainder of the duration.
    Chain Revolver:

    Name: Chain Revolver
    Rank: A+
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment:
    Requip Damage: 45
    Requip Durability:
    Range: 110m
    Speed: 110 m/s
    Duration: 9 Posts
    Downside:

    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 110m at a speed of 110 m/s.

    Appearance:
    ReQuip: Hazardous Arsenal Kvwn6tI
    Whips and Chains:

    Name: Whips and Chains
    Rank: A+
    MP Cost: 150
    Category: Offensive
    Type: Multi-Target, Piercing, Negation, Buff
    Damage: 169
    Range: 169m
    Speed: 125 m/s
    Duration: 9 Posts
    Downside:
    Sacrifices 50% Range for 25% more Damage
    Sacrifices 50% Speed for 25% more Damage
    100% increased MP Cost for 50% increase on Buff

    Description:
    The Chain Revolver glows red for a moment as it becomes stronger. As the glow fades, the power that had lied dormant within the weapon activates and becomes usable for the duration of this ability. Strikes from the whip now do 75% of A+ rank Spell Damage (+50%) and will pierce through armor and magical defenses in order to do 50% of the intended damage. The length of the whip does have its shorter limits, but thanks to this ability it can go further. Red energy beams are released as it is swung, traveling as far as 169m at 125 m/s to ensure that even further ranged targets cannot escape. Once per post, either the whip itself or one of its beams can collide against an incoming spell and slice through it, negating it. This can only be done within Burst range of the ability(110m), only on A+ rank Spells or lower, and only if the same amount of MP that was used to create the negated spell is also taken from Aliarey. Lastly, the hidden power in this weapon is partially transferred to its owner, increasing her Spell Range and Spell Damage by 75% for the remainder of the duration.
    Chained Defense:

    Name: Chained Defense
    Rank: A+
    MP Cost: 75
    Category: Defensive, Offensive
    Type: Burst, Negation, Reflection
    Durability: 300
    Damage: 150
    Range: 110m
    Speed: 110 m/s
    Duration: 9 Posts
    Downside:

    Description:
    Aliarey swings the Gun Revolver around herself rapidly at blinding speeds. This creates an energy and afterimages that block out damage and spells in various ways. First, it has the durability of 2x A+ rank Spell Damage. This resets every post of the duration whether she is still swinging the whip around her or not. Those in this ability's range will be inflicted A+ rank Spell Damage for every post they are struck. Additionally, an enemy spell that makes contact with it can be negated. This requires the enemy spell to be A+ rank or lower and for the cost of the negated spell to also be taken from Aliarey. The enemy spell can be reflected back at the caster instead, but this requires twice the MP cost of the negated spell. Both the negation and reflection can happen once per post throughout the duration.
    Plasma Rifle:

    Name: Plasma Rifle
    Rank: S+
    Requip Type: Weapon
    Grade: Normal
    Linked Equipment:
    Requip Damage: 62
    Requip Durability:
    Range: 150m
    Speed: 150 m/s
    Duration: 12 Posts
    Downside:

    Description:

    Just a standard rifle that shoots out advanced weaponized plasma particles that have been enhanced with magic for additional potency and lethality. Perfectly normal stuff. Standard shots go as far as 150m at 150 m/s.

    Appearance:
    ReQuip: Hazardous Arsenal EeUL9bv
    Plasma Snipe:

    Name: Plasma Snipe
    Rank: S+
    MP Cost: 180
    Category: Offensive
    Type: Single Target, Piercing, Immobilization, Negation
    Damage: 270
    Range: 600m
    Speed: 600 m/s
    Duration: 12 Posts
    Downside:
    100% increased MP Cost for 50% more Damage

    Description:
    A single shot is fired from the rifle, traveling towards a target as far as 600m at a speed of 600 m/s. When hitting a target, S+ rank Spell Damage (+50%) will be done. This can pierce through armor and magical defenses in order to do 50% of the intended damage. This powered shot can be done once per post throughout the duration. The force of the spell's impact and enhanced magic properties affect those hit by this plasma round, stunning and immobilizing them for one post as the plasma particles spread over and within them. The immobilization can only occur once every other post throughout the duration regardless of how many times the affected targets have already been hit. Additionally, this plasma shot can overpower and shoot its way through an enemy spell that it makes contact with while in Burst range(150m). The energy from the shot spreads over the enemy spell and neutralizes it as it passes through, thereby negating it completely. This can only be done once per post, can only affect spells of S+ rank or lower, and only if the same amount of MP that was used to create the negated spell is taken from Aliarey.
    Plasma Storm:

    Name: Plasma Storm
    Rank: S+
    MP Cost: 180
    Category: Offensive
    Type: Single Target, Burst, Piercing, MP Drain
    Damage: 270
    Range: 600m, 150m
    Speed: 600m, 150 m/s
    Duration: 12 Posts
    Downside:
    100% increased MP Cost for 50% more Damage

    Description:
    A superior round of plasma is fired from the rifle, traveling as far as 600m at a speed of 600 m/s. If it reaches its max range or intended target, the plasma round will explode and spread its destructive waves and surges of heated plasma within a 150m range at 150 m/s. Those within this range and make contact with this storm will be damaged for S+ rank Spell Damage (+50%). This shot can be fired once per post throughout the duration. Normal defenses are weakened slightly from the magically enhanced plasma, and thus this ability will pass through them in order to do 50% of the intended damage. Additionally, those hit by this spell will be left with a lingering effect that attacks their magic system. 5% of MP will be drained from struck targets every post throughout the duration.
    Satellite - Locked Until H Rank:

    Name: Satellite
    Rank: H+
    Requip Type: Item
    Grade: Refined
    Linked Equipment:
    Requip Damage:
    Requip Durability:
    Range: Self
    Speed: Self
    Duration: 25 Posts
    Downside:

    Description:

    A large Satellite appears in the sky when called. This is an advanced technological device from the planet Mirai that Aliarey managed to swipe and somehow stuff into her magic storage dimension before leaving the planet. It has been altered significantly from its original state, and now has a lethal combination of the advanced weaponry from the other planet, the ancient lacrima-like power of Draovis, and the magic of Earthland. The satellite stays in the air in low orbit where it was summoned and doesn't move. Its abilities are controlled by a small flower-shaped device that only Aliarey can control due to her lacnite technology. All of its abilities use Alia as the starting point for the range despite it being high in the air.

    Nuclear:

    Name: Nuclear
    Rank: H+
    MP Cost: 210
    Category: Offensive
    Type: Single Target, Burst, Piercing, Negation, Buff
    Damage: 315
    Range: 800m, 500m
    Speed: 800 m/s, 400 m/s
    Duration: 25 Posts
    Downside:
    100% increased MP Cost for 50% more Damage
    Sacrifices 210 HP for 50% increase on Buff

    Description:
    When activated, the satellite will switch to one of its larger weapons in the form of a very powerful cannon. It will then fire a large beam of destructive energy that travels as far away as 800m at a speed of 800 m/s, destroying everything, (OOC permission required for anything Player or Event related), in its path. Once it makes impact with its target or reaches its max range, the energy will release in full and spread for more devastation. This explosion will go as far as 500m at a speed of 400 m/s. Those caught in the energy blast will be damaged for H+ rank Spell Damage (+50%), and its nearly uncontainable released power and advanced properties allow it to pass through armor and magical defenses to do 50% of the intended damage. This energy beam can be released every post throughout the duration.

    Enemy spells also have the chance to be completely annihilated when they make contact with the damaging blast of energy. Once per post, a single enemy spell will be negated as the altered properties this beam is made up of overpowers it with its own power and extinguishes it. This requires the affected spell to be of H+ rank or lower and it will only have enough power to do this if it takes the same amount of MP that was used to create the negated spell from Aliarey.

    The overlooking satellite will also connect to Aliarey's lacnite system when this ability is activated, giving her additional power as a program command is activated and the satellite fuels her magical power with its link, but not without temporarily deactivating some of the lacnites in the process to make room for the additional power. Aliarey's Spell Damage is increased by 172% for the remainder of the duration.
    Satellite Barrage:

    Name: Satellite Barrage
    Rank: H+
    MP Cost: 210
    Category: Offensive
    Type: Multi-Target, Piercing, Buff
    Damage: 237
    Range: 700m
    Speed: 600 m/s
    Duration: 25 Posts
    Downside:
    Sacrifices 2 Effects for 50% more Damage
    100% increased MP Cost for 50% increase on Buff

    Description:
    Smaller laser weapons are used when this ability is activated. Laser beams will be released from the Satellite, each one doing 75% of H+ rank Spell Damage (+50%) per hit and capable of ignoring and overpowering defenses partially, allowing each laser to pierce through armor and magical defenses in order to do 50% of the intended damage. The satellite will link up with Aliarey's lacnite system to enhance her power further, though in a way that is less taxing on her lacnite technology than that of the Nuclear ability. Her Spell Damage is increased by 172% for the remainder of the duration.
    Satellite Tempest:

    Name: Satellite Tempest
    Rank: H+
    MP Cost: 210
    Category: Offensive
    Type: AoE, Piercing, HP Drain, MP Drain, Buff
    Damage: 157
    Range: 600m
    Speed: 500 m/s
    Duration: 25 Posts
    Downside:
    100% increased MP Cost for 50% more Damage
    Sacrifices Effect for 25% increase on Buff

    Description:
    The satellite uses its altered power to change the environment around Aliarey. A thin single white beam is shot into the ground. After it makes impact, the energy from the beam rises and begins to swirl around, creating a storm of its magic nuclear energy and the properties of the natural environment. Those caught in this tempest of energy and are struck by it will be damaged for 50% of H+ rank Spell Damage (+50%). This can occur once per post throughout the duration. The max range of this violently swirling energy is 600m with a speed of 500 m/s, and it can also pierce through armor and magical defenses to do 50% of the intended damage. Additionally, those that have been hit will continue to have their very being affected even if they leave the range of the nuclear storm. Every post throughout the duration 5% of their HP and MP will be drained. Lastly, the energy from the storm energizes the lacnite technology within Aliarey. Her Spell Damage is increased by 143% for the remainder of the duration.


    Last edited by Aliarey Casady on 4th June 2020, 11:38 pm; edited 60 times in total


    _____________________________________________________________________________________

    Aliarey Casady
    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!- Summer Special Participant- Player 
    Lineage : Lacnites
    Position : None
    Posts : 355
    Guild : Guildless
    Dungeon Tokens : 0
    Experience : 193,325

    Character Sheet
    First Magic: Hazardous Arsenal
    Second Magic: Droids of Draovis
    Third Magic:

    ReQuip: Hazardous Arsenal Empty Re: ReQuip: Hazardous Arsenal

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

    Edit Notes

    5-28-20

    Revamped entire magic due to rule changes over the last 2 and a half years. No point in listing everything

    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 28th May 2020, 3:34 am; edited 27 times in total


    _____________________________________________________________________________________

    Julius Seas
    Julius Seas

    Moderator- Chatbox Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Novice [250]- Player 
    Lineage : Knight of Destiny
    Position : None
    Posts : 1217
    Guild : Black Sails
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 22
    Experience : 0

    Character Sheet
    First Magic: Water
    Second Magic:
    Third Magic:

    ReQuip: Hazardous Arsenal Empty 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:

    ReQuip: Hazardous Arsenal SLCqsLy - Has multi attack spells, increasing the likelihood an attack hits its target.

