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

    General Information

    Rune Knights
    Rune Knights

    Player 
    Lineage : None
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    Posts : 49
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    Post by Rune Knights 3rd March 2019, 7:08 pm


    THE RUNE KNIGHTS


    Who are we?



    The Magic Council: The supreme government that rules over Fiore and oversees its guilds. But the vassals that serve as Fiore’s Judge, Jury, and Executioners are the Rune Knights, the military subdivision of the Magic Council.

    The responsibilities of Rune Knights are similar to the police of other nations: to carry out and execute the ideals of justice set by the Magic Council and to investigate cases related to all things Magic and crime. They patrol all over Fiore and any of the Council’s territory, have garrisons established all over the nation, and are known to be the face of an ideal military unit.

    AGE RESTRICTION:
    Since the Rune Knights does not function as a guild ICly, but rather that of a nationwide military force, any prospective characters looking to join the Rune Knights can be no younger than 16 years of age. Any player who joins with a character younger than 16 will be asked to change the character's age, and may be forced to change guilds if the character's age cannot be altered. The guildmaster(s) reserve the right to grant exceptions to this on a case by case basis, but such exceptions will be rare and must be discussed with and approved by the guildmaster(s) ahead of time.

    The Three Branches

    While it is a simple task to join the Rune Knights, it is the particulars that matter. The Rune Knights have three branches recruits can join: The Combat Corps, Special Operations Corps, and Engineering Corps, all of which serve a significant purpose in the function of the Rune Knights.

    The Combat Corps: The Combat Corps is the public face of the Rune Knights. These are the uniformed soldiers that are known to sweep in during public incidents in an effort to try and establish order. They are the most well-known branch of the Knights, often being what the general populous think of when they picture the Rune Knights.

    The Special Operations Corps: The Spec Ops are the soldiers of the Knights that deal in more covert or behind-the-scenes operations. These soldiers don’t usually go around advertising themselves as Rune Knights, knowing sometimes that secrecy is best for achieving their goals. They often focus more on the tougher jobs that may require hard decision making for the greater good.

    The Engineering Corps: The Engineers of the Rune Knights are the minds that keep the military up to date or even ahead of the technology game. In this case, “technology” refers to both mundane and magical advancements. Engineers spend much of their time crafting new weapons, armors, items, spells, transportation, etc and testing them in the field.

    The Rune Knight Hierarchy

    When joining Fiore’s military, members are automatically given the rank of Private regardless of site rank and can only be promoted to a higher position once completing an Introduction Thread. This thread can be done solo if you desire, but since it's purpose is to help establish a character within the organization it's encouraged to do it with at least one other active Knight. After acquiring Private, a Knight as access to two other IC ranks that are considered "branchless": Corporal and Sergeant. After Sergeant, a Knight must select a branch to specialize in if they wish to continue earning higher ranks.

    IC ranks are earned based on the approval of a General, the Director, or the Field Marshal. Typically speaking, a General will only approve promotions for members of their respective branches. The higher the RK Rank, the more is expected of members in regard to site activity, job completions, site rank/examinations, etc. With steady commitment, anyone can achieve any ranks except for General, Major General, or Director as they are considered Ace/GM positions and thus have limited spaces available. For more details, please see the Ranks and Ribbons thread.

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    The Rune Knight Headquarters (Location)

    The Rune Knights have garrisons placed all over Fiore, but their Headquarters (HQ) are located on a plateau in Era that can be seen far above over the area. These garrisons contain barracks, armories, and reception areas for civilians to come in and speak with Rune Knights. Each garrison has their own jail, but the main prison is located in Era at the headquarters.

    The Rune Knight Uniform

    Being a militant police force, the Rune Knights have a selection of uniformed attire based on a member's branch and rank. A uniform is required to be worn at all formal and on-duty occasions, with the exception of Spec Ops members who sometimes have to go under cover for their missions. All members of the Rune Knights have access to two different uniforms. The first is a basic black outfit that is considered less formal, and is generally the first uniform that a new recruit receives. The second uniform they receive is dependent on what branch a member belongs to. These uniforms are considered more formal, but are acceptable to wear on duty outside of formal occasions as well. The director and field marshal have their own separate uniforms that are not available to other members. Each member's uniform bears the device befitting of their rank and branch on their uniform as well as the player's earned ribbons. Information on rank symbols and ribbon achievements can be found in the Rank and Ribbons thread.

