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    Psionic Resurgence

    Knight Owl
    Knight Owl

    Player 
    Lineage : Psionic Soul
    Position : None
    Faction : The Ironheart Pact
    Posts : 427
    Guild : Sabertooth
    Dungeon Tokens : 4
    Experience : 1,421,385

    Character Sheet
    First Magic: Psionic Ascendance
    Second Magic: Manifold Armory
    Third Magic: Sepulchre's Sigil

    Psionic Resurgence Empty Psionic Resurgence

    Post by Knight Owl 6th April 2022, 11:56 pm

    MYSTIC EYES

    Primary Benefit I Both Unbound Eyes spells gain +2 abilities equal to spell rank.

    COMBAT ARTS

    Auxiliary Benefit I +25% to Melee Damage. Allows the user to replace their spells and abilities with techniques in the associated magic.

    ADDITIONAL NOTES

    Extra Magic purchased here
    Gain the following benefits from his lineage, Psionic Soul
    50% increase to his base strength of his techniques from Psionic Wrath
    50% increase to his base technique range and technique speed of his abilities and spells from Psionic Mastery
    A detrimental 50% decrease in spell damage from Psionic Wrath
    A detrimental 50% decrease in spell range and spell Speed from Psionic Mastery
    Gain 1 H+ and 1 S+ advanced rank spell slots to this magic
    SP Cost is replaced by PSI cost, which fuels his abilities

    Psionics - supernatural power wielded by espers to affect the world around them. Those who wielded this awesome power are blessed with the ability to reshape the world with their own mind and will, far surpassing the capabilities of magic. Some say it's a dangerous power to have considering how destructive psionics can be, but it all boils down to psionics being a tool for both war and creation. After all, magic can be just as destructive with powerful mages capable of leveling cities and mountains.

    There are different types of espers - some are granted the ability to peer through the minds of others with telepathy, while some are gifted with the ability to move objects with their own mind. Some are able to peer to and fro from the present day, while some can scry and become observers from afar. There are also those who are capable of materializing their psionic energies, molding them into psionic constructs capable of what its creator wills. For Michael, it is a combination of some of them. This blessing is owed through his and his twin siblings’ lineage, tracing further from history and having been born under the bloodline of espers who served under Pergrande, and from an unknown bloodline.

    He is able to make the most of his psionic talents as it was discovered he has the ability to manipulate most aspects of space, under the umbrella term "Omnikinesis". This special psychokinetic ability grants him various tools for destruction, creation, and deception. His main psionic talent is Telekinesis, the ability to move and manipulate objects, and by extension, reality, with his mind and own will. This includes people, structures, the elements all around him, and magic itself. His growth as an esper allows him to not only manipulate objects, but he is capable of manipulating dimensions, space, and reality, allowing himself to create portals that lead elsewhere and alter aspects of reality in an atomic scale to suit his whims. He is also capable of manipulating himself, granting himself enhanced and simulated strength that could only be described as supernatural.

    While his telekinetic abilities are on a whole other level, his telepathic abilities are somewhat basic. It simply isn't strong enough to manipulate people against their will, though he can use his telepathic abilities against them through other ways. His ability to see the future and of farther distances, Clairvoyance, without aides is subpar. In addition to both of these psionic abilities, he is capable of projecting his psionic aura and manipulating it so he seemed different in essence, but not physically.

    Using most of these abilities requires him to send his psionic energies in order to affect and/or manipulate things at will. This psionic energy has a red color - the color of wrath, blood, and danger; a color befitting his destructive capabilities. Unlike magic, his psionic abilities have no need for chants and no magic circles are required.


    UNIQUE ABILITIES

    Esper Physiology I I He possesses 60% increased Strength and maximum HP. By using his own telekinetic power on himself, he is able to grant himself the ability to fly without spending as much psionic power.

    Esper Physiology II I He possesses 60% increased Strength and maximum HP. Additionally, he is able to send telepathic messages to a person or a group of people within a short proximity, up to 100 meters away from him. They cannot reply back, however, without establishing a telepathic link unless they are also capable of telepathy.

    Esper Physiology III I He possesses 60% increased Strength and maximum HP. Heightened empathy allows him to sense the surface emotions of creatures within a short proximity, be it happiness, sadness, or despair. He doesn't know the reason behind these emotions unless he asks or pries, but he is free to speculate. This also allows him to sense hostility, be it to himself or to other people. Using this on other player characters requires prior consent from their owners.