    ReQuip: Hazardous Arsenal SLCqsLy - Allows for mobility

    ReQuip: Hazardous Arsenal SLCqsLy - Provides AOE spells

    ReQuip: Hazardous Arsenal SLCqsLy - Specializes in range attacks which decreases chances of getting injured by melee opponents

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Due to its multi hit nature, the damage of each attack is lessened

    ReQuip: Hazardous Arsenal SLCqsLy - Capable of hitting allies or herself

    ReQuip: Hazardous Arsenal SLCqsLy - Requires the item in question due to it being Holder Magic therefore is defenseless when low on MP

    ReQuip: Hazardous Arsenal SLCqsLy - Not suited for close combat

    ReQuip: Hazardous Arsenal SLCqsLy - Sacrifices defense spells for a more offensive focus

    ReQuip: Hazardous Arsenal SLCqsLy - Due to low defenses it requires always being on the move

    ReQuip: Hazardous Arsenal SLCqsLy - 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:


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

    ReQuip: Hazardous Arsenal SLCqsLy 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

    ReQuip: Hazardous Arsenal SLCqsLy 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:
    ReQuip: Hazardous Arsenal Ember%20Revolvers

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Projectiles are fire and so can be consumed by slayer magic.
    ReQuip: Hazardous Arsenal SLCqsLy - Attacks are weakened by ice and water magic
    ReQuip: Hazardous Arsenal SLCqsLy - Can harm self if used at point blank range
    ReQuip: Hazardous Arsenal SLCqsLy - Limited ammo; once all fireballs have been unleashed the guns cannot fire anymore for the rest of its duration
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 5i7Zq6a

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Chance of hitting allies and self if in the way of the firing zone
    ReQuip: Hazardous Arsenal SLCqsLy - Can be destroyed by enemies before duration is up
    ReQuip: Hazardous Arsenal SLCqsLy - Since it is automatic firing the aiming is not precise
    ReQuip: Hazardous Arsenal SLCqsLy - Enemies can move out of firing zone, rendering its assault on them useless.
    ReQuip: Hazardous Arsenal SLCqsLy - Once set in place it cannot be moved
    ReQuip: Hazardous Arsenal SLCqsLy - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 397px-BloodiaPortrait

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - No additional defense value than her usual clothes
    ReQuip: Hazardous Arsenal SLCqsLy - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    ReQuip: Hazardous Arsenal SLCqsLy - The passive only applies to one handed guns such as pistols and revolvers
    ReQuip: Hazardous Arsenal SLCqsLy - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 419857-blackfuse-bombling

    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:

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

    Weaknesses:

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

    Spell Fusions:
    ReQuip: Hazardous Arsenal MG0PPoK
    This is Locked Until B Rank

    ReQuip: Hazardous Arsenal Giphy

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


    _____________________________________________________________________________________

    Squable:
    ReQuip: Hazardous Arsenal 220px-Squawks_-_Donkey_Kong_Country_Returns


    ReQuip: Hazardous Arsenal Zc9mnNA

    ReQuip: Hazardous Arsenal 9HVMJab
    Aliarey Casady
    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!- Summer Special Participant- Player 
    Lineage : Lacnites
    Position : None
    Posts : 355
    Guild : Guildless
    Dungeon Tokens : 0
    Experience : 193,325

    Character Sheet
    First Magic: Hazardous Arsenal
    Second Magic: Droids of Draovis
    Third Magic:

    ReQuip: Hazardous Arsenal Empty 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.


    _____________________________________________________________________________________

    Julius Seas
    Julius Seas

    Moderator- Chatbox Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Novice [250]- Player 
    Lineage : Knight of Destiny
    Position : None
    Posts : 1217
    Guild : Black Sails
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 22
    Experience : 0

    Character Sheet
    First Magic: Water
    Second Magic:
    Third Magic:

    ReQuip: Hazardous Arsenal Empty 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:

    ReQuip: Hazardous Arsenal SLCqsLy - Has multi attack spells, increasing the likelihood an attack hits its target.

    ReQuip: Hazardous Arsenal SLCqsLy - Allows for mobility

    ReQuip: Hazardous Arsenal SLCqsLy - Provides AOE spells

    ReQuip: Hazardous Arsenal SLCqsLy - Specializes in range attacks which decreases chances of getting injured by melee opponents

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Due to its multi hit nature, the damage of each attack is lessened

    ReQuip: Hazardous Arsenal SLCqsLy - Capable of hitting allies or herself

    ReQuip: Hazardous Arsenal SLCqsLy - Requires the item in question due to it being Holder Magic therefore is defenseless when low on MP

    ReQuip: Hazardous Arsenal SLCqsLy - Not suited for close combat

    ReQuip: Hazardous Arsenal SLCqsLy - Sacrifices defense spells for a more offensive focus

    ReQuip: Hazardous Arsenal SLCqsLy - Due to low defenses it requires always being on the move

    ReQuip: Hazardous Arsenal SLCqsLy - 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:


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

    ReQuip: Hazardous Arsenal SLCqsLy 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

    ReQuip: Hazardous Arsenal SLCqsLy 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:
    ReQuip: Hazardous Arsenal Ember%20Revolvers

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Projectiles are fire and so can be consumed by slayer magic.
    ReQuip: Hazardous Arsenal SLCqsLy - Attacks are weakened by ice and water magic
    ReQuip: Hazardous Arsenal SLCqsLy - Can harm self if used at point blank range
    ReQuip: Hazardous Arsenal SLCqsLy - Limited ammo; once all fireballs have been unleashed the guns cannot fire anymore for the rest of its duration
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 5i7Zq6a

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Chance of hitting allies and self if in the way of the firing zone
    ReQuip: Hazardous Arsenal SLCqsLy - Can be destroyed by enemies before duration is up
    ReQuip: Hazardous Arsenal SLCqsLy - Since it is automatic firing the aiming is not precise
    ReQuip: Hazardous Arsenal SLCqsLy - Enemies can move out of firing zone, rendering its assault on them useless.
    ReQuip: Hazardous Arsenal SLCqsLy - Once set in place it cannot be moved
    ReQuip: Hazardous Arsenal SLCqsLy - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 397px-BloodiaPortrait

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - No additional defense value than her usual clothes
    ReQuip: Hazardous Arsenal SLCqsLy - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    ReQuip: Hazardous Arsenal SLCqsLy - The passive only applies to one handed guns such as pistols and revolvers
    ReQuip: Hazardous Arsenal SLCqsLy - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 419857-blackfuse-bombling

    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:

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

    Weaknesses:

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

    Spell Fusions:
    ReQuip: Hazardous Arsenal MG0PPoK
    This is Locked Until B Rank

    ReQuip: Hazardous Arsenal Giphy


    _____________________________________________________________________________________

    Squable:
    ReQuip: Hazardous Arsenal 220px-Squawks_-_Donkey_Kong_Country_Returns


    ReQuip: Hazardous Arsenal Zc9mnNA

    ReQuip: Hazardous Arsenal 9HVMJab
    Aliarey Casady
    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!- Summer Special Participant- Player 
    Lineage : Lacnites
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    Posts : 355
    Guild : Guildless
    Dungeon Tokens : 0
    Experience : 193,325

    Character Sheet
    First Magic: Hazardous Arsenal
    Second Magic: Droids of Draovis
    Third Magic:

    ReQuip: Hazardous Arsenal Empty 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.


    _____________________________________________________________________________________

    Julius Seas
    Julius Seas

    Moderator- Chatbox Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Novice [250]- Player 
    Lineage : Knight of Destiny
    Position : None
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    Cosmic Coins : 0
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    Age : 22
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    Character Sheet
    First Magic: Water
    Second Magic:
    Third Magic:

    ReQuip: Hazardous Arsenal Empty Re: ReQuip: Hazardous Arsenal

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

    ReQuip: Hazardous Arsenal EDoA9eJ


    _____________________________________________________________________________________

    Squable:
    ReQuip: Hazardous Arsenal 220px-Squawks_-_Donkey_Kong_Country_Returns


    ReQuip: Hazardous Arsenal Zc9mnNA

    ReQuip: Hazardous Arsenal 9HVMJab
    Jiyu Kazehime
    Jiyu Kazehime

    Player 
    Posts : 1917
    Cosmic Coins : 0
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    Character Sheet
    First Magic: Wind Magic
    Second Magic: Demonic Takeover
    Third Magic:

    ReQuip: Hazardous Arsenal Empty 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:

    ReQuip: Hazardous Arsenal SLCqsLy - Has multi attack spells, increasing the likelihood an attack hits its target.

    ReQuip: Hazardous Arsenal SLCqsLy - Allows for mobility

    ReQuip: Hazardous Arsenal SLCqsLy - Provides AOE spells

    ReQuip: Hazardous Arsenal SLCqsLy - Specializes in range attacks which decreases chances of getting injured by melee opponents

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Due to its multi hit nature, the damage of each attack is lessened

    ReQuip: Hazardous Arsenal SLCqsLy - Capable of hitting allies or herself

    ReQuip: Hazardous Arsenal SLCqsLy - Requires the item in question due to it being Holder Magic therefore is defenseless when low on MP

    ReQuip: Hazardous Arsenal SLCqsLy - Not suited for close combat

    ReQuip: Hazardous Arsenal SLCqsLy - Sacrifices defense spells for a more offensive focus

    ReQuip: Hazardous Arsenal SLCqsLy - Due to low defenses it requires always being on the move

    ReQuip: Hazardous Arsenal SLCqsLy - 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:


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

    ReQuip: Hazardous Arsenal SLCqsLy 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

    ReQuip: Hazardous Arsenal SLCqsLy 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:
    ReQuip: Hazardous Arsenal Ember%20Revolvers

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Projectiles are fire and so can be consumed by slayer magic.
    ReQuip: Hazardous Arsenal SLCqsLy - Attacks are weakened by ice and water magic
    ReQuip: Hazardous Arsenal SLCqsLy - Can harm self if used at point blank range
    ReQuip: Hazardous Arsenal SLCqsLy - Limited ammo; once all fireballs have been unleashed the guns cannot fire anymore for the rest of its duration
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 5i7Zq6a

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Chance of hitting allies and self if in the way of the firing zone
    ReQuip: Hazardous Arsenal SLCqsLy - Can be destroyed by enemies before duration is up
    ReQuip: Hazardous Arsenal SLCqsLy - Since it is automatic firing the aiming is not precise
    ReQuip: Hazardous Arsenal SLCqsLy - Enemies can move out of firing zone, rendering its assault on them useless.
    ReQuip: Hazardous Arsenal SLCqsLy - Once set in place it cannot be moved
    ReQuip: Hazardous Arsenal SLCqsLy - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 397px-BloodiaPortrait

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - No additional defense value than her usual clothes
    ReQuip: Hazardous Arsenal SLCqsLy - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    ReQuip: Hazardous Arsenal SLCqsLy - The passive only applies to one handed guns such as pistols and revolvers
    ReQuip: Hazardous Arsenal SLCqsLy - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 419857-blackfuse-bombling

    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:

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

    Weaknesses:

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

    Spell Fusions:
    ReQuip: Hazardous Arsenal MG0PPoK
    This is Locked Until B Rank

    ReQuip: Hazardous Arsenal Giphy



    _____________________________________________________________________________________


    ReQuip: Hazardous Arsenal Miku_chibi_by_kenneos-d4l2s2w

    ReQuip: Hazardous Arsenal H6NcPbM ReQuip: Hazardous Arsenal H6NcPbM ReQuip: Hazardous Arsenal H6NcPbM ReQuip: Hazardous Arsenal H6NcPbM

    Hania
    Hania

    Demonically Bound


    Demonically Bound

    Developer/GFX Artist- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Have Seijin On Your Friends List- Player 
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    Posts : 1094
    Guild : Rune Knights
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    Experience : 206,450

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

    ReQuip: Hazardous Arsenal Empty Re: ReQuip: Hazardous Arsenal

    Post by Hania 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:

    ReQuip: Hazardous Arsenal SLCqsLy - Has multi attack spells, increasing the likelihood an attack hits its target.

    ReQuip: Hazardous Arsenal SLCqsLy - Allows for mobility

    ReQuip: Hazardous Arsenal SLCqsLy - Provides AOE spells

    ReQuip: Hazardous Arsenal SLCqsLy - Specializes in range attacks which decreases chances of getting injured by melee opponents

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Due to its multi hit nature, the damage of each attack is lessened

    ReQuip: Hazardous Arsenal SLCqsLy - Capable of hitting allies or herself

    ReQuip: Hazardous Arsenal SLCqsLy - Requires the item in question due to it being Holder Magic therefore is defenseless when low on MP

    ReQuip: Hazardous Arsenal SLCqsLy - Not suited for close combat

    ReQuip: Hazardous Arsenal SLCqsLy - Sacrifices defense spells for a more offensive focus

    ReQuip: Hazardous Arsenal SLCqsLy - Due to low defenses it requires always being on the move

    ReQuip: Hazardous Arsenal SLCqsLy - 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:


    ReQuip: Hazardous Arsenal SLCqsLy 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

    ReQuip: Hazardous Arsenal SLCqsLy 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

    ReQuip: Hazardous Arsenal SLCqsLy 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.