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    Guild Spells

      Name: The Spears of Fiore
      Assigned To:
      Rank: H++
      MP Cost: 420 MP
      Category: Offensive
      Type: Multi Target, Burst, Buff, HP Drain, MP Drain, Piercing
      Damage: 474 HP per hit (MT) | 630 HP (Burst)
      Range: 1,400 m (MT) | 1,000 m (Burst)
      Speed: 1,200 m/s (MT) | 800 m/s (Burst)
      Duration: 25 posts
      Downside: Doubled base MP cost for 50% more damage. The user sacrifices 10% of their max HP and 10% of their max MP upon casting this spell for 50% stronger HP drain and 50% stronger MP drain
      Description: Upon activation of this spell, the user expends a large amount of magical energy to create a large magic circle that will spread out beneath their feet, glowing in a deeply golden color, the symbol of the Rune Knights suspended in its midst. This magic circle will serve to reinforce the user's arcane strength by flooding their system with excess magical energy, increasing their Spell Damage by 230% for the duration of this spell, the circle persisting as long as the spell is active.

      Further, while the spell is active, the user has access to another aspect of the arcane nature of the circle, which acts as a conceptualization of not only those that have fought and given their lives in the defense of Fiore and its citizens but also those that are united in the struggle to continue to do their duty to protect this same nation, each person and entity entrusting the user with a spear that represents their fighting spirit. The user can freely materialize these spears, which are created from pure arcane energy, at their own leisure and control them through their own willpower, each spear shining with a similarly golden color to the circle. Every spear that is materialized through this ability can move up to the spell's MT range when launched at a target or multiple targets and moves at the spell's MT speed.

      Alternatively, once per post, the user can materialize all spears entrusted to them at the same time, filling the space above them with thousands upon thousands of projectiles that, upon the user's command, will rain down in a radius up to the spell's Burst range around the user, starting at their own position and gradually spreading outwards towards the edge of the radius at the spell's Burst speed. Only the Multi Target version or the Burst version of this spell may be used in any given single post, and both can never be used in the same post. Regardless of which version is used, the spears cannot harm those the user considers allies or innocents and will instead phase through such individuals. Every target hit with a spear is inflicted with an overwhelming surge of magical energy that overloads their system, draining them of 15% of their max HP and 15% of their max MP once per post for the duration of the spell. Additionally, both variations of this spell can pierce through magical shields, armors, and barriers, bypassing defenses of such nature, though the spell's base damage is subsequently reduced by 50% should it be used to do so.



       Name: Iustitia, Sword of Righteousness
      Assigned To: Beaux
      Rank: H++
      Requip Type: Weapon
      Grade: Normal
      Linked Equipment: Artifact(+) Weapon
      Requip Damage: 622 HP per hit
      Requip Durability: N/a
      Range: Melee
      Speed: Melee
      Duration: 25 posts
      Downside: Sacrificing range and speed for 50% more requip damage
     Description: The user's guild mark will begin to glow in a golden color, allowing them to stretch out their hand and summon into their grasp the physical manifestation of the Rune Knight's mission to act as a bastion of justice in Fiore: A one-handed sword of magnificent make, the blade alight with magical energy and a glow of a golden hue similar to that of their guild mark. Steeped in pure magical power through a special enchantment, this weapon releases an unrelenting arcane aura around itself, giving it an extreme sharpness that allows it to cut through most mundane objects with ease and ensuring that the blade itself cannot be destroyed, no matter how much punishment it may suffer, in a sense symbolizing the Rune Knights themselves.

