Hey everyone, it's me, your Lord and Savior, your Once and Future King, and your new Admin-for-Life Unlimit Sendo. I'm here to drop some turnbuckle-diving elbows and awesome news. There's been some relatively small updates to rulings regarding summon familiars and single summons. Additionally, there's also been a pretty big update in regards to the AP shop which reorganizes it and adds a ton of new stuff. You can find that in the AP Shop section under Item Creation. Check it out.
Name: Meiyou Nickname:Yō Lu, Kaku, Rou, Ki Age: 20 Gender: Male Height: 185.5 cm (6'1") Weight: 65 kg (143.5 lbs) Guild: N/A Position: D ; Neutral Misc:name etymology Meiyou was the human's name. Mei is the summon's name. '-you' is pronounced like 'yō'.
寐鼬
ka =#5F6B9C;ro =#E06073
「Appearance」
Physical Description: Rou and Kaku, elongated to Meirou and Meikaku, are two personalities. They were born from the body of Yō, and consider themselves different. Depending on which personality is surfaced, the appearance of the body will change accordingly, such as their hair-, eyes-, marking colours, and stature. Unchanged is the fact that they stand at six feet tall with a lanky body build. With the lack of participation in extraneous physical activities, there's no such secret as "hidden muscles" that some females might imagine under all those layers. His hair reaches below his ears, and his bangs are parted like an M. In the back, he ties the hair that reaches his neck's base. Light toned bordering pale, neither are bothered by their complexion.
Rou is characterized by his white hair, light red eyes and markings, and a clear stare as he takes everything in at his own pace. Which is to say, he will stand there trying to understand something even as others already have. Rou's expressions are much more subtle than his counterpart, a little happy uplift here, a head tilt there, sometimes the most minuscule of eye brow raises. Still, Rou keeps himself straight-back and, if it weren't for the way he spoke, it could be could believed he was all about business. Slack but not wasteful of his movements, Rou ends up in places whether or not he knows why. Regardless, he holds himself politely to the side for others at a first glance.
Kaku is characterized by his black hair, yellow eyes and markings, and holds a sharper gaze as he looks at the world's challenges. Kaku started a good portion of his life occupying the snake vessel body, five years straight for a time, and has therefore had a late start getting used to human movement and body language again. Due to the influence of the snake, his eyes may appear slit depending on the lighting. Kaku regards the world as a trick to be unraveled, and will not hesitate to get all up its face with a mighty sly smirk. He's one to use exaggerating arm gestures when called for as well. He appears prouder than Rou, but goes with the casual slouch instead.
Clothing: Rou and Kaku are in possession of many black long sleeves that they don't mind the monotony of. They have a hoodie or two that they favor that can change inside-and-out that they wouldn't mind wearing even without a shirt. Pants, some with arrow designs but most were plain, was what either of them preferred to wear nowadays. There are other choices, but they prefer anything that covers the skin. Besides, it's not like the scorching sun called for variety. And even then, they would prefer layers over a cool breeze. It certainly helped with how pale Meiyou used to be, especially since he'd stay inside for as long as possible in his younger years. For now, he wears Sasu everywhere. Accessories: A black turtleneck scarf he always wears. Two yellow arrows point down on the left and right sides of the scarf. Extra: The color of the markings under the human's right eye changes depending on who is surfaced. The shape stays the same, being three circles connected by black lines in the form of a simplified atom.
A little background: Meiyou is the birth name given to the human, but had been usually shortened to Mei. However, after the mind-and-magic-split occurred between the human and an artificially created snake (history), and because the word 「Mei」 was a name shared between everyone involved, it was agreed to now refer to that original person as Yō instead. When Yō's magic stabilized, the snake, whose name was Mei by coincidence, had its personality forced into submission. The event also gave birth to two personalities that each adopted aspects of the original while basically destroying the original's personality as a whole. One was Rou, full named Meirou, while the other was Kaku, full named Meikaku. Of these two new human personalities, only one of them can occupy the human body at one time, which left the other to occupy the snake body. Due to their magic, these two personalities are able to switch into each others' bodies (tech). Regardless of which body they occupy (human/snake), they still retain their sense of self. They also wholeheartedly respect each others' names, because sometimes it is the name that is all that's left of an existence.
Rou is the image of patience and complacency that Kaku gave up. Lax with his actions, Rou could be described as one of his own pace. Instead of getting dragged around, Rou let's life take a seat back. Far from uncaring, Rou just prefers to let things go as they want to. It's not really that he'd do nothing until he needs to; it's more that he'd go for the opportunity when it appears, as it appears, rather than try to create more. After the split, Rou's urgency towards taking the initiative was traded off. Even when talking, Rou speaks in a polite manner without rushing. It used to take a moment to comprehend new concepts, but Rou is not to be mistaken as dumb or stupid. Once he has something down, he's not one to shrug it off as useless. More with the present than the future, like a balloon, he idles along until sharp winds threaten his life. The easygoing behavior he displays is only true out of danger, and it would be wrong to assume him completely docile. Still, he often scolds Kaku. Because of this, Rou has grown to push aside his opinions at times of necessity. Sometimes, it's mistaken for having a high tolerance.
Where Rou is calm and arguably amenable in most cases, Kaku took all of Yō's quick adeptness and boldness. Self- proclaimed as "the audacious one", Kaku holds the more prominent memories right before the split, and thus has taken it upon himself to care most importantly their well- being over anything else. Still, the idea of being able to create his own opportunities and advantages has always been favorable, and he doesn't deny that it'll one day cause trouble for the boys. To himself, he's agreed that justified chaos is A-Okay, which could range from "threats" to "convenience". Unlike his other not-self who believes the world is already offering so much, Kaku believes there will never be too much. There isn't much that Kaku wouldn't do for himself or for Rou, including keeping himself in Mei's body while Rou takes his time with the world at a human's slow pace. A snake's bite can come from anywhere, and such readiness was an appeal and a sacrifice Kaku was willing to give a try. Kaku is the most influenced, if only subtly, by Mei's eyes on the world. However, this has led him to become more cautious, overly so at times, and trust his wary gut more often than not. Prone to rambling.
xxに焼き付けられて、あの目は― Carved in by xx, those eyes- xxに飲み込まれて、あの心は― Swallowed by xx, that heart-
「History」
Birth
It was fortunate and unfortunate that 「Mei」 was born in Acacia. His parents were expecting to hold in their arms a baby girl to call their little Mei. They would never say it to him- the sliver of disappointment they had felt at the call when they were given a breather to think on it. They were still happy for his birth nonetheless, and named him Meiyou. However, Meiyou, or 「Mei」 as his parents would usually end up calling him, was born with an unexpected magic pool that opened doors upon doors of potential far too down the road to want to worry for. Meiyou's parents lacked the knowledge to accommodate his apparent inability to balance out his physical and magical ratio, but the main problem involving this imbalance only started surfacing rapidly after the ninth birthday. Meiyou had no idea what was going on nor why his body had always felt so weak. Where other children had spent hours in their adventurous playtime, Meiyou watched and talked in the shade under the scorching sun. At first, he thought he was just talking to himself, or maybe to an "imaginary friend" as the adults put it, but when his "problem" became more prominent, he wasn't so sure anymore.
Throughout the year, he felt like he'd slept for too many hours, yet his body felt as if it walked everywhere imaginable. There were days he'd wake up sore but well-rested, and instances where stories were shared that he couldn't remember being a part of. His parents, though possessing no magic, figured it out before him. Or rather, they discovered it before the First of their son. They feared his instability would lead to the loss of his life, and even his Second personality had personally surfaced to confront them about the chaos residing in their shared body. Since then, the Second would come out more frequently in order to help the First simply go through the normal day without collapsing. From the words of an nine year old, the overly large magic pool for an already weak body was extremely taxing for the mind, and would only continue to be so. The very fact that the parents had only half of their son's words to rely on was leading to desperate measures.