    ReQuip: Hazardous Arsenal SLCqsLy 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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Since it is not full flight gravity will naturally pull her back down
    ReQuip: Hazardous Arsenal SLCqsLy - Attacks that come into contact with her can push her in the wrong direction
    ReQuip: Hazardous Arsenal SLCqsLy - 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:

    ReQuip: Hazardous Arsenal SLCqsLy - Counters melee opponents and objects

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Useless against ranged opponents
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal Ember%20Revolvers

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Projectiles are fire and so can be consumed by slayer magic.
    ReQuip: Hazardous Arsenal SLCqsLy - Attacks are weakened by ice and water magic
    ReQuip: Hazardous Arsenal SLCqsLy - Can harm self if used at point blank range
    ReQuip: Hazardous Arsenal SLCqsLy - Limited ammo; once all fireballs have been unleashed the guns cannot fire anymore for the rest of its duration
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 5i7Zq6a

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Chance of hitting allies and self if in the way of the firing zone
    ReQuip: Hazardous Arsenal SLCqsLy - Can be destroyed by enemies before duration is up
    ReQuip: Hazardous Arsenal SLCqsLy - Since it is automatic firing the aiming is not precise
    ReQuip: Hazardous Arsenal SLCqsLy - Enemies can move out of the firing zone, rendering its assault on them useless.
    ReQuip: Hazardous Arsenal SLCqsLy - Once set in place it cannot be moved
    ReQuip: Hazardous Arsenal SLCqsLy - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 397px-BloodiaPortrait

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - No additional defense value than her usual clothes
    ReQuip: Hazardous Arsenal SLCqsLy - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    ReQuip: Hazardous Arsenal SLCqsLy - The passive only applies to one handed guns such as pistols and revolvers
    ReQuip: Hazardous Arsenal SLCqsLy - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 419857-blackfuse-bombling

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Very easy to injure allies and self due to the random running pattern of the mini bombs
    ReQuip: Hazardous Arsenal SLCqsLy - Limited ammo
    ReQuip: Hazardous Arsenal SLCqsLy - The spiders can be destroyed by the enemy before they explode
    ReQuip: Hazardous Arsenal SLCqsLy - Useless against those that can avoid ground bombs by flying or jumping very high
    ReQuip: Hazardous Arsenal SLCqsLy - Although they can attach themselves to solid objects, they cannot attach to living objects such as people or animals
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal FE73Jkt

    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:

    ReQuip: Hazardous Arsenal SLCqsLy - Ranged Attacks
    ReQuip: Hazardous Arsenal SLCqsLy - All shots fired are of the lightning element
    ReQuip: Hazardous Arsenal SLCqsLy - Can attack several times before the shots of the weapon are depleted

    Weaknesses

    ReQuip: Hazardous Arsenal SLCqsLy - Due to its lightning element attacks from this weapon can be consumed by slayers
    ReQuip: Hazardous Arsenal SLCqsLy - 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.
    ReQuip: Hazardous Arsenal SLCqsLy - Limited ammo; once all shots have been unleashed the guns cannot fire anymore for the rest of its duration
    ReQuip: Hazardous Arsenal SLCqsLy - 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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Chance of damaging allies and self if in the way of the firing zone
    ReQuip: Hazardous Arsenal SLCqsLy - The smokescreen can affect allies just as easily
    ReQuip: Hazardous Arsenal SLCqsLy - Can be destroyed by enemies before duration is up
    ReQuip: Hazardous Arsenal SLCqsLy - Since it is automatic firing the aiming is not precise
    ReQuip: Hazardous Arsenal SLCqsLy - Enemies can move out of the firing zone, rendering its assault on them useless
    ReQuip: Hazardous Arsenal SLCqsLy - Once set in place it cannot be moved
    ReQuip: Hazardous Arsenal SLCqsLy - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 9C5GOJZ

    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:

    ReQuip: Hazardous Arsenal SLCqsLy - Protects the eyes
    ReQuip: Hazardous Arsenal SLCqsLy - Includes visual enhancement modes for better planned attacks or to avoid enemies

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Does not work against magic that hides their users
    ReQuip: Hazardous Arsenal SLCqsLy - Limited duration. Still being in complete darkness when the item expires could have consequences
    ReQuip: Hazardous Arsenal SLCqsLy - Other than protecting the eyes it offers no other defensive value to the rest of her body
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal MG0PPoK
    This is Locked Until B Rank

    ReQuip: Hazardous Arsenal Giphy

    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.


    _____________________________________________________________________________________

    ReQuip: Hazardous Arsenal 59875_s


    True sins are the ones that you cannot atone for.
    Golden Lacrima: Valid until December 8th 2019
    Aliarey Casady
    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!- Summer Special Participant- Player 
    Lineage : Lacnites
    Position : None
    Posts : 355
    Guild : Guildless
    Dungeon Tokens : 0
    Experience : 193,325

    Character Sheet
    First Magic: Hazardous Arsenal
    Second Magic: Droids of Draovis
    Third Magic:

    ReQuip: Hazardous Arsenal Empty 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.


    _____________________________________________________________________________________

    Hania
    Hania

    Demonically Bound


    Demonically Bound

    Developer/GFX Artist- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Have Seijin On Your Friends List- Player 
    Lineage : Warrior of Steel
    Position : None
    Posts : 1094
    Guild : Rune Knights
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 206,450

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

    ReQuip: Hazardous Arsenal Empty Re: ReQuip: Hazardous Arsenal

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

    Thank you very much, I am glad to say

    ReQuip: Hazardous Arsenal ABT_zps5xjxsyen


    _____________________________________________________________________________________

    ReQuip: Hazardous Arsenal 59875_s


    True sins are the ones that you cannot atone for.
    Golden Lacrima: Valid until December 8th 2019
    Aura
    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!- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Player 
    Lineage : Gingerbread Man
    Position : None
    Posts : 1237
    Guild : Sabertooth 《Guildmaster》
    Cosmic Coins : 100
    Dungeon Tokens : 0
    Age : 24
    Experience : 32,062

    Character Sheet
    First Magic: 2nd Generation - Fire Dragon Slayer
    Second Magic: The Riyenas
    Third Magic:

    ReQuip: Hazardous Arsenal Empty 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:

    ReQuip: Hazardous Arsenal SLCqsLy - Has multi attack spells, increasing the likelihood an attack hits its target.

    ReQuip: Hazardous Arsenal SLCqsLy - Allows for mobility

    ReQuip: Hazardous Arsenal SLCqsLy - Provides AOE spells

    ReQuip: Hazardous Arsenal SLCqsLy - Specializes in range attacks which decreases chances of getting injured by melee opponents

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Due to its multi hit nature, the damage of each attack is lessened

    ReQuip: Hazardous Arsenal SLCqsLy - Capable of hitting allies or herself

    ReQuip: Hazardous Arsenal SLCqsLy - Requires the item in question due to it being Holder Magic therefore is defenseless when low on MP

    ReQuip: Hazardous Arsenal SLCqsLy - Not suited for close combat

    ReQuip: Hazardous Arsenal SLCqsLy - Sacrifices defense spells for a more offensive focus

    ReQuip: Hazardous Arsenal SLCqsLy - Due to low defenses it requires always being on the move

    ReQuip: Hazardous Arsenal SLCqsLy - 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:


    ReQuip: Hazardous Arsenal SLCqsLy 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

    ReQuip: Hazardous Arsenal SLCqsLy 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

    ReQuip: Hazardous Arsenal SLCqsLy 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.

    ReQuip: Hazardous Arsenal SLCqsLy 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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Since it is not full flight gravity will naturally pull her back down
    ReQuip: Hazardous Arsenal SLCqsLy - Attacks that come into contact with her can push her in the wrong direction
    ReQuip: Hazardous Arsenal SLCqsLy - 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:

    ReQuip: Hazardous Arsenal SLCqsLy - Counters melee opponents and objects

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Useless against ranged opponents
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal Pbucket

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Projectiles are fire and so can be consumed by slayer magic.
    ReQuip: Hazardous Arsenal SLCqsLy - Attacks are weakened by ice and water magic
    ReQuip: Hazardous Arsenal SLCqsLy - Can harm self if used at point blank range
    ReQuip: Hazardous Arsenal SLCqsLy - Limited ammo; once all fireballs have been unleashed the guns cannot fire anymore for the rest of its duration
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal Pbucket

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Chance of hitting allies and self if in the way of the firing zone
    ReQuip: Hazardous Arsenal SLCqsLy - Can be destroyed by enemies before duration is up
    ReQuip: Hazardous Arsenal SLCqsLy - Since it is automatic firing the aiming is not precise
    ReQuip: Hazardous Arsenal SLCqsLy - Enemies can move out of the firing zone, rendering its assault on them useless.
    ReQuip: Hazardous Arsenal SLCqsLy - Once set in place it cannot be moved
    ReQuip: Hazardous Arsenal SLCqsLy - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal Pbucket

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - No additional defense value than her usual clothes
    ReQuip: Hazardous Arsenal SLCqsLy - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    ReQuip: Hazardous Arsenal SLCqsLy - The passive only applies to one handed guns such as pistols and revolvers
    ReQuip: Hazardous Arsenal SLCqsLy - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal Pbucket

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Very easy to injure allies and self due to the random running pattern of the mini bombs
    ReQuip: Hazardous Arsenal SLCqsLy - Limited ammo
    ReQuip: Hazardous Arsenal SLCqsLy - The spiders can be destroyed by the enemy before they explode
    ReQuip: Hazardous Arsenal SLCqsLy - Useless against those that can avoid ground bombs by flying or jumping very high
    ReQuip: Hazardous Arsenal SLCqsLy - Although they can attach themselves to solid objects, they cannot attach to living objects such as people or animals
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal FE73Jkt

    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:

    ReQuip: Hazardous Arsenal SLCqsLy - Ranged Attacks
    ReQuip: Hazardous Arsenal SLCqsLy - All shots fired are of the lightning element
    ReQuip: Hazardous Arsenal SLCqsLy - Can attack several times before the shots of the weapon are depleted

    Weaknesses

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

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Chance of damaging allies and self if in the way of the firing zone
    ReQuip: Hazardous Arsenal SLCqsLy - The smokescreen can affect allies just as easily
    ReQuip: Hazardous Arsenal SLCqsLy - Can be destroyed by enemies before duration is up
    ReQuip: Hazardous Arsenal SLCqsLy - Since it is automatic firing the aiming is not precise
    ReQuip: Hazardous Arsenal SLCqsLy - Enemies can move out of the firing zone, rendering its assault on them useless
    ReQuip: Hazardous Arsenal SLCqsLy - Once set in place it cannot be moved
    ReQuip: Hazardous Arsenal SLCqsLy - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 9C5GOJZ

    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:

    ReQuip: Hazardous Arsenal SLCqsLy - Protects the eyes
    ReQuip: Hazardous Arsenal SLCqsLy - Includes visual enhancement modes for better planned attacks or to avoid enemies

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Does not work against magic that hides their users
    ReQuip: Hazardous Arsenal SLCqsLy - Limited duration. Still being in complete darkness when the item expires could have consequences
    ReQuip: Hazardous Arsenal SLCqsLy - Other than protecting the eyes it offers no other defensive value to the rest of her body
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal MG0PPoK
    This is Locked Until B Rank

    ReQuip: Hazardous Arsenal Giphy


    _____________________________________________________________________________________




    And be she but Small,
    she is Fierce


    ReQuip: Hazardous Arsenal GWsGXSQ

    .:} The Road of Desire |Fire Dragon Slayer | Kenna Terrynhain {:.
    .:} The Nightmare in Your Head | Avide - Combat Pet {:.