    PLOT ABILITIES

    Psionic Aura I Much like having a wizard's presence felt within another's magic sensory, Michael's psionic aura gives away his true abilities and nature. He is aware of the stigma against espers due to the nations' relationships with Pergrande, so he can't just use his telekinetic abilities. He has trained himself to manipulate his own psionic aura, capable of disguising himself as an average wizard by camouflaging his aura with the ethernanos around him. Though it does conceal his flow of psionic power, it doesn't prevent the malevolent aura he exudes due to the inhibition of both demonic entity and eldritch god inside of him.

    Passives - 360% Strength Buff:



    Last edited by Knight Owl on 29th November 2022, 4:18 pm; edited 10 times in total


    _____________________________________________________________________________________

    Knight Owl
    Knight Owl

    Player 
    Lineage : Psionic Soul
    Position : None
    Faction : The Ironheart Pact
    Posts : 427
    Guild : Sabertooth
    Dungeon Tokens : 4
    Experience : 1,421,385

    Character Sheet
    First Magic: Psionic Ascendance
    Second Magic: Manifold Armory
    Third Magic: Sepulchre's Sigil

    Psionic Resurgence Empty Re: Psionic Resurgence

    Post by Knight Owl 11th April 2022, 6:36 am

    As an esper, he is capable of manipulating objects with his mind, directing them with hand signs and arm gestures. His growth as a telekinetic has allowed him to exert finer control over this power, thus allowing him to use objects and operate them without any trouble. In addition, he could manipulate multiple instances of this telekinetic ability at the same time. One would think that, in a contest between two factions, one side just needed to overpower him with sheer numbers. It would have been true, but considering his level of control over his telekinesis, his prowess would far outmatch an army that a single swish and flick of his hand would be enough to completely eradicate an entire army.

    Advanced Techniques:
    H Rank Technique:
    S Rank Techniques:
    A Rank Techniques:



    Last edited by Knight Owl on 30th November 2022, 3:10 pm; edited 23 times in total


    _____________________________________________________________________________________

    Knight Owl
    Knight Owl

    Player 
    Lineage : Psionic Soul
    Position : None
    Faction : The Ironheart Pact
    Posts : 427
    Guild : Sabertooth
    Dungeon Tokens : 4
    Experience : 1,421,385

    Character Sheet
    First Magic: Psionic Ascendance
    Second Magic: Manifold Armory
    Third Magic: Sepulchre's Sigil

    Psionic Resurgence Empty Re: Psionic Resurgence

    Post by Knight Owl 18th April 2022, 10:25 am

    His growth as an esper has made him stronger, but also, even more dangerous. He is now capable of manipulating more than just objects and debris that he is able to precisely manipulate matter at a molecular and atomic scale. This is the principle between his two subset of abilities, namely the Cosmic Furor and the Uncreated Chaos. The former deals with the creation of psychokinetic phenomena based off of celestial bodies, while the latter deals with the manipulation of the uncreated chaos to alter reality. Additionally, as a result of using these grand powers, his eyes glow a bright red in the shape of a fire. It is unknown why, but it is inferred to be a result of excess psionic power pooling out of him.

    Rank I H+
    PSI Cost per Post I 77 PSI
    The manipulation over most aspects that makes the universe, a discipline he’s mastered over his journey as an esper. Telekinesis was one thing he’s good at, and now, his psionic power had grown to a point that he is capable of manipulating matter at a molecular and atomic scale. He can use this technique to create psionic phenomena relating to space, such as the formation of black holes and stars, or the sun. As a result of his continued use of his psionic power, he couldn’t feel the drawbacks of spending as much psionic power to create grander telekinetic phenomena. Access through this higher level of telekinetic strength requires him to spend psionic power over the duration, for as long as he needs until he spent his reservoirs of power.

    Black Hole:
    Wormhole:
    Solar Flare:
    Nibiru:


    Rank I H+
    PSI Cost per Post I 77 PSI
    The Uncreated Chaos - entropy made manifest by the erosion of natural order, harnessed by Michael due to his lineage as an esper and from an otherworldly bloodline, thus allowing him to perceive this phenomena. This chaos lingers everywhere, and it is one that he can freely manipulate. By harnessing the strength of the Uncreated Chaos, his psychokinetic abilities are strengthened and optimized to the point of being able to bend reality to his needs through strengthened molecular telekinesis without effort. This does take a toll on him as he has to spend his psionic energies to fuel these powers.