It was fortunate that 「Mei」 was born in Acacia. Grimoire Heart wasn't just the guild responsible for Acacia's structure and research after all. Curious of the boy's circumstance and the potential results, they agreed to "help" the boy on the condition that the boy stay connected for as long as his magic keeps up its worth. Possible death versus being a test subject... the Second agreed when the First had been sleeping for a sixth day straight. To him, living was more important than their freedom, and it could have been worse. It could have been Tartaros. They were introduced to a vessel, supposedly artificial, in the form of a clear snake. For the first and possibly last time, Meiyou spoke to himself while in the same body, and for the first time, Meiyou truly without a doubt knew things were out of his young hands. Diverting magic away from Meiyou's body and transferring it to Mei was the initial result. However, with part of his magic being transferred, there was no more need for two personalities in one body.
Later naming themselves Rou and Kaku, elongated as Meirou and Meikaku, there were obvious changes to Meiyou's behavior. In fact, Meiyou might as well have been considered dead. With Rou and Kaku now split, each of their individual personalities took a sharp turn toward the opposite sides of the original's spectrum. There were pros, and there were cons. Rou took the more passive side, while Kaku was aggression all in one half. Regardless, they lived with it, though only after expressing their opinions on a naming issue.
With the snake vessel's name also being Mei, it was resolutely agreed upon by the two to not ever consider each other as just 「Mei」, as now the word Mei was shared by everyone intimately involved. They also realized it would be easier to call their former original self as just Yō, but since he was... no more, that name rarely came up again. The entire thing was a little convoluted, but names had become an utmost importance to the two with nothing but their names to their individual beings.
By the age of 14, they had settled into their respective roles and learned to actually control a little of their magic. Months later, after five years of being stuck in Mei's snake body, Kaku was able to switch for the first time with Rou, though admittedly the transference had been accidental. For his parents, it was both progress and a hint of fear for what was to come. For Kaku, who was of most likeness to the original Second from five years prior, he felt a promising new beginning tied down by a dreaded anchor.
It was unfortunate that 「Mei」 was born in Acacia. Kaku still remembered clearly the deal, and while Rou had only been told of it in passing, the two had an idea of the chains binding them to Grimoire Heart. In all honesty, they did not mind it too much, or at least tried not to. They had been most likely saved, and if their existence was what kept GH's interest, there wasn't much they could do. However, 「Mei」's parents made a choice, and though painful for them, they were willing to part with their child if it meant opening up a chance. They were not adverse to whatever the boys chose to do, but they wanted their child to at least be prepared for what was to come. After all that happened, they trusted their children as much.
Understanding that GH still held a grip over them and Mei, the parents sent the boys to Empyrea International, where they have been attending and living at for four years and counting. However, Kaku believed that time will be up for them when, if, Rou ever started feeling overwhelmingly tired again.
Stagnate
Their years at Empyrea International were kind to them. Even the most hectic of their experiences were mild, if at all even placeable on a scale, compared to the unpredictable dangers that many of the country's people faced daily. Their lives weren't immediately affected as the Boscan War came and passed either, but after befriending (read: reconciling with) one of their later roommates and learning their personal story of that War's indirect cruelties, it left Rou and Kaku pondering on the sheltered life they had been freely able to live at the time.
A disturbance involving a bunch of idiots and misplaced anger occurred in the late autumn of their 4th year. Although neither Rou nor Kaku were at the heart of the commotion, one of the results that followed was Rou's death while in the snake vessel. It was considered as a 'defeat' by their magic's standards, as in not permanent thank the skies, but the occurrence was enough to expend the already-scarce time left of their 'freedom'. As the winter festivities rolled around, Rou showed signs of increased lethargy and prolonged sleep. It wasn't long until Kaku knew they had to go back to Acacia. The slack chains that bound them were now winding.
Writhe
Surprisingly, aside from the details revolving the actual affair of joining Grimoire Heart, Rou and Kaku's already existing life didn't change that much. Their time and housing at Empyrea was still permitted. The noticeable change lay in the legitimate affiliation that now cemented them to the dark guild, as well as being called out for things whenever the necessity arose. There was also the extra bonus of being able to take upon missions, being around the guild, and the potential to participate as a willing guild member, but Kaku personally tried to keep distance and silence. Prioritizing his and Rou's safety and living had been more important than creating bonds with people he didn't want to care about. Unfortunately or fortunately, severing bonds that were continuously made on the spot was nigh impossible, and without the option to simply leave the guild, it was up to them to either shy away into stagnation and live their lives with what they've got, or keep their eyes sharp and their hearts lit. Already so many experiences have passed, and yet more were ready to be unveiled- Naeyu of Minstrel, Ki's voice, the Mustelidae's seeking, Mei's awakening...
Rust
We are very much alive. And we intend to stay that way.
Polish
Ki, their fifth who Yō would have grown into, and Mei, the entity that resided from the crystalline entity, came to an agreement and switched roles. The both of them now bind the bodies and souls together without degradation, and Mei's body took on a true, reflected form from Meiyou's original magic.
Rou and Kaku have participated in the early phases of the Boscan War, but retreated to seek Haiiro's help when the new form of their magic started backfiring. Along the way south, they were able to relocate their family away from Acacia to Belladonna, the Lu's settling without issue despite it all happening through correspondence. Their scavenger hunt for Haiiro led to them discovering a potential profession to start up should Fiore survive the War, a goal they worked towards now that they were finally, finally stabilized.
「Skills & Disciplines」
~ Education 「Rou/Kaku」 ~ Attended Empyrea Academy and went through all that fine schooling stress and whatnot.
~ Perseverance 「Rou」 ~ Although may not be expressive about it, Rou can usually keep at any certain activity for as long as he needs or wants to regardless of difficulty. Despite having spent less consecutive time as a snake than Kaku has, Rou seems to be able to take patience to a hunter's level easier. He is also much more tolerable with mundane and considerably boring tasks.
~ Security 「Kaku」 ~ After years of strife related to entities and powers outside of their control, Kaku has developed a keen sense and unfortunate affinity for anything he would consider Not Worth Our Time, But Does It Care? No, It Does Not, What The Bloody Nether. It isn't that he has come to terms with the incredulity of everything being thrown at them, but he's long since tried asking and instead can work rather well under the strange pressures.
~ Weaponry Usage 「Rou/Kaku」 ~ Both have started to learn more with using weapons other than their body parts. Both tend to fight in a flexible style, but Rou is more reactive while Kaku prefers initiating. They've been primarily focusing on blunt one-handed weapons, but has since been looking into mid-ranged weapons that require a more finesse touch. They've been looking into heavy blades that are designed for chopping.
「Weaponry/Equipment」
Name: Suzu Hat Class: S Description: A Santa hat, redyed! Rimmed with yellow fluff, this otherwise black hat is 20.32cm (8 in) long when laid out, excluding the fluff-ball tip. The fluff-ball tip is white with a diameter of 6.35cm (2.5 in). The black material is soft and malleable like any other fabric. The yellow fluff isn't real fur. Effects/Functions: Can remove a single debuff placed on Meiyou. Cooldown: 7 posts.
Suzu Hat Picture
Name: Oto Class: B Description: Yellow headphones lined with black rims. Both left and right ears have antennae/ mic-like yellow-tipped black towers that always point upward. At the base of each tower is a dial independent of the towers. There seems to be ports in the base of the towers that can be jacked into. Effects/Functions: View below.
