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    Desmond's Magic

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    Desmond's Magic

    Post by Shipping Goddess on 15th October 2018, 3:58 pm

    Magic

    Magic Name: The Hunter's Suit
    Magic Type: Holder - Armour Solitary
    Description: Desmond really enjoys hunting game, however he was never satisfied with just shooting some deer in the forest. He wanted more, so he designed this suit. The suit was designed to defeat extremely large beasts and game to satisfy Desmond's thirst for large, tough, and strong game to hunt down. As such, he designed his magic around it. See, Desmond himself doesn't actually "have" a magic, or at least a Caster-type magic, but rather the suit he designed draws power from his mana reserves and uses that to function, effectively creating a holder magic for Desmond.

    The suit is not something Desmond has to carry around with him whenever he wants to use his magic, he possesses a ring that can teleport it, so he can wear it anytime, anyplace. The same goes for when he wants to take it off, therefore he's never without his ability to fight.

    The magic itself is used just as it's advertised, to stealthily take down giant beasts. It uses an array of weapons and traps to lure in and swiftly kill whatever game he is hunting down at the time. It has blades for close quarters combats, guns for ranged combats, remote activated traps, and of course various stealth based spells.
    Images:
    Ring:
    Suit:

    Strengths:

    • Wide array of stealth-aiding spells and abilities
    • Effective against stronger enemies and beasts

    Weaknesses:

    • Not a support magic, and has little to no ally-helping spells
    • Not effective against those of lower ranks
    • As it's designed as a hunting magic, it isn't designed for 1-on-1 fights

    Unique Abilities:

    • HPS: The HPS, or Hunter's Pride System as Desmond named it, is a system in place within the suit to cater to Desmond's values as a hunter. This increases damage dealt to enemies of higher ranks than Desmond, but lowers damage to those of lower rank than him. Desmond gains a buff to spell damage by 55% against anyone above his rank, and a 55% debuff to spell damage to anyone below his rank. No modifier is in place for those equal to him.
    • Frequency Detector: Desmond's suit comes built in with multiple vision modes to aid in detecting his game. He has night vision to aid in seeing in the dark, thermal vision to detect invisible enemies based on their heat signatures (although if they do not possess a heat signature he can't detect them), and electric field detector, which can detect people within electric fields regardless of their heat signature, but of course the people must be within an electric field.
    • Silencer: A toggle in Desmond's suit also lets him silence all of his movements, be it from the environment (such as breaking a twig or rustling through bushes) or just simple footsteps. His suit absorbs all of the soundwaves, then dissipates them constantly while the silencer is active. This nullifies sound within a 1 meter range all around him, however sound-based magics all still affect him.
    • Condition Monitor: This is a passive display within the suit that Desmond can see at all times. It provides the vitals (HP) and mana reserves (MP) displayed for himself. In addition to that, he can see the HP and MP of anyone around him, but not as a quantifiable number, but rather a simple percent out of 100. This doesn't directly reveal their hp, mp, or rank for anyone other than himself.


    Spells:
    Signature Spells:
    Wrist Blades:
    Name: (Name of the Spell )
    Rank: User-Ranked (S Max)
    Type: Single Target
    Damage: User-Ranked Single Target Damage
    Range: Melee range plus 2 ft
    Speed: -
    Duration: Instant
    Downside: -
    Description:
    Image:
    The suit has 2 blades in the right arm. When this spell activates, they sprout forward for Desmond to perform a stab or a slice at an enemy or something else.
    Strengths:

    • Creates cuts and slices, and causes bleeding

    Weaknesses:

    • Limited to melee combat


    Grappling Hook:
    Name: Grappling Hook
    Rank: D
    Type: Single Target
    Damage: -
    Range: 60 meters
    Speed: 60 m/s
    Duration: Up to 3 posts
    Downside: -
    Description:
    Image:
    A wrist-mounted grappling gun that can support up to 3 times Desmond's (and his suit combined) weight. It holds him up to 3 posts before it retracts and he falls, but can be canceled beforehand.
    Strengths:

    • Allows for more mobility
    • Can hold multiple people

    Weaknesses:

    • Doesn't deal damage
    • Requires something to grapple onto


    C Rank Spells:
    Remote Mine:
    Name: Remote Mine
    Rank: C
    Type: Burst
    Damage: 60 hp
    Range: 30 meters
    Speed: 30 m/s
    Duration: 5 posts or until triggered (Damage is instant)
    Downside: -
    Description:
    Image:
    This is a mine that Desmond places on the ground. When someone gets within range, Desmond can remotely trigger it from a button on his suit, causing it to burst and explode, dealing damage to those within range.
    Strengths:

    • Desmond can choose when it goes off

    Weaknesses:

    • Easy to avoid if someone sees him plant it
    • Doesn't go off by itself
    • Stays in one spot

    Plasma Blades:
    Name: Plasma Blades
    Rank: C
    Type: Single Target
    Damage: 60 HP
    Range: Melee range + 2 ft
    Speed: -
    Duration: Instant
    Downside: -
    Description:
    Image:
    This spell is an offshoot of his Wrist Blade signature spell, where the blades get imbued with mana and begin emitting plasma. This superheats the blades, and allows them to slice through thick metals and stones as though they were nothing more than butter. Also, this reduces the effects of worn armour (damage resistance) by 50%, but does not deal any extra damage to unarmoured enemies. (I.e if an armour reduces damage by 10, it would instead reduce it by 5. But 0/2 is still 0)
    Strengths:

    • Reduces the effects of armour

    Weaknesses:

    • Limited Range
    • Spell damage isn't increased to anyone not wearing armour


    Stun Trap:
    Name: Stun Trap
    Rank: C
    Type: Burst
    Damage: 60 HP
    Range: 15 meters
    Speed: 30 m/s
    Duration: 5 posts or until triggered (Damage and stun lasts 1 posts)
    Downside: -
    Description:
    Image:
    Desmond, just like in his mine spell, places a net-like trap on the ground, and can remotely trigger it when someone is within range. When triggered, the trap springs up and encases the enemy into a net, and begins pumping electricity into their body, paralyzing them for 1 full post.
    Strengths:

    • Stuns for 1 post

    Weaknesses:

    • Doesn't move
    • Easy to avoid by not getting within range


    D Rank Spells:
    Cloak:
    Name: Cloak
    Rank: D
    Type: Burst
    Damage: -
    Range: -
    Speed: -
    Duration: 3 Posts or until turned off
    Downside: -
    Description:
    Image:
    The spell activates by Desmond pressing a button on his wrist, and then his entire suit becomes invisible to the naked eye for the duration.
    Strengths:

    • People can't see him

    Weaknesses:

    • He can still be detected by other means of detection such as mana detection, smell, etc
    • Becoming invisible when someone already sees you is a useless ability in combat, more suited for out of combat
    • Light mages can potentially remove the cloak by bending the light around him


    Mana Vaccine:
    Name: Mana Vaccine
    Rank: D
    Type: Single Target
    Healing: 40 HP
    Range: -
    Speed: -
    Duration: Instant
    Downside: -
    Description:
    Image:
    When activating this spell, the suit extracts Desmond's mana and fills a syringe with it, adjusting its properties slightly. This mana is then, when injected into someone (most commonly Desmond himself), it quickly speeds the regenerative process, healing off 40 damage and removing some wounds.
    Strengths:

    • Heals off damage
    • Doesn't have to be used on Desmond, can be used on anyone

    Weaknesses:

    • Doesn't heal off all wounds, nor does it heal permanent damage like a severed limb
    • Does not give permanent regeneration, only for one post
    • Can only heal one person for the full amount, can't split it (for spell and sanitation reasons)


    EMF Grenade:
    Name: EMF Grenade
    Rank: D
    Type: Area of Effect
    b]Damage:[/b] 10 damage turn 1, 5 damage turns 2 and 3
    Range: 30 meters
    Speed: 15 m/s
    Duration: 3 posts
    Downside: -
    Description:
    Image:
    A small grenade that the suit provides, that Desmond then throws. When it explodes, the grenade releases a field of electricity. While the field does deal damage over time, its intended purpose is to allow Desmond to see using his EMF detector vision toggle.
    Strengths:

    • Allows for use of one of the vision toggles
    • Deals more damage with the initial explosion than the DoT

    Weaknesses:

    • Can be eaten by slayers
    • People can exit the area of effect to escape from the DoT

    Physiology Sensor:
    Name: Physiology Sensor
    Rank: D
    Type: Burst
    Damage: -
    Range: -
    Speed: -
    Duration: Passive
    Downside: -
    Description:  Similar to his Condition Monitor, Desmond has another sight-related passive ability that allows him to scan people's an animals entire physical body, determining any anomalies or the like. Usually, this is used to determine weak spots on giant animals, but can otherwise be used to detect anything wrong with the body. This can find broken or bruised body parts, blindness, deafness, wounds, etc.
    Strengths:

    • Allows Desmond to find weaknesses that he otherwise wouldn't be able to
    • Desmond can potentially get people medical help


    Weaknesses:

    • Does not actually "let" Desmond heal anyone, just gives him setup
    • Doesn't buff any stat

    Advanced Spells:
    Tranquilizer:
    Name: Tranquilizer
    Rank: D+
    Type: Single Target
    Damage: 60
    Range: 90 meters
    Speed: 90 m/s
    Duration: Damage - Instant, Effect - 4 posts after damage
    Downside: -
    Description:
    Image:
    Desmond holds his hand out, and out of his wrist fires a small tranquilizer dart. This dart deals damage instantaneously, however after the spell's damage is over, the opponent suffers a 75% movement speed reduction for the next 4 posts.
    Strengths:

    • Movement speed reduction
    • Small projectile makes it harder to spot and deflect

    Weaknesses:

    • Moves only in a straight line
    • Movement speed buff doesn't happen on the same post as the dart hits

    Poison Gas:
    Name: Poison Gas
    Rank: C+
    Type: Area of Effect
    Damage: 22.5 damage per post (DoT)
    Range: 90 meters
    Speed: 45 m/s
    Duration: 5 posts
    Downside: -
    Description:
    Image:
    Desmond's suit contains another type of grenade, one that he uses only to kill extremely dangerous beasts that can't be otherwise harmed, such as if they have a hide that's too thick to pierce with blades. This grenade he tosses, and it explodes to release a noxious gas that poisons the enemy and anyone within the vicinity, dealing 22.5 damage per post that they stay within the range of the gas.
    Strengths:

    • Can harm many enemies at once
    • Only requirements to deal damage is simply being within the range

    Weaknesses:

    • Zombies, ghosts, robots, and other enemies that aren't alive are innately immune to the spell
    • Can still be eaten by slayers







    Lilium
    Lilium

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    Re: Desmond's Magic

    Post by Lilium on 17th October 2018, 6:49 pm

    Spoiler:
    @Shipping Goddess wrote:Magic

    Magic Name: The Hunter's Suit
    Magic Type: Holder - Armour Solitary
    Description: Desmond really enjoys hunting game, however he was never satisfied with just shooting some deer in the forest. He wanted more, so he designed this suit. The suit was designed to defeat extremely large beasts and game to satisfy Desmond's thirst for large, tough, and strong game to hunt down. As such, he designed his magic around it. See, Desmond himself doesn't actually "have" a magic, or at least a Caster-type magic, but rather the suit he designed draws power from his mana reserves and uses that to function, effectively creating a holder magic for Desmond.

    The suit is not something Desmond has to carry around with him whenever he wants to use his magic, he possesses a ring that can teleport it, so he can wear it anytime, anyplace. The same goes for when he wants to take it off, therefore he's never without his ability to fight.