     
    Iustitia:
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    Requip Ability:

      Name: Lux Iustitiae, the Light of Justice
      Assigned To:
      Rank: H++
      MP Cost: 420 MP
      Category: Offensive
      Type: Burst, Buff, Charge, Piercing
      Damage: 315 HP per post
      Range: 1,000 m
      Speed: 800 m/s
      Duration: 5 posts
      Downside: Doubled base MP cost for 50% more damage. Sacrificing 2 base effects for 50% stronger buff
      Description: The user begins channeling magical energy into the blade of the sword, which begins to emit golden light with stronger intensity the more magical energy it absorbs, the concentation of magical power in the sword and the user increasing the user's Spell Damage by 345% for the duration of the ability. For every post the ability is active, the user can funnel more magical energy into the blade, the weapon charging up with progressively more and more damage, up to a maximum of 2.5x the damage of the ability on the 5th post after its activation. This ability, however, can be released at any point during its duration, dealing the charged damage and ending the duration of the ability. If the charged damage isn't released on the 5th post, the ability fades ineffectually and ends its duration.

     When the ability is released, the sword begins to discharge all stored energy in a nigh blinding golden light around itself. With a single swing of the blade and a flash of magical energy, the user channels all stored energy into a given direction, creating a massive burst of force that will spread outward in a cone-like shape from the position of the user up to the ability's max range at the ability's speed. The wave of force is not a traditional spell solely built for destructive potential and instead is strong enough to tear apart the fabric of reality, leaving everything the user desires to protect or preserve untouched, however, violently ripping and tearing apart everything the user seeks to destroy, dealing the charged damage to every opponent hit with the wave of force. This power exists not solely on our realm, but tears through dimensions, allowing the ability to pierce through magical shields, armors, and barriers, bypassing defenses of such nature, though the ability's base damage is subsequently reduced by 50% should it be used to do so.  



      Name: Aegis of Order
      Assigned To:
      Rank: H++
      MP Cost: 210 MP
      Category: Defensive
      Type: Burst, Buff, MP Regen, HP Regen
      Durability: 1,890 HP
      Range: 500 m
      Speed: 400 m/s
      Duration: 25 posts
      Downside: Sacrificing 50% range and speed for 50% more durability. Sacrificing 2 base effects for 50% stronger buff
      Description: The activation of this spell is subtle and almost without visual indicator, though the effect it produces is all the more grand in return. With an unseeming spark of golden energy, which increases the user's Spell Durability by 345% for the duration of this spell, the user can release a massive wave of magical energy. This wave of pure arcane force can take various different shapes, such as a bubble, dome, or wall, and acts as a physical manifestation of the user's will to protect and defend the innocent, which expands out at the spell's speed, producing a massive barrier that can cover an area anywhere up to the spell's maximum range, shielding those on the inside from incoming damage. The barrier itself appears nigh invisible, but ripples with golden energy when hit and shatters like glass when broken.

      Simultaneously, along with the barrier, a more subtle golden light is released from the user's position, which spreads out from the user's position up to the spell's range at the spell's speed, anyone the user considers an ally benefitting from a protective charm infused in the same spell. This restores the MP and HP of those affected by 10% of their max HP and max MP once per post for the ability's duration. The barrier can be created once per post while the spell is active, or alternatively, can restore its durability to full once per post if still active. The shape the barrier takes is up to the user and can be changed according to the user's will, though it cannot exceed the radius of the spell's range around the user.



       Name: Sanctuary
      Assigned To:
      Rank: H++
      MP Cost: 420 MP
      Category: Supportive
      Type: AoE, Buff (Strength, Spell Damage, Spell Healing, Spell Durability, Spell Speed, Spell Range)
      Healing: 315 HP
      Range: 600 m
      Speed: 500 m/s
      Duration: 25 posts
      Downside: Doubled base MP cost for 50% more healing. Sacrificing 50% range and speed for 50% stronger buff
      Description: Placing a palm on the ground, the user can cause a massive magic circle to expand outward from their position up to the spell's max range at the spell's speed, the circle itself alight with pure magical power. Emitting a gentle glow, the circle will stay in the area for the duration of the spell, acting as the physical manifestation of the user's will to aid those in need and shelter them from harm. All individuals the user considers friendly will, should they remain within the confines of the circle, be healed once per post. Their wounds will close, and damage they have sustained will fade as if it had never been there to begin with. While this spell's capacity to heal allies is limited compared to other spells of comparable power, the main effect of the spell lies within its capability to reinforce allies affected by it and strengthen them. If an allied target is touched by the circle, an immense quantity of magical energy will flood into their system, integrating seamlessly into the affected target's own body and thus granting them a temporary power boost. The user, as well as any affected allied target, will receive a 345% buff for the duration of the spell, which can be freely distributed amongst the following stats once the spell affects them for the first time: Strength, Spell Damage, Spell Healing, Spell Durability, Spell Speed, or Spell Range. Once the buffs have been allocated, they are set for the duration of the spell and cannot be reallocated or switched around as long as the spell remains active