Oto Picture
Oto Effects/Functions
On - 5 (With Item) Effect: While the headphones are worn, the wearer is granted a colorless second view of the world through vibrations. Vibrations can be perceived by any displacement within a range of 10m as long as the wearer is connected to the source through or along anything physical. The wearer may create their own vibrations similar to echolocation, but this only grants them information within 5m. Vibrations of speech and speech patterns through walls or the like may be deducted, but the contents of the conversations may not be be ascertained.
Sa - 5 (Enchantment Addition) Effect: While the headphones are worn, sound is picked up and replayed at live time as if the user's ears weren't covered. The wearer is granted an enhancement of sound sensitivity and is able to hear, understand, and pinpoint sources of sound accurately within 25m, while any sound father than 25m will be heard as normal if it's loud enough. This also applies to any sound traveling through structures at most 5m thick. Additionally, the volume of the sounds may be controlled via the dials, but the clarity would remain unchanged. It is noted that high volume levels may be painful for the wearer, while low volume levels may become indistinguishable. Sound created by magic is unaffected by the volume dial (can not be muted or heightened).
Name:Saiklace Class: B Description: A necklace with a blue sapphire for its pendant. The necklace is 32 cm (12.6 in) long and is made of silver links chained together in an alternating pattern. The pendant is heart-shaped, and the sapphire is held within a black lass rim. It hangs from the necklace by a gray loop protruding from the <3's indent. Effect/Function: See below. Cooldown: 3 posts.
Saiklace Picture
Saiklace Effects/Functions + Picture
• Worn like any other necklace. Size is adjustable in the back by connecting to different links. Personally no longer wears, so the chain ties around their belt with the pendant kept in their pocket.
• Sign - 4 Type: Offensive Range: 40m Effect: Sends out a heart-shaped sapphire-coloured beam of non-elemental energy forward from the pendant. Deals moderate damage to all enemies struck by it.
Name:Sasu Class: B Description: A hoodie jacket, made to keep the cold out but also ventilated if kept unzipped. The hood is large enough to wear a hat comfortably underneath, and has a singular clip on its right edge. The hood appears to be connected to a point within the neck cuffs, as if it's removable (it's not). The neck cuffs are large enough to cover the length of the neck, but are angled outward to give comfortable movement for the hood and neck. The jacket has two pockets, one on each side of its front. The jacket is rather plain in terms of design for the most part. However, the waist edge, neck collar, and passed the elbows of both sleeves are stripes. On the right striped portion of the sleeve are two small straps sewn in to keep the sleeve from moving. The left sleeve lacks the straps. The entire jacket is divided, color-wise. Depending on lighting, the left is a dark green-yellow that may look black, while the right side is white with a few blotchy yellow stains at the edges. The hood is also dark, with a white line running the length of its edge. The jacket should reach to the waist of its wearer, and can be zipped up to the chin. Effect/Function: See Below.
Sasu Effect/Function
• B-Class armor where the jacket covers, excluding the hood. Also functions as a jacket with a hood. For jacket reasons. The clip on the hood can be used to cover the wearer's head easier.
• Requip-like R4 effect exclusively for Agony's Embrace (item). The whip can be stored "in" the jacket, and then later be retrieved for usage, with a 1 post cooldown for both retrieval and storage. When requipping the whip, the pommel will appear in hand with the rest of the whip materialized in a spiral. When storing the whip, the pommel will disappear and the rest of the whip will appear to slither back into the jacket until out the back.
When stored "in" the jacket, it appears as if the whip was a design on the jacket, with its entire length winding around the sleeves, front, and back, but not ever crossing the zipper. Aesthetically, the tip of the whip would also appear to hang from the jacket's back like a tail, down to the curve of the wearer's legs, assuming they're human. The whip's tail loses its offensive sting (can not be used to lacerate, tear, etc.) and can not move on its own (aside from gravity and whatnot), but retains its B-Class durability and "glow faintly in the presence of the demons" effect.
Name:Agony's Embrace Class: B Description: An expertly crafted whip that measures 243.84cm (96in) long from pommel to tip with the flexible portion consisting of most of that length. It features a single tail capable of inflicting painful, stinging lacerations and wounds that tear the flesh. It requires a significant amount of skill and dexterity to properly use, but in the right hands this whip, made from the leather hides of otherworldly creatures most foul, allows one to keep their distance while striking their foes. Effect/Function: See Below.
Agony's Embrace Effect/Function
For a single post the whip becomes empowered, inflicting its painful sting in addition to debuffing a single stat by 17 ACCURACY on anyone they manage to successfully strike with this vicious whip. The debuff lasts for 3 posts, and the debuff can not have its duration refreshed by successive strikes. After the debuff ends, a two post cooldown is triggered. When used against demons it will debuff by an additional 5 stats. The tail will also glow faintly in the presence of the demons. "With pleasure."
Name:Hyouvi (hyohh - vee) Class: B Description: A thin, white bandage wrapping 152.4 cm (60 in) long. Effect/Function: • Hyouvi can be worn around a limb, someone's body, etc. to be carried around, but serves no other function than to summon the B-Class Temporary Pet Scevihk.
Hyouvi Picture
Hyouvi Effects/Functions cont. ; Scevihk Briefing
In order to summon Scevihk, a user needs to be in contact with the wrapping and think of bringing the particular Snow Stoat spirit into existence. Hyouvi does not need to continue being kept in contact with the user after Scevihk is summoned. Scevihk: A snow stoat spirit who is currently taking the form of a young boy. A conjurer of snow and ice, this little sarcastic blade user can be summoned for up to 7 posts once per thread. Please click the link or scroll down to view his profile.
Name:Shillelagh Class: B Description: A walking stick made from a stout knotty stick with a large knob at the top typically associated with the folklore and culture of a certain group of people. It is made from blackthorn wood, which makes it less prone to cracking and is treated during the curing process which gives it a shiny appearance. The is roughly a meter long and weighs a little under two kilograms, making it effective not only as a walking stick but also as a powerful blunt weapon. Effect/Function: See Below.
Shillelagh Picture
Front ー Side
Shillelagh Effect/Function
This club is capable of empowering itself with ambient magic in the environment, dealing an additional magical hit capable of dealing moderate damage on top of the physical strike itself. This effect can occur with a two post cooldown.
Name:Kuraj Class: B Description: A currently standalone scabbard. Its wooden core's been coated in a glowstone material, a mineral-like substance, that's crushed fine enough to effortlessly mix in with the black paint. Patterned in a dull gold along the midsection are scarce leaves hanging off branches. Over the paint is a polishing finish that supplies a sheen and more protection. The scabbard mouth is flattened and home to a thin opening. The tip appears flat but is curved enough to fall over if left standing on its own. ~90 cm (~36 in) long, ~8 cm (~3 in) wide, and ~3 cm (~1.4 in) thick. Just under ~2 kg (4 lbs). Effect/Function: • Sheathing a fitting instrument or becoming an impromptu staff / blunt weapon that can strike, jab, or block.
Name: Strap Belts Class: D Description: A pair of black, belt-like straps that hang from both sides of the inside shirt while crisscrossing in the back. They are attached by metal [] clips at the ends. Each is 85cm (33.5in) in length, and the buckles add another 3cm (1.2in) to each ends. Effect/Function: Can be detached and used like a whip or to tie things up. Does not affect shirt other than hanging from it. Instead of hanging, the strap belts can be criss-cross clipped across the back of the hoodie to hold Shillelagh and Kuraj when they're is not in use.
Strap Belts Picture
Name: How Is This Not Fake Class: C Description: A train ticket. However, the destination appears to not exist in Earthland at all. Weird, considering the ticket is very much authentic... Effect: A memento.