    The magic itself is used just as it's advertised, to stealthily take down giant beasts. It uses an array of weapons and traps to lure in and swiftly kill whatever game he is hunting down at the time. It has blades for close quarters combats, guns for ranged combats, remote activated traps, and of course various stealth based spells.
    Images:
    Ring:
    Suit:

    Strengths:

    • Wide array of stealth-aiding spells and abilities
    • Effective against stronger enemies and beasts

    Weaknesses:

    • Not a support magic, and has little to no ally-helping spells
    • Not effective against those of lower ranks
    • As it's designed as a hunting magic, it isn't designed for 1-on-1 fights

    Unique Abilities:

    • HPS: The HPS, or Hunter's Pride System as Desmond named it, is a system in place within the suit to cater to Desmond's values as a hunter. This increases damage dealt to enemies of higher ranks than Desmond, but lowers damage to those of lower rank than him. Desmond gains a buff to spell damage by 55% against anyone above his rank, and a 55% debuff to spell damage to anyone below his rank. No modifier is in place for those equal to him.
    • Frequency Detector: Desmond's suit comes built in with multiple vision modes to aid in detecting his game. He has night vision to aid in seeing in the dark, thermal vision to detect invisible enemies based on their heat signatures (although if they do not possess a heat signature he can't detect them), and electric field detector, which can detect people within electric fields regardless of their heat signature, but of course the people must be within an electric field.
    • Silencer: A toggle in Desmond's suit also lets him silence all of his movements, be it from the environment (such as breaking a twig or rustling through bushes) or just simple footsteps. His suit absorbs all of the soundwaves, then dissipates them constantly while the silencer is active. This nullifies sound within a 1 meter range all around him, however sound-based magics all still affect him.
    • Condition Monitor: This is a passive display within the suit that Desmond can see at all times. It provides the vitals (HP) and mana reserves (MP) displayed for himself. In addition to that, he can see the HP and MP of anyone around him, but not as a quantifiable number, but rather a simple percent out of 100. This doesn't directly reveal their hp, mp, or rank for anyone other than himself.


    Spells:
    Signature Spells:
    Wrist Blades:
    Name: (Name of the Spell )
    Rank: User-Ranked (S Max)
    Type: Single Target
    Damage: User-Ranked Single Target Damage
    Range: Melee range plus 2 ft
    Speed: -
    Duration: Instant
    Downside: -
    Description:
    Image:
    The suit has 2 blades in the right arm. When this spell activates, they sprout forward for Desmond to perform a stab or a slice at an enemy or something else.
    Strengths:

    • Creates cuts and slices, and causes bleeding

    Weaknesses:

    • Limited to melee combat


    Grappling Hook:
    Name: Grappling Hook
    Rank: D
    Type: Single Target
    Damage: -
    Range: 60 meters
    Speed: 60 m/s
    Duration: Up to 3 posts
    Downside: -
    Description:
    Image:
    A wrist-mounted grappling gun that can support up to 3 times Desmond's (and his suit combined) weight. It holds him up to 3 posts before it retracts and he falls, but can be canceled beforehand.
    Strengths:

    • Allows for more mobility
    • Can hold multiple people

    Weaknesses:

    • Doesn't deal damage
    • Requires something to grapple onto


    C Rank Spells:
    Remote Mine:
    Name: Remote Mine
    Rank: C
    Type: Burst
    Damage: 60 hp
    Range: 30 meters
    Speed: 30 m/s
    Duration: 5 posts or until triggered (Damage is instant)
    Downside: -
    Description:
    Image:
    This is a mine that Desmond places on the ground. When someone gets within range, Desmond can remotely trigger it from a button on his suit, causing it to burst and explode, dealing damage to those within range.
    Strengths:

    • Desmond can choose when it goes off

    Weaknesses:

    • Easy to avoid if someone sees him plant it
    • Doesn't go off by itself
    • Stays in one spot

    Plasma Blades:
    Name: Plasma Blades
    Rank: C
    Type: Single Target
    Damage: 60 HP
    Range: Melee range + 2 ft
    Speed: -
    Duration: Instant
    Downside: -
    Description:
    Image:
    This spell is an offshoot of his Wrist Blade signature spell, where the blades get imbued with mana and begin emitting plasma. This superheats the blades, and allows them to slice through thick metals and stones as though they were nothing more than butter. Also, this reduces the effects of worn armour (damage resistance) by 50%, but does not deal any extra damage to unarmoured enemies. (I.e if an armour reduces damage by 10, it would instead reduce it by 5. But 0/2 is still 0)
    Strengths:

    • Reduces the effects of armour

    Weaknesses:

    • Limited Range
    • Spell damage isn't increased to anyone not wearing armour


    Stun Trap:
    Name: Stun Trap
    Rank: C
    Type: Burst
    Damage: 60 HP
    Range: 15 meters
    Speed: 30 m/s
    Duration: 5 posts or until triggered (Damage and stun lasts 1 posts)
    Downside: -
    Description:
    Image:
    Desmond, just like in his mine spell, places a net-like trap on the ground, and can remotely trigger it when someone is within range. When triggered, the trap springs up and encases the enemy into a net, and begins pumping electricity into their body, paralyzing them for 1 full post.
    Strengths:

    • Stuns for 1 post

    Weaknesses:

    • Doesn't move
    • Easy to avoid by not getting within range


    D Rank Spells:
    Cloak:
    Name: Cloak
    Rank: D
    Type: Burst
    Damage: -
    Range: -
    Speed: -
    Duration: 3 Posts or until turned off
    Downside: -
    Description:
    Image:
    The spell activates by Desmond pressing a button on his wrist, and then his entire suit becomes invisible to the naked eye for the duration.
    Strengths:

    • People can't see him

    Weaknesses:

    • He can still be detected by other means of detection such as mana detection, smell, etc
    • Becoming invisible when someone already sees you is a useless ability in combat, more suited for out of combat
    • Light mages can potentially remove the cloak by bending the light around him


    Mana Vaccine:
    Name: Mana Vaccine
    Rank: D
    Type: Single Target
    Healing: 40 HP
    Range: -
    Speed: -
    Duration: Instant
    Downside: -
    Description:
    Image:
    When activating this spell, the suit extracts Desmond's mana and fills a syringe with it, adjusting its properties slightly. This mana is then, when injected into someone (most commonly Desmond himself), it quickly speeds the regenerative process, healing off 40 damage and removing some wounds.
    Strengths:

    • Heals off damage
    • Doesn't have to be used on Desmond, can be used on anyone

    Weaknesses:

    • Doesn't heal off all wounds, nor does it heal permanent damage like a severed limb
    • Does not give permanent regeneration, only for one post
    • Can only heal one person for the full amount, can't split it (for spell and sanitation reasons)


    EMF Grenade:
    Name: EMF Grenade
    Rank: D
    Type: Area of Effect
    b]Damage:[/b] 10 damage turn 1, 5 damage turns 2 and 3
    Range: 30 meters
    Speed: 15 m/s
    Duration: 3 posts
    Downside: -
    Description:
    Image:
    A small grenade that the suit provides, that Desmond then throws. When it explodes, the grenade releases a field of electricity. While the field does deal damage over time, its intended purpose is to allow Desmond to see using his EMF detector vision toggle.
    Strengths:

    • Allows for use of one of the vision toggles
    • Deals more damage with the initial explosion than the DoT

    Weaknesses:

    • Can be eaten by slayers
    • People can exit the area of effect to escape from the DoT

    Physiology Sensor:
    Name: Physiology Sensor
    Rank: D
    Type: Burst
    Damage: -
    Range: -
    Speed: -
    Duration: Passive
    Downside: -
    Description:  Similar to his Condition Monitor, Desmond has another sight-related passive ability that allows him to scan people's an animals entire physical body, determining any anomalies or the like. Usually, this is used to determine weak spots on giant animals, but can otherwise be used to detect anything wrong with the body. This can find broken or bruised body parts, blindness, deafness, wounds, etc.
    Strengths:

    • Allows Desmond to find weaknesses that he otherwise wouldn't be able to
    • Desmond can potentially get people medical help


    Weaknesses:

    • Does not actually "let" Desmond heal anyone, just gives him setup
    • Doesn't buff any stat

    Advanced Spells:
    Tranquilizer:
    Name: Tranquilizer
    Rank: D+
    Type: Single Target
    Damage: 60
    Range: 90 meters
    Speed: 90 m/s
    Duration: Damage - Instant, Effect - 4 posts after damage
    Downside: -
    Description:
    Image:
    Desmond holds his hand out, and out of his wrist fires a small tranquilizer dart. This dart deals damage instantaneously, however after the spell's damage is over, the opponent suffers a 75% movement speed reduction for the next 4 posts.
    Strengths:

    • Movement speed reduction
    • Small projectile makes it harder to spot and deflect

    Weaknesses:

    • Moves only in a straight line
    • Movement speed buff doesn't happen on the same post as the dart hits

    Poison Gas:
    Name: Poison Gas
    Rank: C+
    Type: Area of Effect
    Damage: 22.5 damage per post (DoT)
    Range: 90 meters
    Speed: 45 m/s
    Duration: 5 posts
    Downside: -
    Description:
    Image:
    Desmond's suit contains another type of grenade, one that he uses only to kill extremely dangerous beasts that can't be otherwise harmed, such as if they have a hide that's too thick to pierce with blades. This grenade he tosses, and it explodes to release a noxious gas that poisons the enemy and anyone within the vicinity, dealing 22.5 damage per post that they stay within the range of the gas.
    Strengths:

    • Can harm many enemies at once
    • Only requirements to deal damage is simply being within the range

    Weaknesses:

    • Zombies, ghosts, robots, and other enemies that aren't alive are innately immune to the spell
    • Can still be eaten by slayers











    _____________________________________________________________________________________



    ivyleaf33
    ivyleaf33

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    Re: Desmond's Magic

    Post by ivyleaf33 on 17th November 2018, 8:53 am

    Spoiler:
    @Shipping Goddess wrote:Magic

    Magic Name: The Hunter's Suit
    Magic Type: Holder - Armour Solitary
    Description: Desmond really enjoys hunting game, however he was never satisfied with just shooting some deer in the forest. He wanted more, so he designed this suit. The suit was designed to defeat extremely large beasts and game to satisfy Desmond's thirst for large, tough, and strong game to hunt down. As such, he designed his magic around it. See, Desmond himself doesn't actually "have" a magic, or at least a Caster-type magic, but rather the suit he designed draws power from his mana reserves and uses that to function, effectively creating a holder magic for Desmond.

    The suit is not something Desmond has to carry around with him whenever he wants to use his magic, he possesses a ring that can teleport it, so he can wear it anytime, anyplace. The same goes for when he wants to take it off, therefore he's never without his ability to fight.

    The magic itself is used just as it's advertised, to stealthily take down giant beasts. It uses an array of weapons and traps to lure in and swiftly kill whatever game he is hunting down at the time. It has blades for close quarters combats, guns for ranged combats, remote activated traps, and of course various stealth based spells.
    Images:
    Ring:
    Suit:

    Strengths:

    • Wide array of stealth-aiding spells and abilities
    • Effective against stronger enemies and beasts

    Weaknesses:

    • Not a support magic, and has little to no ally-helping spells
    • Not effective against those of lower ranks
    • As it's designed as a hunting magic, it isn't designed for 1-on-1 fights

    Unique Abilities:

    • HPS: The HPS, or Hunter's Pride System as Desmond named it, is a system in place within the suit to cater to Desmond's values as a hunter. This increases damage dealt to enemies of higher ranks than Desmond, but lowers damage to those of lower rank than him. Desmond gains a buff to spell damage by 55% against anyone above his rank, and a 55% debuff to spell damage to anyone below his rank. No modifier is in place for those equal to him.
    • Frequency Detector: Desmond's suit comes built in with multiple vision modes to aid in detecting his game. He has night vision to aid in seeing in the dark, thermal vision to detect invisible enemies based on their heat signatures (although if they do not possess a heat signature he can't detect them), and electric field detector, which can detect people within electric fields regardless of their heat signature, but of course the people must be within an electric field.
    • Silencer: A toggle in Desmond's suit also lets him silence all of his movements, be it from the environment (such as breaking a twig or rustling through bushes) or just simple footsteps. His suit absorbs all of the soundwaves, then dissipates them constantly while the silencer is active. This nullifies sound within a 1 meter range all around him, however sound-based magics all still affect him.
    • Condition Monitor: This is a passive display within the suit that Desmond can see at all times. It provides the vitals (HP) and mana reserves (MP) displayed for himself. In addition to that, he can see the HP and MP of anyone around him, but not as a quantifiable number, but rather a simple percent out of 100. This doesn't directly reveal their hp, mp, or rank for anyone other than himself.