      Name: Ode to the Stalwart
      Assigned To:
      Rank: H++
      MP Cost: 420 MP
      Category: Supportive, Defensive
      Type: Burst, Blinding, Anti-Piercing, Negation, Teleport
      Healing: 630 HP
      Durability: 420 HP
      Range: 1,000 m
      Speed: 800 m/s
      Duration: 25 posts
      Downside: Doubled base MP cost for 50% more healing.
      Description: The user of the spell briefly concentrates magical energy within their body before clapping their hands, releasing a blinding flash of magical light that will erupt outwards, washing over the space between themselves and the spell's max range at the spell's speed. This can be repeated up to once per post for the spell's duration. Allies of the user will perceive this wave as a gentle, caring warmth that will seep into their form and ease their pain, possessing extremely strong regenerative qualities. Any ally touched by the light will be healed, the healing in question so strong that even damaged organs or limbs can be restored in a matter of moments, wounds and damage the affected targets have sustained seemingly being reversed in not more than a few seconds. Allies will also be surrounded by a subtle aura of golden light, which will act as a shield for the duration of the spell, protecting them from incoming damage. This shield cannot be pierced by spells with piercing effects and can restore it's durability once per post provided the light touches the affected allies again.

      All those considered an enemy by the caster, however, will perceive the wave of light as an incredibly bright flash that drowns out even the sun itself, and if the wave of light touches them, they will be completely blinded for a single post. Targets can only be blinded this way once every other post, and only if the blinding wave of light hits them again. Further, if the wave of light hits an enemy's spell or ability and makes physical contact with it, the user of the spell can choose to use the light to burn the hostile spell away in its entirety and thus negate it. Only one spell or ability per post may be negated, only spells of H++ rank or lower may be negated, and only if the user of this spell pays the original MP cost of the spell or ability being negated will the negation be successful. Lastly, the user can choose to, once per post for the spell's duration, in another flash of light, vanish, reappearing anywhere within the spell's range in an instant.



      Name: Brutus
      Assigned To: DOPPO
      Rank: H++
      MP Cost: 420 MP
      Grade: Normal
      Linked Equipment: Pet Shop, Page 16 p.°379
      Melee Damage: 315 HP per hit
      Summon HP: 2,250 HP
      Range: 1,000 m
      Speed: 800 m/s
      Duration: 25 posts
      Downside: Assigned rank MP cost to the summon for 50% more melee damage. Doubled base MP cost for 50% higher Summon HP
      Description: Like all military dogs, Brutus was trained into the life of war as a pup. From the start, he was always an exceptionally disciplined hound that was enthusiastic to follow the commands of his designated soldier, eager to hunt enemy targets and sniff out trouble. Unfortunately, there was a violent skirmish that broke out, leaving his bonded soldier killed in action, and Brutus in critical condition. Though Brutus recovered physically, he lost sight in one of his eyes and was never the same, emotionally. He became surly and mistrusting, easily agitated and spooked, along with a number of other signs of emotional trauma. As a last ditch effort to keep him from having to be put down, he was sent to a specialized rehabilitation center for traumatized police and military canines. Not only did his time at the center save his life, but he was renewed with his old vigor and showed strong signs of being ready and willing to return to the life of a working military dog. And interestingly enough, he refuses to go anywhere without the small brown and cream colored kitten that he managed to bond with at the rehab center. While he no longer has the puppy like innocence of his time before the attack, and he can certainly be brooding and menacing when he wants, he does show a slight mischievous streak like that of a crafty old man with a salty sense of humor.