Name:Scevihk (seh - VEEK) Nickname: Vi Age: Extremely old Height: 5'1" (~157 cm) Weight: 76 lbs (~34 kg) Race: Snow Stoat Spirit Class: B (Temporary Pet) Owner:「Mei」 Item:Hyouvi =#906DA1
Appearance: Physical Description:Appearing as a fourteen year old boy, Scevihk is about as developed into his body as the average passerby would expect: flat, short, and smooth in the facial features. He has bronze-colored eyes, and his matching hair sticks out throughout its length to his ear lobes. There is a black tattoo on his left collarbone, and that inscription is the single mar on his otherwise pale skin. He's usually seen with an uncaring gaze and a straight back, but can become quite expressive in his body language when something amusing comes up. When he deems the situation boring however, he drags his feet around and keeps his hands in his pockets.
By default when he's summoned, Scevihk wears a white hoodie that is lined with white fur at the hood. It reaches down to just above his knees, and the black inside layer can be seen often since he prefers not zipping it. It has pockets both on the outside and inside. Gym shoes white and laced with black is his footwear. A plain tan long-sleeve is worn underneath, and combined with his nondescript blue pants contribute to blending him into society. However, he carries around Shiver and Peak, his sword and its scabbard, on his right side where it's hoisted by a belt. He also keeps Hill't, a blade-less hilt, on his left side, albeit more hidden within his hoodie.
When fighting, Scevihk has three primary styles. The first is dual-wielding Shiver and Peak, with Shiver in his left and Peak reversed in his right. Shiver is used for quick, close slashes while Peak is used mainly for parrying an blocking, and this is the most defensive of the three. The second is switching Shiver between his right and left hands, sometimes together, and mainly attacking in thrusts that involve throwing himself with his stabs at times. This grants him the most maneuverability of the three. The third involves using Glacial Shard, his longer sword created of snow and ice (Tech). The increased range and buff allows him father reach and a stronger swing, but he's more straightforward with this one. Hill't is used if he's ever disarmed from his main weapons.
Scevihk's form has gone through many changes to better fit in with the times. Having gone from a large actual snow stoat to a full human, now however he has adopted the form of the latter while still retaining his old ears and tail. Instead of having ears by his temporal, little cupped stubs rest at the sides of his head top and function the same way. For humans, the section with their tail bones have curved inward at a stop, but Scevihk's extends from his sacrum out to reach the curve of his knee. Both are silkily haired, and share the color of his other hair. His tail however is tipped in black. They no longer change to white with the seasons, despite having the qualities of a winter coat.
Picture: Removed
Personality Want reliability? Scevihk is the choice. Only, of course, if one has the patience to deal with his excessive use of sarcasm. After so long of passively watching life meander through his territory, the snow stoat spirit started taking a liking to ridiculing even the simplest of things. This mainly grew from needing to deal with the occasional fool who crossed his or his companions' path, but soon turned into his own test for whether or not his "companion" would be worth fighting for. Ideals are regarded on a pedestal, regardless of the attached morals, and to firmly stick to them meant the person in question could stand their own ground. For this, Scevihk likes to play devil's advocate to bring the worst out of those in waver, but on the daily basis he just likes to have fun watching reactions.
History Up in the altitudes of northern Fiore, a clan existed centuries ago that lived and battled through the ice and snow. Life in the cold was their way, and to them were born stoats of snow that lived and fought alongside their masters, companions. The clan had long since either been eradicated or assimilated after generations of mixing cultures and offspring. There were other clans of other elements that fell into the same pattern, but that's another story for another time. For Scevihk, the village he helped carve into the caves soon became nothing more than part of the landscape, and his and other snow stoats' creations were gradually lost in the flurry of time.
In his earlier form, Scevihk primarily focused on controlling the snow and ice to create or alter structures and the terrain for hunting, living, and combat. Many of the fighters and hunters were adept at using weapons, but after the core of the clan gradually disappeared, the snow stoat spirit was left with memories and curiousity. He watched people pass by his abode, and his snow creations, knowingly less magnificent than they used to be, were ignored in favor of trying to just survive on the snowy trek. He began believing that putting up signs for people to rest in safety from the winds was a waste, and the fools that were blind did not deserve his attempts to help.
However, there were the few who did follow the signs back to his "village", and those were the ones that piqued Scevihk's interest enough to watch over them. He gained knowledge on weapons different from those used in his village among other observations, and after awhile, he wondered if all he'd have for the rest of his life was watching lost hikers live and die. One said hiker was not an ordinary man, though. Sensing Sceivhk's presence after being led to the safety of his village's remnants, the man offered Scevihk a means of traveling away from the mountain. Taking the chance, Scevihk agreed, was bound, and throughout the years his service circulated between families, traders, fighters. He was glad to be of use again, to impact the world as subtly as possible, and started changing his form to that of a human as society and civilization expanded and advanced.
Weaponry/Equipment
Name: Shiver Class: C Description: A sword. Its blade is 56.9 cm (22.4 in) long, while its hilt is 15.5 cm (6.1 in) long. It weighs 0.59 kg (1.3 lbs). Shiver appears completely white and lacks a guard and pommel. Its hilt is covered in white grip wrappings, and there is no discernible line that separates its sharp and dull sides. Slightly curved to its point. Effect/Function: Sharp weapon with the quality of C-Class. Using the hilt's blunt end is ill-advised, but possible. Sheathed in Peak. Usually used in Scevihk's left hand when fighting. If Shiver breaks beyond usage, the entire sword will turn to snow and disappear.
Name: Peak Class: C Description: A scabbard. ~61 cm (24 in) long. It weighs 0.37 kg (0.82 lbs). Completely white, no special details. Effect/Function: Blunt weapon with the quality of C-Class. Used to hold Shiver. Usually used in Scevihk's right hand when fighting, held in reverse-blade position (held in a way that can sheathe Shiver easily and quickly). If Peak breaks beyond usage, the entire scabbard will turn to snow and disappear.
Name: Hill't Class: C Description: A simple white hilt similar to Shiver's, lacking of a pommel and guard, and wrapped in white grip wrappings. 19.3 cm (7.6 in) long. It weighs 0.27 kg (0.6 lbs). Effect/Function: Blunt weapon with the quality of C-Class. If Hill't breaks beyond usage, the entire hilt will turn to snow and disappear.
Name: Clothing-Wear Class: C Description: Scevihk's default hoodie and pants. Effect/Function: Armor equivalent to C-Class quality wherever they cover.
"Snow is safe when settled, but only beautiful when disturbed."
Magic Magic Name: Tsurara Conjure Magic Type: Ice/Snow-Make Rank: 4 Magic Description: Mainly focused on the properties of snow, and then of ice, Scevihk can create stuff out of snow laced with ice and use them. Focuses on a mixture of utility and support, but is not entirely limited from offensive and defensive purposes either. As a snow stoat, directly causing a change of tide is out of his comfort zone. He prefers to shape Tsurara Conjure toward a more set-up based ideal, and has so far been able to create his own snow, a blade forged of ice and snow, and even his own core into a weapon.