    D~4 ||C~4 ||B~2 ||A~ ||S~

    Slots: 4/6



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    ReQuip: Hazardous Arsenal Empty Re: ReQuip: Hazardous Arsenal

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

    ReQuip: Hazardous Arsenal GmQ7q51
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    ReQuip: Hazardous Arsenal Empty 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:

    ReQuip: Hazardous Arsenal SLCqsLy - Has multi attack spells, increasing the likelihood an attack hits its target.

    ReQuip: Hazardous Arsenal SLCqsLy - Allows for mobility

    ReQuip: Hazardous Arsenal SLCqsLy - Provides AOE spells

    ReQuip: Hazardous Arsenal SLCqsLy - Specializes in range attacks which decreases chances of getting injured by melee opponents

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Due to its multi hit nature, the damage of each attack is lessened

    ReQuip: Hazardous Arsenal SLCqsLy - Capable of hitting allies or herself

    ReQuip: Hazardous Arsenal SLCqsLy - Requires the item in question due to it being Holder Magic therefore is defenseless when low on MP

    ReQuip: Hazardous Arsenal SLCqsLy - Not suited for close combat

    ReQuip: Hazardous Arsenal SLCqsLy - Sacrifices defense spells for a more offensive focus

    ReQuip: Hazardous Arsenal SLCqsLy - Due to low defenses it requires always being on the move

    ReQuip: Hazardous Arsenal SLCqsLy - 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:


    ReQuip: Hazardous Arsenal SLCqsLy 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

    ReQuip: Hazardous Arsenal SLCqsLy 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

    ReQuip: Hazardous Arsenal SLCqsLy 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.

    ReQuip: Hazardous Arsenal SLCqsLy 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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Since it is not full flight gravity will naturally pull her back down
    ReQuip: Hazardous Arsenal SLCqsLy - Attacks that come into contact with her can push her in the wrong direction
    ReQuip: Hazardous Arsenal SLCqsLy - 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:

    ReQuip: Hazardous Arsenal SLCqsLy - Counters melee opponents and objects

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Useless against ranged opponents
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal R31S5bb

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Projectiles are fire and so can be consumed by slayer magic.
    ReQuip: Hazardous Arsenal SLCqsLy - Attacks are weakened by ice and water magic
    ReQuip: Hazardous Arsenal SLCqsLy - Can harm self if used at point blank range
    ReQuip: Hazardous Arsenal SLCqsLy - Limited ammo; once all fireballs have been unleashed the guns cannot fire anymore for the rest of its duration
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 66f8JoN

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Chance of hitting allies and self if in the way of the firing zone
    ReQuip: Hazardous Arsenal SLCqsLy - Can be destroyed by enemies before duration is up
    ReQuip: Hazardous Arsenal SLCqsLy - Since it is automatic firing the aiming is not precise
    ReQuip: Hazardous Arsenal SLCqsLy - Enemies can move out of the firing zone, rendering its assault on them useless.
    ReQuip: Hazardous Arsenal SLCqsLy - Once set in place it cannot be moved
    ReQuip: Hazardous Arsenal SLCqsLy - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal WZCQ5om

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - No additional defense value than her usual clothes
    ReQuip: Hazardous Arsenal SLCqsLy - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    ReQuip: Hazardous Arsenal SLCqsLy - The passive only applies to one handed guns such as pistols and revolvers
    ReQuip: Hazardous Arsenal SLCqsLy - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal P7tCQat

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Very easy to injure allies and self due to the random running pattern of the mini bombs
    ReQuip: Hazardous Arsenal SLCqsLy - Limited ammo
    ReQuip: Hazardous Arsenal SLCqsLy - The spiders can be destroyed by the enemy before they explode
    ReQuip: Hazardous Arsenal SLCqsLy - Useless against those that can avoid ground bombs by flying or jumping very high
    ReQuip: Hazardous Arsenal SLCqsLy - Although they can attach themselves to solid objects, they cannot attach to living objects such as people or animals
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal FE73Jkt

    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:

    ReQuip: Hazardous Arsenal SLCqsLy - Ranged Attacks
    ReQuip: Hazardous Arsenal SLCqsLy - All shots fired are of the lightning element
    ReQuip: Hazardous Arsenal SLCqsLy - Can attack several times before the shots of the weapon are depleted

    Weaknesses

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

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Chance of damaging allies and self if in the way of the firing zone
    ReQuip: Hazardous Arsenal SLCqsLy - The smokescreen can affect allies just as easily
    ReQuip: Hazardous Arsenal SLCqsLy - Can be destroyed by enemies before duration is up
    ReQuip: Hazardous Arsenal SLCqsLy - Since it is automatic firing the aiming is not precise
    ReQuip: Hazardous Arsenal SLCqsLy - Enemies can move out of the firing zone, rendering its assault on them useless
    ReQuip: Hazardous Arsenal SLCqsLy - Once set in place it cannot be moved
    ReQuip: Hazardous Arsenal SLCqsLy - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 9C5GOJZ

    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:

    ReQuip: Hazardous Arsenal SLCqsLy - Protects the eyes
    ReQuip: Hazardous Arsenal SLCqsLy - Includes visual enhancement modes for better planned attacks or to avoid enemies

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Does not work against magic that hides their users
    ReQuip: Hazardous Arsenal SLCqsLy - Limited duration. Still being in complete darkness when the item expires could have consequences
    ReQuip: Hazardous Arsenal SLCqsLy - Other than protecting the eyes it offers no other defensive value to the rest of her body
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal MG0PPoK
    This is Locked Until B Rank

    ReQuip: Hazardous Arsenal Giphy

    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:

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

    Weaknesses:

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

    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:

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

    Weaknesses:

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

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - No elemental value from its shots
    ReQuip: Hazardous Arsenal SLCqsLy - Can only fire once per post for basic attacks
    ReQuip: Hazardous Arsenal SLCqsLy - Even though the larger form can do more damage, the cannon will disappear afterwards
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal YiAnkpK

    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:

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

    Weaknesses:

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

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - The glider's speed cannot be increased unless an ally or enemy uses wind magic to do so
    ReQuip: Hazardous Arsenal SLCqsLy - High and extreme winds can make using the glider difficult if not impossible
    ReQuip: Hazardous Arsenal SLCqsLy - The user has to already be airborne in order to re-quip it
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal YwNlKz3

    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:

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

    Weaknesses:

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

    ReQuip: Hazardous Arsenal SLCqsLy - Provides a small amount of healing ability to her otherwise offensive arsenal

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Only the user can be healed
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 5sF2leD

    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:

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

    Weaknesses:

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

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

    ReQuip: Hazardous Arsenal Empty 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:

    ReQuip: Hazardous Arsenal SLCqsLy - Has multi attack spells, increasing the likelihood an attack hits its target.

    ReQuip: Hazardous Arsenal SLCqsLy - Allows for mobility

    ReQuip: Hazardous Arsenal SLCqsLy - Provides AOE spells

    ReQuip: Hazardous Arsenal SLCqsLy - Specializes in range attacks which decreases chances of getting injured by melee opponents

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Due to its multi hit nature, the damage of each attack is lessened

    ReQuip: Hazardous Arsenal SLCqsLy - Capable of hitting allies or herself

    ReQuip: Hazardous Arsenal SLCqsLy - Requires the item in question due to it being Holder Magic therefore is defenseless when low on MP

    ReQuip: Hazardous Arsenal SLCqsLy - Not suited for close combat

    ReQuip: Hazardous Arsenal SLCqsLy - Sacrifices defense spells for a more offensive focus

    ReQuip: Hazardous Arsenal SLCqsLy - Due to low defenses it requires always being on the move

    ReQuip: Hazardous Arsenal SLCqsLy - 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:


    ReQuip: Hazardous Arsenal SLCqsLy 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%

    ReQuip: Hazardous Arsenal SLCqsLy 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

    ReQuip: Hazardous Arsenal SLCqsLy 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.

    ReQuip: Hazardous Arsenal SLCqsLy 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.

    ReQuip: Hazardous Arsenal SLCqsLy 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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Since it is not full flight gravity will naturally pull her back down
    ReQuip: Hazardous Arsenal SLCqsLy - Attacks that come into contact with her can push her in the wrong direction
    ReQuip: Hazardous Arsenal SLCqsLy - 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:

    ReQuip: Hazardous Arsenal SLCqsLy - Counters melee opponents and objects

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Useless against ranged opponents
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal R31S5bb

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Projectiles are fire and so can be consumed by slayer magic.
    ReQuip: Hazardous Arsenal SLCqsLy - Attacks are weakened by ice and water magic
    ReQuip: Hazardous Arsenal SLCqsLy - Can harm self if used at point blank range
    ReQuip: Hazardous Arsenal SLCqsLy - Limited ammo; once all fireballs have been unleashed the guns cannot fire anymore for the rest of its duration
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 66f8JoN

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Chance of hitting allies and self if in the way of the firing zone
    ReQuip: Hazardous Arsenal SLCqsLy - Can be destroyed by enemies before duration is up
    ReQuip: Hazardous Arsenal SLCqsLy - Since it is automatic firing the aiming is not precise
    ReQuip: Hazardous Arsenal SLCqsLy - Enemies can move out of the firing zone, rendering its assault on them useless.
    ReQuip: Hazardous Arsenal SLCqsLy - Once set in place it cannot be moved
    ReQuip: Hazardous Arsenal SLCqsLy - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal WZCQ5om

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - No additional defense value than her usual clothes
    ReQuip: Hazardous Arsenal SLCqsLy - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    ReQuip: Hazardous Arsenal SLCqsLy - The passive only applies to one handed guns such as pistols and revolvers
    ReQuip: Hazardous Arsenal SLCqsLy - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal P7tCQat

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Very easy to injure allies and self due to the random running pattern of the mini bombs
    ReQuip: Hazardous Arsenal SLCqsLy - Limited ammo
    ReQuip: Hazardous Arsenal SLCqsLy - The spiders can be destroyed by the enemy before they explode
    ReQuip: Hazardous Arsenal SLCqsLy - Useless against those that can avoid ground bombs by flying or jumping very high
    ReQuip: Hazardous Arsenal SLCqsLy - Although they can attach themselves to solid objects, they cannot attach to living objects such as people or animals
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal FE73Jkt

    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:

    ReQuip: Hazardous Arsenal SLCqsLy - Ranged Attacks
    ReQuip: Hazardous Arsenal SLCqsLy - All shots fired are of the lightning element
    ReQuip: Hazardous Arsenal SLCqsLy - Can attack several times before the shots of the weapon are depleted

    Weaknesses

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

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Chance of damaging allies and self if in the way of the firing zone
    ReQuip: Hazardous Arsenal SLCqsLy - The smokescreen can affect allies just as easily
    ReQuip: Hazardous Arsenal SLCqsLy - Can be destroyed by enemies before duration is up
    ReQuip: Hazardous Arsenal SLCqsLy - Since it is automatic firing the aiming is not precise
    ReQuip: Hazardous Arsenal SLCqsLy - Enemies can move out of the firing zone, rendering its assault on them useless
    ReQuip: Hazardous Arsenal SLCqsLy - Once set in place it cannot be moved
    ReQuip: Hazardous Arsenal SLCqsLy - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 9C5GOJZ

    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:

    ReQuip: Hazardous Arsenal SLCqsLy - Protects the eyes
    ReQuip: Hazardous Arsenal SLCqsLy - Includes visual enhancement modes for better planned attacks or to avoid enemies

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Does not work against magic that hides their users
    ReQuip: Hazardous Arsenal SLCqsLy - Limited duration. Still being in complete darkness when the item expires could have consequences
    ReQuip: Hazardous Arsenal SLCqsLy - Other than protecting the eyes it offers no other defensive value to the rest of her body
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal Kvwn6tI

    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:

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

    Weaknesses

    ReQuip: Hazardous Arsenal SLCqsLy - The damage boost takes time to take full effect
    ReQuip: Hazardous Arsenal SLCqsLy - Damage boost is lost if weapon is destroyed or dismissed
    ReQuip: Hazardous Arsenal SLCqsLy - The chain whip can be broken during combat, therefore leaving only the gun part of the weapon
    ReQuip: Hazardous Arsenal SLCqsLy - 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:

    ReQuip: Hazardous Arsenal SLCqsLy - Has AoE passively
    ReQuip: Hazardous Arsenal SLCqsLy - Can attack several targets at once

    Weaknesses

    ReQuip: Hazardous Arsenal SLCqsLy - Does not have single target range or speed even if there is only one enemy present
    ReQuip: Hazardous Arsenal SLCqsLy - It fires rockets so naturally enemy slayers can make use of the explosions caused
    ReQuip: Hazardous Arsenal SLCqsLy - Not a safe weapon choice if allies are near the intended targets
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal GqqDhXg

    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:

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

    Weaknesses

    ReQuip: Hazardous Arsenal SLCqsLy - The stealth isn't all that strong. Anyone with abilities capable of seeing through it can locate it
    ReQuip: Hazardous Arsenal SLCqsLy - The shots can only go through walls during its active. It is not by default
    ReQuip: Hazardous Arsenal SLCqsLy - Requires the user to manually switch its location. It is not automatic.
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal MG0PPoK
    This is Locked Until B Rank

    ReQuip: Hazardous Arsenal Giphy

    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:

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

    Weaknesses:

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

    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:

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

    Weaknesses:

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

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - No elemental value from its shots
    ReQuip: Hazardous Arsenal SLCqsLy - Can only fire once per post for basic attacks
    ReQuip: Hazardous Arsenal SLCqsLy - Even though the larger form can do more damage, the cannon will disappear afterwards
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal YiAnkpK

    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:

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

    Weaknesses:

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

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - The glider's speed cannot be increased unless an ally or enemy uses wind magic to do so
    ReQuip: Hazardous Arsenal SLCqsLy - High and extreme winds can make using the glider difficult if not impossible
    ReQuip: Hazardous Arsenal SLCqsLy - The user has to already be airborne in order to re-quip it
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal YwNlKz3

    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:

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

    Weaknesses:

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

    ReQuip: Hazardous Arsenal SLCqsLy - Provides a small amount of healing ability to her otherwise offensive arsenal

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Only the user can be healed
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 5sF2leD

    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:

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

    Weaknesses:

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


    _____________________________________________________________________________________


    ReQuip: Hazardous Arsenal Miku_chibi_by_kenneos-d4l2s2w

    ReQuip: Hazardous Arsenal H6NcPbM ReQuip: Hazardous Arsenal H6NcPbM ReQuip: Hazardous Arsenal H6NcPbM ReQuip: Hazardous Arsenal H6NcPbM

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    ReQuip: Hazardous Arsenal Empty Re: ReQuip: Hazardous Arsenal

    Post by Guest 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:

    ReQuip: Hazardous Arsenal SLCqsLy - Has multi attack spells, increasing the likelihood an attack hits its target.

    ReQuip: Hazardous Arsenal SLCqsLy - Allows for mobility

    ReQuip: Hazardous Arsenal SLCqsLy - Provides AOE spells

    ReQuip: Hazardous Arsenal SLCqsLy - Specializes in range attacks which decreases chances of getting injured by melee opponents

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Due to its multi hit nature, the damage of each attack is lessened

    ReQuip: Hazardous Arsenal SLCqsLy - Capable of hitting allies or herself

    ReQuip: Hazardous Arsenal SLCqsLy - Requires the item in question due to it being Holder Magic therefore is defenseless when low on MP

    ReQuip: Hazardous Arsenal SLCqsLy - Not suited for close combat

    ReQuip: Hazardous Arsenal SLCqsLy - Sacrifices defense spells for a more offensive focus

    ReQuip: Hazardous Arsenal SLCqsLy - Due to low defenses it requires always being on the move

    ReQuip: Hazardous Arsenal SLCqsLy - 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:


    ReQuip: Hazardous Arsenal SLCqsLy 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%

    ReQuip: Hazardous Arsenal SLCqsLy 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

    ReQuip: Hazardous Arsenal SLCqsLy 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.

    ReQuip: Hazardous Arsenal SLCqsLy 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.

    ReQuip: Hazardous Arsenal SLCqsLy 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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Since it is not full flight gravity will naturally pull her back down
    ReQuip: Hazardous Arsenal SLCqsLy - Attacks that come into contact with her can push her in the wrong direction
    ReQuip: Hazardous Arsenal SLCqsLy - 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:

    ReQuip: Hazardous Arsenal SLCqsLy - Counters melee opponents and objects

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Useless against ranged opponents
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal R31S5bb

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Projectiles are fire and so can be consumed by slayer magic.
    ReQuip: Hazardous Arsenal SLCqsLy - Attacks are weakened by ice and water magic
    ReQuip: Hazardous Arsenal SLCqsLy - Can harm self if used at point blank range
    ReQuip: Hazardous Arsenal SLCqsLy - Limited ammo; once all fireballs have been unleashed the guns cannot fire anymore for the rest of its duration
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 66f8JoN

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Chance of hitting allies and self if in the way of the firing zone
    ReQuip: Hazardous Arsenal SLCqsLy - Can be destroyed by enemies before duration is up
    ReQuip: Hazardous Arsenal SLCqsLy - Since it is automatic firing the aiming is not precise
    ReQuip: Hazardous Arsenal SLCqsLy - Enemies can move out of the firing zone, rendering its assault on them useless.
    ReQuip: Hazardous Arsenal SLCqsLy - Once set in place it cannot be moved
    ReQuip: Hazardous Arsenal SLCqsLy - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal WZCQ5om

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - No additional defense value than her usual clothes
    ReQuip: Hazardous Arsenal SLCqsLy - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    ReQuip: Hazardous Arsenal SLCqsLy - The passive only applies to one handed guns such as pistols and revolvers
    ReQuip: Hazardous Arsenal SLCqsLy - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal P7tCQat

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Very easy to injure allies and self due to the random running pattern of the mini bombs
    ReQuip: Hazardous Arsenal SLCqsLy - Limited ammo
    ReQuip: Hazardous Arsenal SLCqsLy - The spiders can be destroyed by the enemy before they explode
    ReQuip: Hazardous Arsenal SLCqsLy - Useless against those that can avoid ground bombs by flying or jumping very high
    ReQuip: Hazardous Arsenal SLCqsLy - Although they can attach themselves to solid objects, they cannot attach to living objects such as people or animals
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal FE73Jkt

    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:

    ReQuip: Hazardous Arsenal SLCqsLy - Ranged Attacks
    ReQuip: Hazardous Arsenal SLCqsLy - All shots fired are of the lightning element
    ReQuip: Hazardous Arsenal SLCqsLy - Can attack several times before the shots of the weapon are depleted

    Weaknesses

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

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Chance of damaging allies and self if in the way of the firing zone
    ReQuip: Hazardous Arsenal SLCqsLy - The smokescreen can affect allies just as easily
    ReQuip: Hazardous Arsenal SLCqsLy - Can be destroyed by enemies before duration is up
    ReQuip: Hazardous Arsenal SLCqsLy - Since it is automatic firing the aiming is not precise
    ReQuip: Hazardous Arsenal SLCqsLy - Enemies can move out of the firing zone, rendering its assault on them useless
    ReQuip: Hazardous Arsenal SLCqsLy - Once set in place it cannot be moved
    ReQuip: Hazardous Arsenal SLCqsLy - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 9C5GOJZ

    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:

    ReQuip: Hazardous Arsenal SLCqsLy - Protects the eyes
    ReQuip: Hazardous Arsenal SLCqsLy - Includes visual enhancement modes for better planned attacks or to avoid enemies

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Does not work against magic that hides their users
    ReQuip: Hazardous Arsenal SLCqsLy - Limited duration. Still being in complete darkness when the item expires could have consequences
    ReQuip: Hazardous Arsenal SLCqsLy - Other than protecting the eyes it offers no other defensive value to the rest of her body
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal Kvwn6tI

    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:

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

    Weaknesses

    ReQuip: Hazardous Arsenal SLCqsLy - The damage boost takes time to take full effect
    ReQuip: Hazardous Arsenal SLCqsLy - Damage boost is lost if weapon is destroyed or dismissed
    ReQuip: Hazardous Arsenal SLCqsLy - The chain whip can be broken during combat, therefore leaving only the gun part of the weapon
    ReQuip: Hazardous Arsenal SLCqsLy - 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:

    ReQuip: Hazardous Arsenal SLCqsLy - Has AoE passively
    ReQuip: Hazardous Arsenal SLCqsLy - Can attack several targets at once

    Weaknesses

    ReQuip: Hazardous Arsenal SLCqsLy - Does not have single target range or speed even if there is only one enemy present
    ReQuip: Hazardous Arsenal SLCqsLy - It fires rockets so naturally enemy slayers can make use of the explosions caused
    ReQuip: Hazardous Arsenal SLCqsLy - Not a safe weapon choice if allies are near the intended targets
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal GqqDhXg

    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:

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

    Weaknesses

    ReQuip: Hazardous Arsenal SLCqsLy - The stealth isn't all that strong. Anyone with abilities capable of seeing through it can locate it
    ReQuip: Hazardous Arsenal SLCqsLy - The shots can only go through walls during its active. It is not by default
    ReQuip: Hazardous Arsenal SLCqsLy - Requires the user to manually switch its location. It is not automatic.
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal MG0PPoK
    This is Locked Until B Rank

    ReQuip: Hazardous Arsenal Giphy

    Unlocked and moved at the user's request~
    Lilium
    Lilium

    Player 
    Posts : 816
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    Character Sheet
    First Magic: αєgιѕ - тнє мιи∂
    Second Magic: муѕтι¢ - тнє вσ∂у
    Third Magic: ραиα¢єα - тнє ѕσυℓ

    ReQuip: Hazardous Arsenal Empty 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:

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

    Weaknesses:

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


    ReQuip: Hazardous Arsenal SLCqsLy 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.

    ReQuip: Hazardous Arsenal SLCqsLy 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.

    ReQuip: Hazardous Arsenal SLCqsLy 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%.

    ReQuip: Hazardous Arsenal SLCqsLy 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.

    ReQuip: Hazardous Arsenal SLCqsLy 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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Since it is not full flight gravity will naturally pull her back down
    ReQuip: Hazardous Arsenal SLCqsLy - Attacks that come into contact with her can push her in the wrong direction
    ReQuip: Hazardous Arsenal SLCqsLy - 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:

    ReQuip: Hazardous Arsenal SLCqsLy - Counters melee opponents and objects

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Useless against ranged opponents
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal R31S5bb

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Projectiles are fire and so can be consumed by slayer magic.
    ReQuip: Hazardous Arsenal SLCqsLy - Attacks are weakened by ice and water magic
    ReQuip: Hazardous Arsenal SLCqsLy - Can harm self if used at point blank range
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 66f8JoN

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Chance of hitting allies and self if in the way of the firing zone
    ReQuip: Hazardous Arsenal SLCqsLy - Can be destroyed by enemies before duration is up
    ReQuip: Hazardous Arsenal SLCqsLy - Since it is automatic firing the aiming is not precise
    ReQuip: Hazardous Arsenal SLCqsLy - Enemies can move out of the firing zone, rendering its assault on them useless.
    ReQuip: Hazardous Arsenal SLCqsLy - Once set in place it cannot be moved
    ReQuip: Hazardous Arsenal SLCqsLy - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal WZCQ5om

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - No additional defense value than her usual clothes
    ReQuip: Hazardous Arsenal SLCqsLy - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    ReQuip: Hazardous Arsenal SLCqsLy - The passive only applies to one handed guns such as pistols and revolvers
    ReQuip: Hazardous Arsenal SLCqsLy - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal P7tCQat

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Very easy to injure allies and self due to the random running pattern of the mini bombs
    ReQuip: Hazardous Arsenal SLCqsLy - Limited ammo
    ReQuip: Hazardous Arsenal SLCqsLy - The spiders can be destroyed by the enemy before they explode
    ReQuip: Hazardous Arsenal SLCqsLy - Useless against those that can avoid ground bombs by flying or jumping very high
    ReQuip: Hazardous Arsenal SLCqsLy - Although they can attach themselves to solid objects, they cannot attach to living objects such as people or animals
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal FE73Jkt

    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:

    ReQuip: Hazardous Arsenal SLCqsLy - Ranged Attacks
    ReQuip: Hazardous Arsenal SLCqsLy - All shots fired are of the lightning element

    Weaknesses

    ReQuip: Hazardous Arsenal SLCqsLy - Due to its lightning element attacks from this weapon can be consumed by slayers
    ReQuip: Hazardous Arsenal SLCqsLy - Attacks will be weakened when against magic users that specialize in earth and plant spells of the same rank and above
    ReQuip: Hazardous Arsenal SLCqsLy - 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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Chance of damaging allies and self if in the way of the firing zone
    ReQuip: Hazardous Arsenal SLCqsLy - The smokescreen can affect allies just as easily
    ReQuip: Hazardous Arsenal SLCqsLy - Can be destroyed by enemies before duration is up
    ReQuip: Hazardous Arsenal SLCqsLy - Since it is automatic firing the aiming is not precise
    ReQuip: Hazardous Arsenal SLCqsLy - Enemies can move out of the firing zone, rendering its assault on them useless
    ReQuip: Hazardous Arsenal SLCqsLy - Once set in place it cannot be moved
    ReQuip: Hazardous Arsenal SLCqsLy - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 9C5GOJZ

    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:

    ReQuip: Hazardous Arsenal SLCqsLy - Protects the eyes
    ReQuip: Hazardous Arsenal SLCqsLy - Includes visual enhancement modes for better planned attacks or to avoid enemies

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Does not work against magic that hides their users
    ReQuip: Hazardous Arsenal SLCqsLy - Limited duration. Still being in complete darkness when the item expires could have consequences
    ReQuip: Hazardous Arsenal SLCqsLy - Other than protecting the eyes it offers no other defensive value to the rest of her body
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal Kvwn6tI

    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:

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

    Weaknesses

    ReQuip: Hazardous Arsenal SLCqsLy - The damage boost takes time to take full effect
    ReQuip: Hazardous Arsenal SLCqsLy - Damage boost is lost if weapon is destroyed or dismissed
    ReQuip: Hazardous Arsenal SLCqsLy - The chain whip can be broken during combat, therefore leaving only the gun part of the weapon
    ReQuip: Hazardous Arsenal SLCqsLy - 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:

    ReQuip: Hazardous Arsenal SLCqsLy - Has AoE passively
    ReQuip: Hazardous Arsenal SLCqsLy - Can attack several targets at once

    Weaknesses

    ReQuip: Hazardous Arsenal SLCqsLy - Does not have single target range or speed even if there is only one enemy present
    ReQuip: Hazardous Arsenal SLCqsLy - It fires rockets so naturally enemy slayers can make use of the explosions caused
    ReQuip: Hazardous Arsenal SLCqsLy - Not a safe weapon choice if allies are near the intended targets
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal GqqDhXg

    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:

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

    Weaknesses

    ReQuip: Hazardous Arsenal SLCqsLy - The stealth isn't all that strong. Anyone with abilities capable of seeing through it can locate it
    ReQuip: Hazardous Arsenal SLCqsLy - The shots can only go through walls during its active. It is not by default
    ReQuip: Hazardous Arsenal SLCqsLy - Requires the user to manually switch its location. It is not automatic.
    ReQuip: Hazardous Arsenal SLCqsLy - 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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    Name:
    Rank: A
    Type: Weapon, Offensive
    Duration: 7 Posts
    Cooldown: 8 Posts

    Description:

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    Passive: ??? - ???

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    Strengths:

    ReQuip: Hazardous Arsenal SLCqsLy -
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    Weaknesses

    ReQuip: Hazardous Arsenal SLCqsLy -
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    Name: ???
    Rank: A
    Type: Weapon, Offensive
    Duration: 7 Posts
    Cooldown: 8 Posts

    Description:

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    Passive: ??? - ???

    Active: ??? - ???

    Strengths:

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    Weaknesses

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    blah3:

    Name: ???
    Rank: A
    Type: Weapon, Offensive
    Duration: 7 Posts
    Cooldown: 8 Posts

    Description:

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    Appearance:
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    Passive: ??? - ???

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    Strengths:

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    Weaknesses

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    Spell Fusions:
    ReQuip: Hazardous Arsenal MG0PPoK
    This is Locked Until A Rank

    ReQuip: Hazardous Arsenal 200w


    _____________________________________________________________________________________

    ReQuip: Hazardous Arsenal QOmg1XE


    Lilium
    Lilium

    Player 
    Posts : 816
    Cosmic Coins : 0
    Dungeon Tokens : 6

    Character Sheet
    First Magic: αєgιѕ - тнє мιи∂
    Second Magic: муѕтι¢ - тнє вσ∂у
    Third Magic: ραиα¢єα - тнє ѕσυℓ

    ReQuip: Hazardous Arsenal Empty 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:

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

    Weaknesses:

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

    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:

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

    Weaknesses:

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

    ReQuip: Hazardous Arsenal SLCqsLy - It doesn't need to be held due to it already being attached to the user's arm
    ReQuip: Hazardous Arsenal SLCqsLy - The active creates a larger cannon that can do more damage
    ReQuip: Hazardous Arsenal SLCqsLy - Passive is a damage buff

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - No elemental value from its shots
    ReQuip: Hazardous Arsenal SLCqsLy - Even though the larger form can do more damage, the cannon will disappear afterwards
    ReQuip: Hazardous Arsenal SLCqsLy - 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.
    -ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal YiAnkpK

    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:

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

    Weaknesses:

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

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - The glider's speed cannot be increased unless an ally or enemy uses wind magic to do so
    ReQuip: Hazardous Arsenal SLCqsLy - High and extreme winds can make using the glider difficult if not impossible
    ReQuip: Hazardous Arsenal SLCqsLy - The user has to already be airborne in order to re-quip it
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal YwNlKz3

    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:

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

    Weaknesses:

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

    ReQuip: Hazardous Arsenal SLCqsLy - Provides a small amount of healing ability to her otherwise offensive arsenal

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Only the user can be healed
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 5sF2leD

    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:

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

    Weaknesses:

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

    ReQuip: Hazardous Arsenal XLM0ko3


    _____________________________________________________________________________________

    ReQuip: Hazardous Arsenal QOmg1XE


    Johann
    Johann

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    Lineage : Herald of Destruction
    Position : God of Justice
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    Character Sheet
    First Magic: Saga of War - Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    ReQuip: Hazardous Arsenal Empty 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:

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

    Weaknesses:

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


    ReQuip: Hazardous Arsenal SLCqsLy 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.

    ReQuip: Hazardous Arsenal SLCqsLy 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.

    ReQuip: Hazardous Arsenal SLCqsLy 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%.

    ReQuip: Hazardous Arsenal SLCqsLy 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.

    ReQuip: Hazardous Arsenal SLCqsLy 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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Since it is not full flight gravity will naturally pull her back down
    ReQuip: Hazardous Arsenal SLCqsLy - Attacks that come into contact with her can push her in the wrong direction
    ReQuip: Hazardous Arsenal SLCqsLy - 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:

    ReQuip: Hazardous Arsenal SLCqsLy - Counters melee opponents and objects

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Useless against ranged opponents
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal R31S5bb

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Projectiles are fire and so can be consumed by slayer magic.
    ReQuip: Hazardous Arsenal SLCqsLy - Attacks are weakened by ice and water magic
    ReQuip: Hazardous Arsenal SLCqsLy - Can harm self if used at point blank range
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 66f8JoN

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Chance of hitting allies and self if in the way of the firing zone
    ReQuip: Hazardous Arsenal SLCqsLy - Can be destroyed by enemies before duration is up
    ReQuip: Hazardous Arsenal SLCqsLy - Since it is automatic firing the aiming is not precise
    ReQuip: Hazardous Arsenal SLCqsLy - Enemies can move out of the firing zone, rendering its assault on them useless.
    ReQuip: Hazardous Arsenal SLCqsLy - Once set in place it cannot be moved
    ReQuip: Hazardous Arsenal SLCqsLy - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal WZCQ5om

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - No additional defense value than her usual clothes
    ReQuip: Hazardous Arsenal SLCqsLy - Illusions created by its active cannot attack or do anything other than aid in confusing an enemy due to being simple illusional copies
    ReQuip: Hazardous Arsenal SLCqsLy - The passive only applies to one handed guns such as pistols and revolvers
    ReQuip: Hazardous Arsenal SLCqsLy - Mages that have very keen eyes or have a special skill that can see through illusions makes the active worthless
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal P7tCQat

    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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Very easy to injure allies and self due to the random running pattern of the mini bombs
    ReQuip: Hazardous Arsenal SLCqsLy - Limited ammo
    ReQuip: Hazardous Arsenal SLCqsLy - The spiders can be destroyed by the enemy before they explode
    ReQuip: Hazardous Arsenal SLCqsLy - Useless against those that can avoid ground bombs by flying or jumping very high
    ReQuip: Hazardous Arsenal SLCqsLy - Although they can attach themselves to solid objects, they cannot attach to living objects such as people or animals
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal FE73Jkt

    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:

    ReQuip: Hazardous Arsenal SLCqsLy - Ranged Attacks
    ReQuip: Hazardous Arsenal SLCqsLy - All shots fired are of the lightning element

    Weaknesses

    ReQuip: Hazardous Arsenal SLCqsLy - Due to its lightning element attacks from this weapon can be consumed by slayers
    ReQuip: Hazardous Arsenal SLCqsLy - Attacks will be weakened when against magic users that specialize in earth and plant spells of the same rank and above
    ReQuip: Hazardous Arsenal SLCqsLy - 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:

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Chance of damaging allies and self if in the way of the firing zone
    ReQuip: Hazardous Arsenal SLCqsLy - The smokescreen can affect allies just as easily
    ReQuip: Hazardous Arsenal SLCqsLy - Can be destroyed by enemies before duration is up
    ReQuip: Hazardous Arsenal SLCqsLy - Since it is automatic firing the aiming is not precise
    ReQuip: Hazardous Arsenal SLCqsLy - Enemies can move out of the firing zone, rendering its assault on them useless
    ReQuip: Hazardous Arsenal SLCqsLy - Once set in place it cannot be moved
    ReQuip: Hazardous Arsenal SLCqsLy - Immediately starts firing once formed and therefore cannot be placed with the intention to set it off at a later time
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 9C5GOJZ

    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:

    ReQuip: Hazardous Arsenal SLCqsLy - Protects the eyes
    ReQuip: Hazardous Arsenal SLCqsLy - Includes visual enhancement modes for better planned attacks or to avoid enemies

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Does not work against magic that hides their users
    ReQuip: Hazardous Arsenal SLCqsLy - Limited duration. Still being in complete darkness when the item expires could have consequences
    ReQuip: Hazardous Arsenal SLCqsLy - Other than protecting the eyes it offers no other defensive value to the rest of her body
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal Kvwn6tI

    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:

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

    Weaknesses

    ReQuip: Hazardous Arsenal SLCqsLy - The damage boost takes time to take full effect
    ReQuip: Hazardous Arsenal SLCqsLy - Damage boost is lost if weapon is destroyed or dismissed
    ReQuip: Hazardous Arsenal SLCqsLy - The chain whip can be broken during combat, therefore leaving only the gun part of the weapon
    ReQuip: Hazardous Arsenal SLCqsLy - 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:

    ReQuip: Hazardous Arsenal SLCqsLy - Has AoE passively
    ReQuip: Hazardous Arsenal SLCqsLy - Can attack several targets at once

    Weaknesses

    ReQuip: Hazardous Arsenal SLCqsLy - Does not have single target range or speed even if there is only one enemy present
    ReQuip: Hazardous Arsenal SLCqsLy - It fires rockets so naturally enemy slayers can make use of the explosions caused
    ReQuip: Hazardous Arsenal SLCqsLy - Not a safe weapon choice if allies are near the intended targets
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal GqqDhXg

    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:

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

    Weaknesses

    ReQuip: Hazardous Arsenal SLCqsLy - The stealth isn't all that strong. Anyone with abilities capable of seeing through it can locate it
    ReQuip: Hazardous Arsenal SLCqsLy - The shots can only go through walls during its active. It is not by default
    ReQuip: Hazardous Arsenal SLCqsLy - Requires the user to manually switch its location. It is not automatic.
    ReQuip: Hazardous Arsenal SLCqsLy - 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:

    blah:

    Name:
    Rank: A
    Type: Weapon, Offensive
    Duration: 7 Posts
    Cooldown: 8 Posts

    Description:

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    Appearance:
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    Passive: ??? - ???