    Spells:
    Signature Spells:
    Wrist Blades:
    Name: (Name of the Spell )
    Rank: User-Ranked (S Max)
    Type: Single Target
    Damage: User-Ranked Single Target Damage
    Range: Melee range plus 2 ft
    Speed: -
    Duration: Instant
    Downside: -
    Description:
    Image:
    The suit has 2 blades in the right arm. When this spell activates, they sprout forward for Desmond to perform a stab or a slice at an enemy or something else.
    Strengths:

    • Creates cuts and slices, and causes bleeding

    Weaknesses:

    • Limited to melee combat


    Grappling Hook:
    Name: Grappling Hook
    Rank: D
    Type: Single Target
    Damage: -
    Range: 60 meters
    Speed: 60 m/s
    Duration: Up to 3 posts
    Downside: -
    Description:
    Image:
    A wrist-mounted grappling gun that can support up to 3 times Desmond's (and his suit combined) weight. It holds him up to 3 posts before it retracts and he falls, but can be canceled beforehand.
    Strengths:

    • Allows for more mobility
    • Can hold multiple people

    Weaknesses:

    • Doesn't deal damage
    • Requires something to grapple onto


    C Rank Spells:
    Remote Mine:
    Name: Remote Mine
    Rank: C
    Type: Burst
    Damage: 60 hp
    Range: 30 meters
    Speed: 30 m/s
    Duration: 5 posts or until triggered (Damage is instant)
    Downside: -
    Description:
    Image:
    This is a mine that Desmond places on the ground. When someone gets within range, Desmond can remotely trigger it from a button on his suit, causing it to burst and explode, dealing damage to those within range.
    Strengths:

    • Desmond can choose when it goes off

    Weaknesses:

    • Easy to avoid if someone sees him plant it
    • Doesn't go off by itself
    • Stays in one spot

    Plasma Blades:
    Name: Plasma Blades
    Rank: C
    Type: Single Target
    Damage: 60 HP
    Range: Melee range + 2 ft
    Speed: -
    Duration: Instant
    Downside: -
    Description:
    Image:
    This spell is an offshoot of his Wrist Blade signature spell, where the blades get imbued with mana and begin emitting plasma. This superheats the blades, and allows them to slice through thick metals and stones as though they were nothing more than butter. Also, this reduces the effects of worn armour (damage resistance) by 50%, but does not deal any extra damage to unarmoured enemies. (I.e if an armour reduces damage by 10, it would instead reduce it by 5. But 0/2 is still 0)
    Strengths:

    • Reduces the effects of armour

    Weaknesses:

    • Limited Range
    • Spell damage isn't increased to anyone not wearing armour


    Stun Trap:
    Name: Stun Trap
    Rank: C
    Type: Burst
    Damage: 60 HP
    Range: 15 meters
    Speed: 30 m/s
    Duration: 5 posts or until triggered (Damage and stun lasts 1 posts)
    Downside: -
    Description:
    Image:
    Desmond, just like in his mine spell, places a net-like trap on the ground, and can remotely trigger it when someone is within range. When triggered, the trap springs up and encases the enemy into a net, and begins pumping electricity into their body, paralyzing them for 1 full post.
    Strengths:

    • Stuns for 1 post

    Weaknesses:

    • Doesn't move
    • Easy to avoid by not getting within range


    D Rank Spells:
    Cloak:
    Name: Cloak
    Rank: D
    Type: Burst
    Damage: -
    Range: -
    Speed: -
    Duration: 3 Posts or until turned off
    Downside: -
    Description:
    Image:
    The spell activates by Desmond pressing a button on his wrist, and then his entire suit becomes invisible to the naked eye for the duration.
    Strengths:

    • People can't see him

    Weaknesses:

    • He can still be detected by other means of detection such as mana detection, smell, etc
    • Becoming invisible when someone already sees you is a useless ability in combat, more suited for out of combat
    • Light mages can potentially remove the cloak by bending the light around him