Techniques: 16/18
Powder Drop - 4 Type: Support/Utility Range: Self; Stay within [Rank] x 20m; "Icebolt" distance [Rank] x 10m Effect:Passive: Able to withstand average-human-related temperatures on top of temperatures as low as 0 °C unhindered. Scevihk is naturally cold on the inside, but otherwise feels only slightly chilled to the touch on the outside in comparison to the average human. This passive will cease if the Active goes on duration, and will only go into effect again after the Active's cooldown has passed. Active: Onto his palm, Scevihk concentrates the cold he usually keeps pent up, as well as calling up snow and ice, into the shape of a regular octahedron (alternatively, square bipyramid) that is tinted white while ranging from light to dark blue at its core. From point to point, it is 3.3 cm (1.3 in) long. At this rank, Powder Drop can be given to one other person during its duration without breaking apart. On its own, Powder Drop has no effect while in this form other than feeling cold to the touch. Anyone holding Powder Drop will gain knowledge on how to activate its effect, which when activated sends out one bolt of ice forward in one direction that deals ice-elemental moderate damage. Powder Drop breaks down into snow and disappears after one usage. At any time during its duration, Scevihk can dispel Powder Drop. Powder Drop must stay within range of Scevihk, otherwise it will break down into snow and disappear. Duration: Up to 2 posts Cooldown: 4 posts
Cornicicle - 4 Type: Utility Range: Within [Rank] x 20m, Size [Rank] x .25m^3 Effect: Creates an cube block of cold white snow that does not exceed the dimensions of 1m x 1m x 1m anywhere on a platform within 5m. Cornicicle is to be considered as a C-Class quality construct that can be used for various purposes, such as a stepping stone, an obstacle placed in the middle of a street, or a physical shield to hide behind. Scevihk may also remove parts of the cube in order to carve out a statue by cutting it with Shiver or touching. However, any snow that is removed from Cornicicle's main body will automatically degrade and disappear. If Cornicicle is manually moved from where it was originally placed, it breaks down. Against magic, it can be counted as a Rank 4 shield and follows the guidelines of withstanding one r4, three r3, five r2, seven r1, or a reasonable combination before disappearing altogether. One r5 can be ablated, but any higher will destroy and pass through Cornicicle unhindered. The snow's main body can stop many weak strikes or a few moderate strikes before breaking apart (snow manually removed by Scevihk does not count). At any time during its duration, Scevihk can dispel Cornicicle. Cornicicle must stay within range of Scevihk, otherwise it will break down and disappear. Duration: Up to 2 posts Cooldown: 3 posts
Glacial Shard - 4 Type: Utility/Support Range: Create within [Rank] x 1m; Debuff Contact Effect: Creates a C-Class quality sword out of snow and ice for either himself or someone anywhere within range of creation. Glacial Shard's hilt is 19.3 cm (7.6 in) long, and its blade is 68.6 cm (27 in) long. It weighs 0.83 kg (1.83 lbs). It appears to be a larger version of Shiver in that it is entirely white. At any time during its duration, Scevihk can dispel the blade. Glacial Shard can not do any damage to anything living or magically constructed (with stats, like NPC, PC, or summons). If the blade would strike something of that description or their worn clothing/armor/etc., the blade will shatter into ice shards and be no longer usable. The target is then debuffed by 13 for both Power and Speed for 5 posts. Duration: Up to 3 posts for the blade, 5 additional posts for the debuff (if debuffed). Cooldown: 5 post
Wintry Rink - 4 Type: Utility/Support Range: 10m radius circle OR 20m long 1m wide pathway Effect: From an origin of any flattened surface/platform within 1m of Scevihk, Scevihk can create a 10 cm thick layer of ice outward in a circle or as a pathway. The origin or starting point must be placed on a surface, and there must be at least 1m length's worth of the same surface plane from the point of origin for this to work. From there, the ice would spread along the surface regardless of orientation as long as the ice is connected. This includes the ice creeping up walls in the way, for example, or around poles. It takes 25 Power worth to easily crack into the ice; more to break through it, while continuous pummeling of 20-24 Power will eventually break through as well. The ice will be created under (the feet of) living things / magical creations / PC or NPC things as if they weren't standing there. The ice acts as slippery ground, a reflective surface, cools the area, and other things like general ice. The temperature drop should be considered a natural cold as opposed to a magical interference. Duration: Up to 3 posts Cooldown: 5 posts
Nunbit (called forth from Mote)
Name:Nunbit Nickname: // Age: 4 months Height: ~15cm body, ~23cm with open mouth Weight: ~9kg Race: Magmas Spirit Class: C (temporary pet) ; from Laval Mote Owner:Meiyou
Appearance Physical Description: Small body, giant mouth. Nunbit is a mainly dusty orange-brown colored creature that utilizes its clamp-like jaw with four stable small, thick tortoise-like legs that keep its oval body close to the earth. It has no tail, but it can easily maneuver despite the size of its mouth making up roughly 3/5 of its body. It has wide beady eyes that seem to brighten when 'feeding', but will otherwise stay closed. The creature seems to carry a magmas aura when excited, albeit not strong enough to really notice even in the dark.
Picture: N/A
Personality Basically a baby, maybe a young child at oldest, Nunbit only prioritizes a few things in life. The top three of this list are as follows: food, being fed, and being full. It is a little spirit that loves being pampered through gouging, and will likewise return loyalty to the hand that dumps fodder onto it. Nunbit is intelligent enough to differentiate friend from foe, ally from enemy, benevolence from malice, but it acts through instinct more often than coherent thought.
Weaponry/Equipment Name: Myr Class: D Description: The entire head of the creature is both sturdy for its size and equipped with the necessary structure to give it its intense bite force without injuring itself. Effect/Function: D-Class weapon. It crushes and can be used alongside its magic.
Name: Mel Class: D Description: If pulverizing doesn't work, then these sharpened teeth that line the entirety of the jaw will tear for the little creature. The teeth are not visible when the mouth is closed... Effect/Function: D-Class weapon. It severs and can be used alongside its magic.
Name: Gon Class: D Description: A hardened body that is necessary to perform with its appetite. Effect/Function: D-Class armor. It protects and can be used alongside its magic.
Magic Magic Name: Torrential Incineration Magic Type: Destruction/'Consumption' (via burn) Rank: 4 Magic Description: Nunbit makes use of its inner temperature to empower its body to kindle material. It considers this action as a method of consumption, though really it is a spirit that doesn't require 'sustenance'. A variety of capabilities include setting inorganic or dead material aflame, creating a pit of searing smolders, and directly igniting something. Although fiery synonyms have been used, the offensive techniques should there be any would act and follow the 'explosive' properties as mentioned in the fire rules as opposed to actual burning.
Techniques: 4/12
Scorch - 4 Type: Utility Range: Touch Effect: For up to two posts, Nunbit is able to incinerate up to ~45kg worth of inorganic or dead (natural) material with its body, but only at most ~25kg per post. This can not affect living creatures (such as PCs or NPCs) or objects that have been temporarily created by magic (including constructs, other pets, etc.), and when interacting with items with a class can only affect C-Class or lower and only if those item(s) are not in use. Cooldown is 2 posts.
Magic Name: Inscribed Neutrality Magic Type: Single Summoning - Barrier Tier of Magic: 1 Rank: 9 Magic Description: As per the Single Summon rules, the summon stays present and follows the summoner until the former is “defeated”, which then can not be resummoned until 3 posts later at full health. If the summon is defeated, then the summoner will receive such a mental backlash that it'll leave them nearly incapable of reactions for the first post following the defeat but may regain their sense of self afterward. In this particular case, Rou and Kaku are two different personalities that are able to switch places between the bodies of the summoner(human) and the summon(serpent). When Rou is surfaced/maining as the summoner, Kaku resides in the summon's body, whose form will have yellow eyes. When Kaku is surfaced/maining as the summoner, Rou resides in the summon's body, whose form have red eyes. Note that, physically, only the color palettes of the bodies are changed whenever the two switch (the switch occurs via the summon's {Ourobos Ode} technique).