    Brutus:

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    Ability:


    Name: Attack Dog
    Rank: H++
    MP Cost: 210 MP
    Category: Offensive
    Type: Multi Target, Burst, Buff, Mobility
    Damage: 316 HP per hit (MT) | 420 HP (Burst)
    Range: 1,400 m (MT) | 1,000 m (Burst)
    Speed: 1,200 m/s (MT) | 800 m/s (Burst)
    Duration: 25 posts
    Downside: Sacrificing 2 effects for 50% stronger buff
    Description: With the flash of a magic circle around his feet, Brutus howls loudly. He can designate up to 25 targets in range of the spell, including himself, all of which will receive a 315% buff to their Spell Damage as their moral is raised by the presence of this loyal canine. Brutus himself is not to be underestimated, however. His claws and teeth are the equivalent of magical weapons, and with a powerful spell on his side, chasing down criminals has never been easier. He can break into a massively swift sprint up to once per post, allowing him to move to any point within 1,000 meters of himself at 800 m/s. Further, all claw strikes and bites he performs can deal the spell's MT damage for the duration of the spell, or alternatively, he can peform one crushing bite or claw strike once per post, dealing the spell's Burst damage. Lastly, Brutus can growl menacingly before releasing an earth-shattering bark that takes the form of a visible soundwave, which spreads out in a cone shape before him. This can be done multiple times per post, soundwaves shot out this way dealing MT damage and travelling up to the spell's MT range at the spell's MT speed, or he can collect his power for a single, stronger sounwave once per post, in which case the soundwave will deal the spell's Burst damage to any opponent it hits, moving at the spell's Burst speed up to the spell's Burst range. Only the spell's MT version or the spell's Burst version may be used in a single given post for the duration of this ability, and never both. The maximum number of strikes that Brutus can make against multiple targets is 25 per post.



      Name: Fortress Mk.III
      Assigned To: Grappa & Jellisha
      Rank: H++
      Requip Type: Armor
      Grade: Normal
      Linked Equipment: Armory, Page 16 p.°383
      Requip Damage: N/a
      Requip Durability: 6,750 HP
      Range: Self
      Speed: Self
      Duration: 25 posts
      Downside: Sacrificing range and speed for 50% higher durability
      Description: Crafted by the intelligent and enthusiastic minds of the Engineering Department, the Fortress Mk.III was designed to be the ultimate suit of armor that could withstand an incredible amount of damage in order to protect its wearer. It is comprised of the most durable steel the Rune Knights could get their hands on, and powered by a lacrima core in the chest plate that both fuels the suit's automated systems and energizes the wearer in various ways.

    Fortress Mk.III:

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    Ability:


    Name: Defender Titan
    Rank: H++
    MP Cost: 210 MP
    Category: Defensive, Supportive
    Type: Single Target, Buff, Anti-Piercing
    Durability: 630 HP
    Healing: 420 HP
    Range: Self
    Speed: Self
    Duration: 25 posts
    Downside: Sacrificing range and speed for 50% more durability. Sacrificing 2 effects for 50% stronger buff
    Description: As soon as this combat suit is powered with magical energy its circuits and motors come alive, allowing it to function as an unbreakable shield. The armor around the user's body is incredibly tough and can take a hefty load of damage without sustaining even so much as a scratch. Its extraordinary toughness allows it to take up to 630 HP of damage before breaking, and it's so tough that even spells containing piercing effects cannot break through it. The durability of this armor is restored to full once per post for the spell's duration through it's auto-maintenance function. Further, the life support and assistance systems inside the power armor are not only capable of deflecting damage, but also provide the user with other helpful benefits. The artificial intelligence that is part of this suit's systems advises the user in combat, granting them a 315% buff to their Spell Durability while the armor is active. Further, the suit's life support systems actively secretes an experimental healing salve that is capable of rapidly closing wounds and reversing damage the user has sustained, healing the one inside the armor for 420 HP per post this ability is active.


      Current date/time is 24th January 2022, 10:58 am