    Mana Vaccine:
    Name: Mana Vaccine
    Rank: D
    Type: Single Target
    Healing: 40 HP
    Range: -
    Speed: -
    Duration: Instant
    Downside: -
    Description:
    Image:
    When activating this spell, the suit extracts Desmond's mana and fills a syringe with it, adjusting its properties slightly. This mana is then, when injected into someone (most commonly Desmond himself), it quickly speeds the regenerative process, healing off 40 damage and removing some wounds.
    Strengths:

    • Heals off damage
    • Doesn't have to be used on Desmond, can be used on anyone

    Weaknesses:

    • Doesn't heal off all wounds, nor does it heal permanent damage like a severed limb
    • Does not give permanent regeneration, only for one post
    • Can only heal one person for the full amount, can't split it (for spell and sanitation reasons)


    EMF Grenade:
    Name: EMF Grenade
    Rank: D
    Type: Area of Effect
    b]Damage:[/b] 10 damage turn 1, 5 damage turns 2 and 3
    Range: 30 meters
    Speed: 15 m/s
    Duration: 3 posts
    Downside: -
    Description:
    Image:
    A small grenade that the suit provides, that Desmond then throws. When it explodes, the grenade releases a field of electricity. While the field does deal damage over time, its intended purpose is to allow Desmond to see using his EMF detector vision toggle.
    Strengths:

    • Allows for use of one of the vision toggles
    • Deals more damage with the initial explosion than the DoT

    Weaknesses:

    • Can be eaten by slayers
    • People can exit the area of effect to escape from the DoT

    Physiology Sensor:
    Name: Physiology Sensor
    Rank: D
    Type: Burst
    Damage: -
    Range: -
    Speed: -
    Duration: Passive
    Downside: -
    Description:  Similar to his Condition Monitor, Desmond has another sight-related passive ability that allows him to scan people's an animals entire physical body, determining any anomalies or the like. Usually, this is used to determine weak spots on giant animals, but can otherwise be used to detect anything wrong with the body. This can find broken or bruised body parts, blindness, deafness, wounds, etc.
    Strengths:

    • Allows Desmond to find weaknesses that he otherwise wouldn't be able to
    • Desmond can potentially get people medical help


    Weaknesses:

    • Does not actually "let" Desmond heal anyone, just gives him setup
    • Doesn't buff any stat

    Advanced Spells:
    Tranquilizer:
    Name: Tranquilizer
    Rank: D+
    Type: Single Target
    Damage: 60
    Range: 90 meters
    Speed: 90 m/s
    Duration: Damage - Instant, Effect - 4 posts after damage
    Downside: -
    Description:
    Image:
    Desmond holds his hand out, and out of his wrist fires a small tranquilizer dart. This dart deals damage instantaneously, however after the spell's damage is over, the opponent suffers a 75% movement speed reduction for the next 4 posts.
    Strengths:

    • Movement speed reduction
    • Small projectile makes it harder to spot and deflect

    Weaknesses:

    • Moves only in a straight line
    • Movement speed buff doesn't happen on the same post as the dart hits

    Poison Gas:
    Name: Poison Gas
    Rank: C+
    Type: Area of Effect
    Damage: 22.5 damage per post (DoT)
    Range: 90 meters
    Speed: 45 m/s
    Duration: 5 posts
    Downside: -
    Description:
    Image:
    Desmond's suit contains another type of grenade, one that he uses only to kill extremely dangerous beasts that can't be otherwise harmed, such as if they have a hide that's too thick to pierce with blades. This grenade he tosses, and it explodes to release a noxious gas that poisons the enemy and anyone within the vicinity, dealing 22.5 damage per post that they stay within the range of the gas.
    Strengths:

    • Can harm many enemies at once
    • Only requirements to deal damage is simply being within the range

    Weaknesses:

    • Zombies, ghosts, robots, and other enemies that aren't alive are innately immune to the spell
    • Can still be eaten by slayers









    Unlocked and moved at user's request.


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    sorano granon | solid script | aura manipulation | no longer human | bank | history
    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 23rd March 2019, 7:51 pm