    Active: ??? - ???

    Strengths:

    ReQuip: Hazardous Arsenal SLCqsLy -
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    Weaknesses

    ReQuip: Hazardous Arsenal SLCqsLy -
    ReQuip: Hazardous Arsenal SLCqsLy -
    ReQuip: Hazardous Arsenal SLCqsLy -
    ReQuip: Hazardous Arsenal SLCqsLy -
    blah2:

    Name: ???
    Rank: A
    Type: Weapon, Offensive
    Duration: 7 Posts
    Cooldown: 8 Posts

    Description:

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    Passive: ??? - ???

    Active: ??? - ???

    Strengths:

    ReQuip: Hazardous Arsenal SLCqsLy -
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    Weaknesses

    ReQuip: Hazardous Arsenal SLCqsLy -
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    ReQuip: Hazardous Arsenal SLCqsLy -
    blah3:

    Name: ???
    Rank: A
    Type: Weapon, Offensive
    Duration: 7 Posts
    Cooldown: 8 Posts

    Description:

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    Appearance:
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    Passive: ??? - ???

    Active: ??? - ???

    Strengths:

    ReQuip: Hazardous Arsenal SLCqsLy -
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    Weaknesses

    ReQuip: Hazardous Arsenal SLCqsLy -
    ReQuip: Hazardous Arsenal SLCqsLy -
    ReQuip: Hazardous Arsenal SLCqsLy -
    ReQuip: Hazardous Arsenal SLCqsLy -
    Spell Fusions:
    ReQuip: Hazardous Arsenal MG0PPoK
    This is Locked Until A Rank

    ReQuip: Hazardous Arsenal 200w


    _____________________________________________________________________________________

    ReQuip: Hazardous Arsenal Johannsiggies
    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Demon VIP Status- God VIP Status- Dragon VIP Status- 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- Custom Slayer- God Slayer- Demon Slayer- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Shipped- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Ship- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- 1 Year Anniversary- Player-
    Lineage : Herald of Destruction
    Position : God of Justice
    Posts : 8041
    Guild : Dies Irae - GM
    Cosmic Coins : 25
    Dungeon Tokens : 0
    Age : 29
    Experience : 653,745
    Brownie Points : ( ͡° ͜ʖ ͡°)

    Character Sheet
    First Magic: Saga of War - Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    ReQuip: Hazardous Arsenal Empty 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:

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

    Weaknesses:

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

    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:

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

    Weaknesses:

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

    ReQuip: Hazardous Arsenal SLCqsLy - It doesn't need to be held due to it already being attached to the user's arm
    ReQuip: Hazardous Arsenal SLCqsLy - The active creates a larger cannon that can do more damage
    ReQuip: Hazardous Arsenal SLCqsLy - Passive is a damage buff

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - No elemental value from its shots
    ReQuip: Hazardous Arsenal SLCqsLy - Even though the larger form can do more damage, the cannon will disappear afterwards
    ReQuip: Hazardous Arsenal SLCqsLy - 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.
    -ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal YiAnkpK

    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:

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

    Weaknesses:

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

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

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - The glider's speed cannot be increased unless an ally or enemy uses wind magic to do so
    ReQuip: Hazardous Arsenal SLCqsLy - High and extreme winds can make using the glider difficult if not impossible
    ReQuip: Hazardous Arsenal SLCqsLy - The user has to already be airborne in order to re-quip it
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal YwNlKz3

    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:

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

    Weaknesses:

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

    ReQuip: Hazardous Arsenal SLCqsLy - Provides a small amount of healing ability to her otherwise offensive arsenal

    Weaknesses:

    ReQuip: Hazardous Arsenal SLCqsLy - Only the user can be healed
    ReQuip: Hazardous Arsenal SLCqsLy - 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:
    ReQuip: Hazardous Arsenal 5sF2leD

    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:

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

    Weaknesses:

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


    _____________________________________________________________________________________

    ReQuip: Hazardous Arsenal Johannsiggies
    ivyleaf33
    ivyleaf33

    Moderator- Chatbox Moderator- Main Account- Alignment Shift- Dragon VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Guild Master- Dark Guild Ace- H-Rank- S-Rank- A-Rank- Wanderer- Eevee- Working Together- Forever Solo- Christian Minecraft Server- Teaming Up!- Limited Edition- Achiever- Expert Achiever- Buddy Buddy- Obligatory Beach Episode- Sticking Around- Loyal to the Bone- Fan Artist- Taskmaster- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Rich- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- X-Mas Event Participant- Summer Special Participant- Have Onida On Your Friend's List- Player 
    Lineage : Spirit Warrior
    Position : God of Tranquility
    Posts : 2965
    Guild : Fairy Tail
    Dungeon Tokens : 0
    Age : 17
    Mentor : Speculo (former)
    Experience : 779,415

    Character Sheet
    First Magic: Advanced Solid Script
    Second Magic: Aura Manipulation
    Third Magic: N/A

    ReQuip: Hazardous Arsenal Empty Re: ReQuip: Hazardous Arsenal

    Post by ivyleaf33 on 26th March 2019, 2:21 am

    Spoiler:

    @Aliarey Casady wrote:
    Magic


    Primary Magic: Hazardous Arsenal

    Second Magic: N/A

    Third Magic: N/A

    Magic Type: Re-Quip (Solitary - 4 Re-Quips at once)

    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. The magic focuses mostly on doing damage, and comes with very little support and standard defenses.

    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. 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:


    ReQuip: Hazardous Arsenal SLCqsLy 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 actives or passives of it, and therefore do not count towards the requip cap or the spell multiply effect cap. The floating weapons stay within her burst range, currently 50m.

    ReQuip: Hazardous Arsenal SLCqsLy Tower Defense Game- Active. By using the same MP cost as the original, Aliarey can select an already placed turret spell and multiply it to create an additional turret. This can be used once per post, and only once per turret spell. Also cannot be used if she has used a different multiply effect in general in the same post.

    ReQuip: Hazardous Arsenal SLCqsLy Locked Until S Rank

    Signature Spells:

    Explosive Gloves:

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

    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 added a more close range weapon into her arsenal. Like the name implies, these gloves can make some explosions.

    Active: Explosion! - Whether she be touching something/someone or just using the air in front of her gloved hands within 200m, she is able to cause an instant mini explosion that causes user rank damage (currently B). Caps out at S rank. Can only damage one target at a time, and can be used every post of this re-quip's duration.
    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:


    Planner Guide:

    17 Normal Spells Total - 8 of them purchased

    -6 D Rank (4 of them Passives)
    -4 C Rank
    -7 B Rank
    -1 C+ Rank
    -2 B+ Rank

    C Rank:

    Gatling Turret Disc:

    Name: Gatling Turret Disc
    Rank: C
    Type: Weapon, Offensive, Multi-Target I believe you're missing an AoE here.
    Damage: 14, 30, 45
    Re-Quip HP: 90
    Range: 30m, 60m, 90m
    Speed: 30 m/s, 65 m/s
    Duration: 5 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 basic shots from the turret go as far as 30m with a speed of 30 m/s.

    Mini Turret Form:
    ReQuip: Hazardous Arsenal 66f8JoN

    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. Can be used once per post throughout this re-quip's duration.
    Water Gun:

    Name: Water Gun
    Rank: C
    Type: Weapon, Offensive, Single Target
    Damage: 45, 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. Basic shots fired from this gun do 75% of C Rank spell damage. This should not be a passive, but an active. Only one round of shots from this gun can be shot at C rank mult-target spell rank damage will be allowed to be shot per post.

    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:
    ReQuip: Hazardous Arsenal R31S5bb

    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 targets that deal 75% of B rank spell damage each. Range of 150m, speed of 110 m/s. Can be used once per post throughout this re-quip's duration.
    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:
    ReQuip: Hazardous Arsenal FE73Jkt

    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:
    ReQuip: Hazardous Arsenal YwNlKz3

    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:
    ReQuip: Hazardous Arsenal Kvwn6tI

    Passive: Enhanced Damage - Strength is increased by 50% throughout the duration of this Re-Quip.

    Active: Whips and Chains - An attack where Aliarey swings the chain rapidly in front and around herself, doing 75% B rank spell 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). Please be sure to include the AoE range and speed.

    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:
    ReQuip: Hazardous Arsenal GqqDhXg

    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 to do 50% of its intended damage. Can be used once per post throughout the re-quip's duration.
    Heal Grenade:

    Name: Medic Wristband
    Rank: B
    Type: Armor, Support, Single Target
    Healing: 80
    Re-Quip HP: 180
    Range: Self
    Speed: Self
    Duration: 6 Posts

    Description:

    A simple looking wristband that says "MEDIC" on it. Yet, the healing properties only affect Aliarey herself. She doesn't have time to be healing other people. They can get their own fancy healing grenades and wristbands. Gosh!

    Passive: Emergency Run - Increases her speed by 50%.

    Active: I'm My Own Medic! - Aliarey summons a grenade and detonates it on herself, unleashing a green-colored mist that will heal her for the equivalent of B rank spell damage and removing a harmful status effect that is of equal rank or lower. Does not work on allies, and can be used once per post throughout this re-quip's duration. "Self" range and speed.
    Advanced Spells:

    Laser Cannon Turret Disc:

    Name: Laser Cannon Turret Disc
    Rank: C+
    Type: Weapon, Offensive, AoE I believe you're missing a multi-target here.
    Damage: 21, 45, 68
    Re-Quip HP: 135
    Range: 90m, 135m I'm guessing you missed a 45m here based on your description.
    Speed: 45 m/s, 100 m/s
    Duration: 6 Posts

    Description:

    Another type of turret disc that forms into a cannon once a spot has been chosen for placement. Each basic shot from the cannon can travel up to 45m with a speed of 45 m/s.

    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: Laser Missiles - The cannon will fire laser beams that can go as far as 135m at a speed of 100 m/s multiple times in a frontal cone. These shots are more powerful than its standard shots and therefore do 75% of C+ spell damage per hit. These shots can be fired every post of this Re-Quip's duration.
    Flame Turret Disc:

    Name: Flame Turret Disc
    Rank: B+
    Type: Weapon, Offensive, Burst, AoE
    Damage: 32, 120, 60
    Re-Quip HP: 225
    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:
    ReQuip: Hazardous Arsenal KcfBQou

    Passive: Heatwave - The turret emits a red 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. This should not be a passive, but an active. The aura should be recast every post so one person cannot be harmed multiple times in one post.

    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: 32, 120
    Re-Quip HP: 225
    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 replace the basic shots that her weapons generally have. Each shot instead does 75% of B+ spell damage. This should not be a passive, but an active. Only one round of shots from this gun can be hot at B+ rank multi-target spell rank damage will be allowed to be shot per post.

    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, Burst
    Damage: N/A Please include damage reduction.
    Re-Quip HP: 60
    Range: 15m
    Speed: 15 m/s
    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 15m.

    Appearance:
    ReQuip: Hazardous Arsenal 9C5GOJZ

    Passive: Vision Improvements - The visor will enhance Aliarey's vision for whatever environment she is in for plot. Can switch between normal vision, night, thermal, and zoom modes. As a combat effect, it gives her a 40% Strength boost.

    Active: Scan - The visor can scan targets to get general information about them such as magic abilities, strengths, and weaknesses. Requires OOC permission for anything player related and events. Otherwise, it serves as a lockon mechanism to make the target her focus and will increase her Strength by 50% for the rest of this re-quip's duration.
    Air Turret Disc:

    Name: Air Turret Disc
    Rank: D
    Type: Weapon, Offensive, Single Target
    Damage: 7, 40
    Re-Quip HP: 50
    Range: 15m, 60m
    Speed: 15 m/s, 60 m/s
    Duration: 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 15m at a speed of 15 m/s.