    Molecular Entropy:
    Displace Dimensions:
    Denser Telekinesis:
    Manifold Paradox:





    Last edited by Knight Owl on 29th November 2022, 5:33 pm; edited 21 times in total


    _____________________________________________________________________________________

    Knight Owl
    Knight Owl

    Player 
    Lineage : Psionic Soul
    Position : None
    Faction : The Ironheart Pact
    Posts : 427
    Guild : Sabertooth
    Dungeon Tokens : 4
    Experience : 1,421,385

    Character Sheet
    First Magic: Psionic Ascendance
    Second Magic: Manifold Armory
    Third Magic: Sepulchre's Sigil

    Psionic Resurgence Empty Re: Psionic Resurgence

    Post by Knight Owl 21st April 2022, 9:41 am

    Psionic Resurgence No-way-home-mirror-dimension

    Arc of Chaos


    Rank I Y
    (H+ Rank) Molecular Entropy
    (H+ Rank) Displace Dimensions
    PSI Cost I 610 PSI > 1220 PSI
    Category I Defensive
    Type I Area of Effect - Debuff, Negate
    Technique Durability I 944 HP > 1416 HP
    Technique Range I 1800 m > 2700 m
    Technique Speed I 1200 m/s > 1800 m/s
    Duration I 50 Posts
    Downside I Doubled PSI cost for a 50% increase in base durability; Sacrificing 30% of his maximum HP for a 50% increase in base technique durability, range, and speed
    He exercises the apotheosis of his control over the Uncreated Chaos as he uses his telekinetic abilities to bend reality in his favor. Psionic power pools over his fingertips as glass fractures start to appear and sunder reality, creating refractions of the background up to its maximum range. This allows him to prime the zone with a protective dome that resembles fractured glass, a safety precaution so none of the chaos will leak out to the material. The refractions within range fractures and breaks to reveal a perfectly mirrored version of the environment they were in, though it won't be for long.

    This technique has the intention to trap his enemies, locking them in combat with him and his allies. His allies can be exempt, in which everything is perfectly normal on their end within the zone, and innocent bystanders will be unaffected, oblivious to this fact. From the outside, anyone without any affinity for any supernatural detection (i.e. Magic Sensory) will remain oblivious to this fact unless they themselves are involved. To everyone else, they can see this glass dome. Those the technique considers as an ally can freely enter Chaos dimension unimpeded, while those that are classified as “others” must use force to break through it if they choose to try and enter. Intent is a big factor on whether outside forces can interact with the dome or if they choose not to. On the latter's case, they can just pass through as normal with everything absolutely normal and grounded on the material plane.

    By reducing this technique’s durability to 0, parts of this protective veil breaks to reveal what’s inside from the outside. Once breached, enemies and “other” entities will suffer under the laws that govern this domain, subjecting them to a 172% debuff to spell range, spell damage, and spell durability while within this zone. The laws within the domain skews their perception, affecting their magic greatly. In addition, the gravitational laws of this realm are not fixed, granting everyone the ability to scale over surfaces, even on ceilings.

    He has the power to shape the reality of this realm as he sees fit, as described in his technique - Molecular Entropy, where one becomes two and neither objects touch on collision. Strong skyscrapers twist and bend to his will and oceans rise up to the sky to reveal the ocean floor, replacing the sky with its blue waters. A mirrored reflection of their surroundings may replace the sky, and buildings may split into two to reveal its interiors. Existing patterns multiply and assemble themselves into an arena or another construct. The land may fold into cubes. Such are the possibilities that he possesses, and the list goes on and on. He may force enemies to fight allies they have no chance of winning against, though using this to force movement requires OOC consent from the relevant parties.

    This technique’s durability is refreshed once per post as the veil works to repair itself. Completely breaking the barrier will not cancel the effects, however. While within the zone, he can negate a single spell, technique, or ability of equal rank or lower within his burst range. In doing so, he channels the uncreated chaos and, with the appropriate timing, releases a special barrier of red chaos energy that transforms an ability into something else entirely. This can be a swarm of butterflies, gallons of water, or dust, so long as it is harmless in nature. All rules for negation apply.



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      Current date/time is 19th March 2024, 3:06 am