{{Inscribed Neutrality}} as a magic focuses on barriers. More specifically, the creation of keratin and chitin offered by the summon has been imbued with the neutralizing aspects of the summoner's raw magic, and together can form films and layers of rejection against the world and its environment. When cast, these barriers generally affect both the summoner and the summon, either allowing both to gain the shielding benefits and/or for the two to work in tandem, for example one of them blocking damage which would then transfer a positive effect to the other, or for effects to occur at the end of the barriers' durations. These effects and benefits can range from causing splash-like reaction to healing to even the more utility applications such as platform usage. However, many of these additional effects require its barrier to first successfully mitigate something. As well, {{Inscribed Neutrality}} does not offer any direct offense.
Rou and Kaku share their magic. However, the barriers they create do differ depending on who is maining as the summoner. Rou's barriers are created from the keratin side of the magic, which is designed to deal with physical attacks. Meanwhile, Kaku's barriers are created from the chitin side, which is designed to deal with magical attacks. {{Inscribed Neutrality}} has three base techniques: of course the technique for the summon, and then one base physical barrier and one base magical barrier, which can only be used by Rou and Kaku respectively. From there, augment-like techniques can be used by either Rou or Kaku, which also give additional effects or benefits to either of the used barriers. The base barriers are only usable when paired with one augment-like technique per cast. As such, the base barriers as a standalone have no duration or cooldown-- these are determined by each of the augment-like techniques.
An augment-like technique must be equal rank to its base barrier in order to be used (the base barrier may be used at a lower rank if necessary). Multiple barriers can be cast overlapping at the same time as many as there are augment-like techniques available. The barriers, when cast by the summoner, will only affect the summon if the summon is in range, but the summon can afterward leave the range with the barrier intact for that duration.
「Techniques:」 64/64 (32 + 32 bought)
Soar - 8 Type: Defensive Range: Self, Summon Effect: Usable only by Rou. A skin-tight transparent layer of keratin forms around both the summoner and the summon in order to reject outside forces. The summon needs to be within {Ouroboros Ode}'s range in order to be gain the benefits of the barrier when it is cast, but may afterwards leave the range. This barrier is able to neutralize or at least defend against physical attacks, impacts, and the like that come into contact. The count of what this barrier can affect is separate for both the summoner and the summon, and the cooldown of the barrier starts when either both barriers are exhausted or their duration ends whether deliberately or by running out. {Soar} can only be used paired with one same-rank technique from {{Inscribed Neutrality}} that augments it, and as such its duration and cooldown are determined by said technique. Every rank is instead able to partially ablate one higher rank's worth. Visual: The created scales and slit brille become most unmistakable in certain lighting or after being struck. Augment: Alternatively, this technique may be used to augment {Dive}. When {Dive} is augmented with this technique, those barriers gain this technique's effects: in addition to being able to stop magical attacks, it can also stop the appropriate amount of physical strikes before being exhausted.
RANK 1 2 3 4 5 6 7 8 9 10
EFF: _ PHYS STRIKE(S) BEFORE BEING EXH'D. can stop a weak strike can stop a few weak can stop some weak or a moderate can stop many weak or a few moderate can stop some moderate or a single strong can stop many moderate or a few strong can stop some strong or a single very strong can stop many strong or a few very strong can stop some very strong or an overwhelming can stop many very strong or a few overwhelming
Aug.D 1 1 2 2 3 3 4 5 6 7
Aug.C 2 2 2 2 1 1 1 1 1 1
Dive - 8 Type: Defensive Range: Self, Summon Effect: Usable only by Kaku. A skin-tight transparent layer of chitin forms around both the summoner and the summon in order to reject outside forces. The summon needs to be within {Ouroboros Ode}'s range in order to be gain the benefits of the barrier when it is cast, but may afterwards leave the range. This barrier is able to neutralize or at least defend against magical attacks, effects, and the like that come into contact. The count of what this barrier can affect is separate for both the summoner and the summon, and the cooldown of the barrier starts when either both barriers are exhausted or their duration ends whether deliberately or by running out. {Dive} can only be used paired with one same-rank technique from {{Inscribed Neutrality}} that augments it, and as such its duration and cooldown are determined by said technique. Every rank is instead able to partially ablate one higher rank's worth. Visual: The created scales and slit brille become most unmistakable in certain lighting or after being struck. Augment: Alternatively, this technique may be used to augment {Soar}. When {Soar} is augmented with this technique, those barriers gain this technique's effects: in addition to being able to stop physical attacks, it can also stop the appropriate amount of magic techniques before being exhausted.
RANK 1 2 3 4 5 6 7 8 9 10
EFF: _ MAGIC TECH(S) BEFORE BEING EXH'D. can stop one rank 1 magic technique can stop one rank 2, or three rank 1 can stop one rank 3, three rank 2, or five rank 1 can stop one rank 4, or three rank 3, etc. can stop one rank 5, or three rank 4, etc. can stop one rank 6, or three rank 5, etc. can stop one rank 7, or three rank 6, etc. can stop one rank 8, or three rank 7, etc. can stop one rank 9, or three rank 8, etc. can stop one rank 10, or three rank 9, etc.
Aug.D 1 1 2 2 3 3 4 5 6 7
Aug.C 2 2 2 2 1 1 1 1 1 1
Vitae - 8 Type: Support Range: Self, Summon. Augment: Must cast either {Soar} or {Dive} with this augment. When the barrier ends on a target, the residual scales invert into mending any wounds or recovering blood/bones that target may be currently suffering from, up to a severity depending on the rank. However, if the barrier had sustained at least a threshold of damage based on its rank, then the severity recovered increases. If the damage breaks through over the barrier, then the healing will occur after the damage is received.
Vitae Rank Progression
Current Rank
Rank 8: A moderate strike or Rank 4 equivalent threshold; 2 severe injuries (or equivalent 6 L of blood/"replacing a lost limb by holding the severed limb to the stump"), scaling down to 6 serious, 10 moderate, etc. ,,, Under threshold: 1 severe injury's worth. Duration: 3 post shield, 1 post for healing Cooldown: 2 posts
All Ranks
Rank 1: A weak strike or Rank 1 equivalent threshold; 1 superficial injury. Under threshold: no healing occurs. Duration: 1 post shield, 2 posts for healing Cooldown: 4 posts
Rank 2: A weak strike or Rank 2 equivalent threshold; 1 minor injury, scaling down to 3 superficial. Under threshold: 1 superficial injury. Duration: 1 post shield, 2 posts for healing Cooldown: 4 posts
Rank 3: A weak strike or Rank 3 equivalent threshold; 1 light injury, scaling down to 3 minor, 5 superficial. Under threshold: 1 minor injury's worth. Duration: 1 post shield, 2 posts for healing Cooldown: 4 posts
Rank 4: A weak strike or Rank 3 equivalent threshold; 1 moderate injury, scaling down to 3 light, 5 minor, etc. ,,, Under threshold: 1 light injury's worth. Duration: 2 post shield, 2 posts for healing Cooldown: 3 posts
Rank 5: A moderate strike or Rank 3 equivalent threshold; 1 serious injury (or equivalent 1 L of blood/a broken bone), scaling down to 3 moderate, 5 light, etc. ,,, Under threshold: 1 moderate injury's worth. Duration: 2 post shield, 2 posts for healing Cooldown: 3 posts
Rank 6: A moderate strike or Rank 3 equivalent threshold; 2 serious injuries (or equivalent 1 L of blood/a broken bone each), scaling down to 6 moderate, 10 light, etc. ,,, Under threshold: 1 serious injury's worth. Duration: 2 post shield, 2 posts for healing Cooldown: 3 posts
Rank 7: A moderate strike or Rank 4 equivalent threshold; 1 severe injury (or equivalent 3 L of blood), scaling down to 3 serious, 5 moderate, etc. ,,, Under threshold: 2 serious injuries' worth. Duration: 3 post shield, 2 posts for healing Cooldown: 2 posts
Rank 8: A moderate strike or Rank 4 equivalent threshold; 2 severe injuries (or equivalent 6 L of blood/"replacing a lost limb by holding the severed limb to the stump"), scaling down to 6 serious, 10 moderate, etc. ,,, Under threshold: 1 severe injury's worth. Duration: 3 post shield, 1 post for healing Cooldown: 2 posts
Razor - 8 Type: Support Range: Self, Summon. Augment: Must cast either {Soar} or {Dive} with this augment. When the barrier ends, and if that barrier has sustained at least a threshold of damage based on its rank, the target of each triggering barrier may choose a conic direction and then let loose the barrage of shards of scale caused by the barrier's disappearance. These shards will strike everything in their path to deal damage dependent on rank. It is possible for the damage to stack against any singular individual if both the summoner's and the summon's barriers meet the required threshold and manage to strike the same individuals.