    Appearance:
    ReQuip: Hazardous Arsenal YiAnkpK

    Passive: Hover - The turret is magically airborne, going as high as 15m. In addition it moves 40% 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 60 m/s until it makes impact or is forced to alter its path by being parried in some form. Damage is D rank spell damage and can be used once per post throughout this Re-Quip's duration. It can also pierce magical defenses and armor, but the damage of the attack is reduced by 50%.
    Extra C Rank Spells:

    2 Purchased C Rank Slots - Proof of Purchase

    Jetpack:

    Name: Jetpack
    Rank: C
    Type: Armor, Support, Burst
    Absorption: 120
    Re-Quip HP: 120
    Range: 30m, Self
    Speed: 30 m/s, Self
    Duration: 5 Post

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

    Appearance:
    ReQuip: Hazardous Arsenal 5sF2leD

    Passive: Airborne Bombardment - The jetpack allows Aliarey to be in the air, currently capping at 30m high and allowing her to move at 30 m/s. 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.
    Blank and Saved For Later:

    Name:
    Rank: C
    Type:
    Absorption:
    Re-Quip HP:
    Range:
    Speed:
    Duration: 5 Post

    Description: ???

    Appearance:
    ???

    Passive: ??? -

    Active: ??? -

    ReQuip: Hazardous Arsenal 200w

    Hey Sami! You know who I am and what I'm here to do, so let's get started. Edits will be made in this lovely color - if you have any questions, please feel free to let me know! Additionally, you may have one refined requip, which I noticed you left out. If that was on purpose, please disregard!


    _____________________________________________________________________________________


    ReQuip: Hazardous Arsenal OdNtuIpd_o
    sorano granon | solid script | aura manipulation | no longer human | bank | ftrp deviantart
    what the hell's going on, can someone tell me please? why i'm switching faster than the channels on tv?


    Aliarey Casady
    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!- Summer Special Participant- Player 
    Lineage : Lacnites
    Position : None
    Posts : 355
    Guild : Guildless
    Dungeon Tokens : 0
    Experience : 193,325

    Character Sheet
    First Magic: Hazardous Arsenal
    Second Magic: Droids of Draovis
    Third Magic:

    ReQuip: Hazardous Arsenal Empty Re: ReQuip: Hazardous Arsenal

    Post by Aliarey Casady on 26th March 2019, 4:50 am

    Thank you for the grading, hun. ^^ Sorry for all the edits this time. I couldn't remember what still needed adjustments and what didn't. The only comment I have is with Heatwave in the flame turret disc. Auras can be passives and used like that unless current staff have changed this recently. I have many in my other magics. My error was just forgetting to put "once per post" and so I am sorry for causing that confusion.

    And yes, I forgot about the refined requip due to this magic being so old and that being added with rule changes. I'll keep it out for now and add later. That said I think I got everything soooo bump!


    _____________________________________________________________________________________

    ivyleaf33
    ivyleaf33

    Moderator- Chatbox Moderator- Main Account- Alignment Shift- Dragon VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Guild Master- Dark Guild Ace- H-Rank- S-Rank- A-Rank- Wanderer- Eevee- Working Together- Forever Solo- Christian Minecraft Server- Teaming Up!- Limited Edition- Achiever- Expert Achiever- Buddy Buddy- Obligatory Beach Episode- Sticking Around- Loyal to the Bone- Fan Artist- Taskmaster- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Rich- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- X-Mas Event Participant- Summer Special Participant- Have Onida On Your Friend's List- Player 
    Lineage : Spirit Warrior
    Position : God of Tranquility
    Posts : 2965
    Guild : Fairy Tail
    Dungeon Tokens : 0
    Age : 17
    Mentor : Speculo (former)
    Experience : 779,415

    Character Sheet
    First Magic: Advanced Solid Script
    Second Magic: Aura Manipulation
    Third Magic: N/A

    ReQuip: Hazardous Arsenal Empty Re: ReQuip: Hazardous Arsenal

    Post by ivyleaf33 on 26th March 2019, 6:28 pm

    Spoiler:

    @Aliarey Casady wrote:
    Magic


    Primary Magic: Hazardous Arsenal

    Second Magic: N/A

    Third Magic: N/A

    Magic Type: Re-Quip (Solitary - 4 Re-Quips at once)

    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. The magic focuses mostly on doing damage, and comes with very little support and standard defenses.

    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. 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:


    ReQuip: Hazardous Arsenal SLCqsLy 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 actives or passives of it, and therefore do not count towards the requip cap or the spell multiply effect cap. The floating weapons stay within her burst range, currently 50m.

    ReQuip: Hazardous Arsenal SLCqsLy Tower Defense Game- Active. By using the same MP cost as the original, Aliarey can select an already placed turret spell and multiply it to create an additional turret. This can be used once per post, and only once per turret spell. Also cannot be used if she has used a different multiply effect in general in the same post.

    ReQuip: Hazardous Arsenal SLCqsLy Locked Until S Rank

    Signature Spells:

    Explosive Gloves:

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

    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 added a more close range weapon into her arsenal. Like the name implies, these gloves can make some explosions.

    Active: Explosion! - Whether she be touching something/someone or just using the air in front of her gloved hands within 200m, she is able to cause an instant mini explosion that causes user rank damage (currently B). Caps out at S rank. Can only damage one target at a time, and can be used every post of this re-quip's duration.
    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:


    Planner Guide:

    17 Normal Spells Total - 8 of them purchased

    -6 D Rank (4 of them Passives)
    -4 C Rank
    -7 B Rank
    -1 C+ Rank
    -2 B+ Rank

    C Rank:

    Gatling Turret Disc:

    Name: Gatling Turret Disc
    Rank: C
    Type: Weapon, Offensive, AoE, Multi-Target
    Damage: 14, 30, 45
    Re-Quip HP: 90
    Range: 30m, 60m, 90m
    Speed: 30 m/s, 65 m/s
    Duration: 5 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 basic shots from the turret go as far as 30m with a speed of 30 m/s.

    Mini Turret Form:
    ReQuip: Hazardous Arsenal 66f8JoN

    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. Can be used once per post throughout this re-quip's duration.
    Water Gun:

    Name: Water Gun
    Rank: C
    Type: Weapon, Offensive, Single Target
    Damage: 45, 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.

    Active: 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. Basic shots fired from this gun do 75% of C Rank spell damage. Activates as soon as the weapon is summoned and lasts for 5 posts. The basic range and speed of 30m and 30 m/s still apply.

    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:
    ReQuip: Hazardous Arsenal R31S5bb

    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 targets that deal 75% of B rank spell damage each. Range of 150m, speed of 110 m/s. Can be used once per post throughout this re-quip's duration.
    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:
    ReQuip: Hazardous Arsenal FE73Jkt

    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:
    ReQuip: Hazardous Arsenal YwNlKz3

    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:
    ReQuip: Hazardous Arsenal Kvwn6tI

    Passive: Enhanced Damage - Strength is increased by 50% throughout the duration of this Re-Quip.

    Active: Whips and Chains - An attack where Aliarey swings the chain rapidly in front and around herself, doing 75% B rank spell 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, 100m, 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). 100m, 50 m/s.

    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:
    ReQuip: Hazardous Arsenal GqqDhXg

    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 to do 50% of its intended damage. Can be used once per post throughout the re-quip's duration.
    Heal Grenade:

    Name: Medic Wristband
    Rank: B
    Type: Armor, Support, Single Target
    Healing: 80
    Re-Quip HP: 180
    Range: Self
    Speed: Self
    Duration: 6 Posts

    Description:

    A simple looking wristband that says "MEDIC" on it. Yet, the healing properties only affect Aliarey herself. She doesn't have time to be healing other people. They can get their own fancy healing grenades and wristbands. Gosh!

    Passive: Emergency Run - Increases her speed by 50%.

    Active: I'm My Own Medic! - Aliarey summons a grenade and detonates it on herself, unleashing a green-colored mist that will heal her for the equivalent of B rank spell damage and removing a harmful status effect that is of equal rank or lower. Does not work on allies, and can be used once per post throughout this re-quip's duration. "Self" range and speed.
    Advanced Spells:

    Laser Cannon Turret Disc:

    Name: Laser Cannon Turret Disc
    Rank: C+
    Type: Weapon, Offensive, AoE, Multi-Target
    Damage: 21, 45, 68
    Re-Quip HP: 135
    Range: 45m, 90m, 135m
    Speed: 45 m/s, 100 m/s
    Duration: 6 Posts

    Description:

    Another type of turret disc that forms into a cannon once a spot has been chosen for placement. Each basic shot from the cannon can travel up to 45m with a speed of 45 m/s.

    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: Laser Missiles - The cannon will fire laser beams that can go as far as 135m at a speed of 100 m/s multiple times in a frontal cone. These shots are more powerful than its standard shots and therefore do 75% of C+ spell damage per hit. These shots can be fired every post of this Re-Quip's duration.
    Flame Turret Disc:

    Name: Flame Turret Disc
    Rank: B+
    Type: Weapon, Offensive, Burst, AoE
    Damage: 32, 120, 60
    Re-Quip HP: 225
    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:
    ReQuip: Hazardous Arsenal KcfBQou

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

    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: 32, 120
    Re-Quip HP: 225
    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.

    Active: Charge Up - The energy within the cannons replace the basic shots that her weapons generally have. Each shot instead does 75% of B+ spell damage. Activates as soon as the weapon is summoned and lasts for 8 posts. The basic range and speed of 75m and 75 m/s still apply.

    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, Burst
    Damage Reduction: 3
    Re-Quip HP: 60
    Range: 15m
    Speed: 15 m/s
    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 15m.

    Appearance:
    ReQuip: Hazardous Arsenal 9C5GOJZ

    Passive: Vision Improvements - The visor will enhance Aliarey's vision for whatever environment she is in for plot. Can switch between normal vision, night, thermal, and zoom modes. As a combat effect, it gives her a 40% Strength boost.

    Active: Scan - The visor can scan targets to get general information about them such as magic abilities, strengths, and weaknesses. Requires OOC permission for anything player related and events. Otherwise, it serves as a lockon mechanism to make the target her focus and will increase her Strength by 50% for the rest of this re-quip's duration.
    Air Turret Disc:

    Name: Air Turret Disc
    Rank: D
    Type: Weapon, Offensive, Single Target
    Damage: 7, 40
    Re-Quip HP: 50
    Range: 15m, 60m
    Speed: 15 m/s, 60 m/s
    Duration: 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 15m at a speed of 15 m/s.

    Appearance:
    ReQuip: Hazardous Arsenal YiAnkpK

    Passive: Hover - The turret is magically airborne, going as high as 15m. In addition it moves 40% 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 60 m/s until it makes impact or is forced to alter its path by being parried in some form. Damage is D rank spell damage and can be used once per post throughout this Re-Quip's duration. It can also pierce magical defenses and armor, but the damage of the attack is reduced by 50%.
    Extra C Rank Spells:

    2 Purchased C Rank Slots - Proof of Purchase

    Jetpack:

    Name: Jetpack
    Rank: C
    Type: Armor, Support, Burst
    Absorption: 120
    Re-Quip HP: 120
    Range: 30m, Self
    Speed: 30 m/s, Self
    Duration: 5 Post

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

    Appearance:
    ReQuip: Hazardous Arsenal 5sF2leD

    Passive: Airborne Bombardment - The jetpack allows Aliarey to be in the air, currently capping at 30m high and allowing her to move at 30 m/s. 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.
    Blank and Saved For Later:

    Name:
    Rank: C
    Type:
    Absorption:
    Re-Quip HP:
    Range:
    Speed:
    Duration: 5 Post

    Description: ???

    Appearance:
    ???

    Passive: ??? -

    Active: ??? -

    ReQuip: Hazardous Arsenal 200w

    ReQuip: Hazardous Arsenal KhyzeRtP_o


    _____________________________________________________________________________________


    ReQuip: Hazardous Arsenal OdNtuIpd_o
    sorano granon | solid script | aura manipulation | no longer human | bank | ftrp deviantart
    what the hell's going on, can someone tell me please? why i'm switching faster than the channels on tv?



      Current date/time is 13th July 2020, 11:59 am