Razor Progression
Current Rank
Rank 8: A moderate strike or Rank 4 equivalent threshold; causing critical wounds (r7 equivalent) within 50m. Duration: 3 posts Cooldown: 2 posts
All Ranks
Rank 1: A weak strike or Rank 1 equivalent threshold; causing a burst of glimmering scales that deal no wounds in 1m. Duration: 1 post Cooldown: 2 posts
Rank 2: A weak strike or Rank 2 equivalent threshold; causing superficial wounds (r1 equivalent) within 2m. Duration: 1 post Cooldown: 2 posts
Rank 3: A weak strike or Rank 3 equivalent threshold; causing minor wounds (r2 equivalent) within 2m. Duration: 1 post Cooldown: 2 posts
Rank 4: A weak strike or Rank 3 equivalent threshold; causing light wounds (r3 equivalent) within 5m. Duration: 1 post Cooldown: 2 posts
Rank 5: A moderate strike or Rank 3 equivalent threshold; causing moderate wounds (r4 equivalent) within 10m. Duration: 2 posts Cooldown: 2 posts
Rank 6: A moderate strike or Rank 3 equivalent threshold; causing serious wounds (r5 equivalent) within 20m. Duration: 2 posts Cooldown: 2 posts
Rank 7: A moderate strike or Rank 4 equivalent threshold; causing severe wounds (r6 equivalent) within 35m. Duration: 2 posts Cooldown: 2 posts
Rank 8: A moderate strike or Rank 4 equivalent threshold; causing critical wounds (r7 equivalent) within 50m. Duration: 3 posts Cooldown: 2 posts
Dais - 8 Type: Support Range: Self, Summon. Augment: Must cast either {Soar} or {Dive} with this augment. While a target is affected, they may exert the barrier additionally at certain surface areas of their body in order to reject against the air or the like. Doing this allows the target(s) to be able to move as if they are pushing off of solid platforms. The targets still need to make the motion of movement (walking, slithering, jumping, crawling, climbing, crashing, etc. it isn't floating), and there is a height and weight limit dependent on rank. It is noted that there is a risk the farther from ground the affected targets ascend by virtue of plummeting via gravity should their barrier be exhausted prematurely.
Dais Rank Progression
Current Rank
Rank 8: 250m height, target with their own equipment + 100kg. Duration: 4 posts Cooldown: 1 posts
All Ranks
Rank 1: 1m height, target with their own equipment only. Duration: 1 post Cooldown: 3 posts
Rank 2: 2m height, target with their own equipment only. Duration: 1 post Cooldown: 3 posts
Rank 3: 5m height, target with their own equipment only. Duration: 2 posts Cooldown: 3 posts
Rank 4: 10m height, target with their own equipment +5 kg. Duration: 2 posts Cooldown: 3 posts
Rank 5: 25m height, target with their own equipment + 25kg. Duration: 3 posts Cooldown: 2 posts
Rank 6: 50m height, target with their own equipment + 40kg. Duration: 3 posts Cooldown: 2 posts
Rank 7: 100m height, target with their own equipment + 75kg. Duration: 4 posts Cooldown: 2 posts
Rank 8: 250m height, target with their own equipment + 100kg. Duration: 4 posts Cooldown: 1 posts
Pulsar - 8 Type: Support Range: Self, Summon; 35m Augment: Must cast either {Soar} or {Dive} with this augment. The target of each barrier can choose whether or not to have the barrier block or be ignored by an incoming attack. If the barrier lasts its full duration, then the target of the triggering barrier may choose up to three different targets within range when the barrier ends. Those new targets are then affected by the base {Soar} or {Dive} barrier at -1 rank effectiveness for a new duration. Cooldown starts when all barriers created from this technique end.
Pulsar Progression
Current Rank
Rank 8: 35m within range; New targets are affected by the Rank 7 version of the respective {Soar} or {Dive} barrier. Duration: 1 post; 3 posts Cooldown: 2 posts
All Ranks
Rank 1: The secondary effect is not usable. Duration: 1 post Cooldown: 2 posts
Rank 2: 2m within range; New targets are affected by the Rank 1 version of the respective {Soar} or {Dive} barrier. Duration: 1 post; 1 post Cooldown: 2 posts
Rank 3: 3m within range; New targets are affected by the Rank 2 version of the respective {Soar} or {Dive} barrier. Duration: 1 post; 1 post Cooldown: 2 posts
Rank 4: 5m within range; New targets are affected by the Rank 3 version of the respective {Soar} or {Dive} barrier. Duration: 1 post; 1 post Cooldown: 2 posts
Rank 5: 10m within range; New targets are affected by the Rank 4 version of the respective {Soar} or {Dive} barrier. Duration: 1 post; 2 posts Cooldown: 2 posts
Rank 6: 15m within range; New targets are affected by the Rank 5 version of the respective {Soar} or {Dive} barrier. Duration: 1 post; 2 posts Cooldown: 2 posts
Rank 7: 20m within range; New targets are affected by the Rank 6 version of the respective {Soar} or {Dive} barrier. Duration: 1 post; 2 posts Cooldown: 2 posts
Rank 8: 35m within range; New targets are affected by the Rank 7 version of the respective {Soar} or {Dive} barrier. Duration: 1 post; 3 posts Cooldown: 2 posts
Attuned - 7 Type: Support Range: Self, Summon; 90m Augment: Must cast either {Soar} or {Dive} with this augment. When this barrier receives an attack, and if the other attuned barrier is within range, then both barrier targets will be alerted. In that instant, either may choose to transfer the damage mitigation to the other barrier as if the other barrier had been the one to receive the attack, leaving the initial barrier unaffected. If the attack is stronger than the barrier receiving the damage, then the remaining damage will also be transferred.
Attuned Progression
Current Rank
Rank 7: 90m from each other. Duration: 3 posts Cooldown: 1 post
All Ranks
Rank 1: 5m from each other. Duration: 1 post Cooldown: 2 posts
Rank 2: 10m from each other. Duration: 1 post Cooldown: 2 posts
Rank 3: 20m from each other. Duration: 2 posts Cooldown: 2 posts
Rank 4: 35m from each other. Duration: 2 posts Cooldown: 1 post
Rank 5: 50m from each other. Duration: 2 posts Cooldown: 1 posts
Rank 6: 75m from each other. Duration: 3 posts Cooldown: 1 posts
Rank 7: 90m from each other. Duration: 3 posts Cooldown: 1 post
Rank 8: 120m from each other. Duration: 4 posts Cooldown: 1 post
Rank 9: 150m from each other. Duration: 4 posts Cooldown: 1
Rank 10: 200m from each other. Duration: 4 posts Cooldown: 1 post
Inscriptive Id - 9 Type: Single Summon Range: -- Effect: Scroll down.
明記
Familiar Form Name: Mei Nickname: // Age: 11 years Height: 3 cm Weight: 0.6 kg =#ABAAA2
Familiar Description A 61cm long crystalline snake, Mei has no color but may appear silvery in regular lighting. There is nothing too spectacular about the creature compared to any other Earthland snake from a first glance. Originally, this body would have bled out color, but since this is a copy of what once was, the only thing that had been retained were its beginning traits. Beady hollow eyes dot the creature's head, as it slithers. The scales are keeled, and therefore do not give off a glossy sheen despite being crystalline.
Drive - ∞ Type: 'Supportive' Range: Self Effect: When Mei is present in its Familiar form, it can't mentally talk to the summoner or the single summon.
「Summon's Profile」
Class: S Size: 490x48x35 cm^3 lxwxh, 2.4m wing span (1.8m folded) Weight: 340 kg (260 kg without all fins)
銘記Physical Description
No longer imitating the common snake, Mei has evolved into a form that could survive both the depths and heights of the environment. Mei has retained its serpentine shape, but has forcefully grown in size and now dwarfs its previous form at a length of 490 cm. The rest of its proportions have followed as well, sitting at a width and height of 48 cm and 35 cm respectively. Its body is no longer clear nor colourless. The dorsal half is now saturated in cerulean while its ventral half veers toward teal. Beige frilled fins line both the upper and underbelly symmetrically, though their actual lengths vary in waves as necessary. Despite their position when Mei needs to slither along the ground, they can move along unhindering and unharmed. The tail also tips into a fin. Mei's head is now a threatening weapon, armored in ridges and rigid overlapping scales and protrusions. It has lost its detachable jaw, but it was replaced with a much stronger, sturdier maw. Topping these extreme changes are the pair of pectoral fins that act as 'wings', fin wings for short. These cartilaginous appendages can be comparative to a manta ray's, and span 200 cm in total.
Picture
Reference
Personality
Mei would call it ironic that of all the forms that the human could have copied into existence for Mei to be summoned in, it was the one that had caused everyone the most trouble. However, this only pertained to the familiar form. On the surface of the main body, either Kaku's or Rou's personality will be dominant. However, Mei, the snake's actual personality, still resides in the back of both their minds, and acts as the proof of their link to each other or coalesced in the familiar form. Mei was created as a vessel through crystalline reformation alongside studies behind the concept of summons. As such, Mei only had a year's worth of personality building before being used for the human. Still, the original vessel's persona watched the world through its owners eyes, and has grown a detached and condescending outlook towards humans' struggle to survive. When Mei had been dormant, these thoughts still sometimes leak through to whoever resides in the vessel at the time, who is usually Kaku. Kaku realized this during the first few years, but had opted to do nothing about it directly. Unknown to the humans was Mei's possessive inclination to them. They were the first to use the snake, and the snake was the first to help them. As such, after awakening, Mei has continued to be protective and territorial of its humans, openly so, even as much as to not mind that its original body had been entirely altered to fit their needs.
History
Mei, the name of the vessel, was created through crystalline reformation by members of and affiliated with Grimoire Heart in order to conduct more research on the concepts of summoning bonds. A year after Mei was created, Mei's purpose was fulfilled by a boy whose name was also pronounced 「Mei」. Ever since then, Mei had watched the world through their eyes as a subconscious entity whose wayward thoughts would sometimes leak through the mental barrier.
But now, ...
「xxは何かしら。知りたいの?」 ひっそり蛇は笑い出す。「馬鹿な事だ。」 "I wonder what xx is. Would you like to know?" Quietly, the snake laughs. "It's something foolish."
Weaponry
Name:Brick Class: S Description: Weighing in at 2 kg (4.4 lbs), this 90x60x200mm fired block is a mixture of compressed sands and clay, which has caused the block to adopt a dirty red-brown color. Gritty to the touch, but with no signs of crumbling any time soon, this brick had been used by a passionate mason, more specifically a bricklayer, once after its creation. The structure that this brick had been a part of had been continuously fortified by magic through decades, and although that structure has long since collapsed, some of its individual units have retained their heightened durability. This brick is one such unit. Effect/Function: A brick of S-class durability. Although it has no magical effect of its own, it can withstand strikes and magic much better than its ordinary counterparts (as an S-class normally can).
Brick(x1) Picture
Name:Laval Mote Class: B Description: The core of a particular Laval Sprite. On its own, this core appears to be a small, calm flame mote, flickering at an average of 6.35 cm (2.5 in) tall and 2.54 cm (1 in) wide. The core's base is pale yellow, and transitions through orange to light red the farther from the base. Effect/Function: See below.
Laval Mote/Akaneiro Pictures
Laval Mote Effect/Functions
• Floats 5mm from a lateral surface. Although the laval core looks like fire, it is only as warm as around 30 °C (86 °F). The base can be touched and prodded at like a solid, while its outer flickering tips are similar to upright cloth in its flexibility. The laval core shines as bright as a well-lit candle, but can only illuminate its inner body (can not be used to light up its surroundings, but can be seen from a reasonable distance).
• The essence of the laval core can be absorbed through ingestion by anything that stands under 61 cm (~24 in) height. If absorbed, the laval core allows its user to withstand natural/non-magically affected temperatures as low as 10 °C (50 °F) as if it were room temperature. The user may remove the laval core from their body back into its flame mote form by exiting it through the mouth. Absorbing or removing the core has a one post cooldown each.
• Akaneiro - 5 Type: Offensive Range: 50m Effect: Can only be used while absorbed. Sends a fireball-like projectile straight forward from the mouth of the user depending on the user's Accuracy Stat, capped at 40. The fireball can deal serious damage/wounds if taken full on. The fireball starts out 2.54 cm (1 in) wide and grows to a max of 12.7 cm (5 in) wide after traveling one meter. Akaneiro looks like a molten rock surrounded by and rocketing with a small trail of flames. Duration: 1 post Cooldown: 5 posts
Nunbit Briefing
In order to summon Nunbit, a user needs to be in contact with the Mote and focus on the particular spirit into existence. The spirit will then remain as long as permitted separate from the Mote. Nunbit: A magmas spirit whose existence could have been incubated from the prolonged storage of the Mote. It can be summoned for up to 7 posts once per thread. Please click the link or scroll up to view its profile.
Name:Fuunui (Foooo - nooey) Class: B Description: An olive-coloured marble-gem-like orb with an odd, black inscription carved inside that, in some other universe that actually had such a language, may read "wind". The orb is 4.7 cm (1.85 in) in diameter, and weighs about 113.5 g (0.25 lbs). Effect/Function: • On its own, Fuunui can be thrown with the quality of an impromptu blunt D-class projectile. It is also a simple marble that clacks around if it rolls into stuff. • Can be stored and be kept stored in an alternate storage dimension. Mei can bring out Fuunui by appearing to regurgitate the orb, with a one-post cooldown for storing/releasing.
Fuunui Picture
Name:Silvered Ash Class: S Description: Armor in the style of mail, plate, and skin for a serpentine creature. Molded specifically for Mei by Haiiro's own body and creation, it is fitted with consideration to the fins and horns lining and protruding from the body. Appearing like articulated plating, the substance matches along its ridged head, including partially sheathing the four frill-free cardinal horns. Separate pieces allow the creature to open its jaw unhindered. The frills lining the length of the fins' width are left alone, but a mail-like sheen reinforces the natural scales at and around the abdomen. The substance takes on a texture similar to a bodysuit to protect the ventral frills while also allowing movement should the creature ever become grounded. Moving toward the tail and away from the fins, the 'articulated plating' returns to the very tip of the flesh, leaving the frills and the tail cartilage exposed. For the fins, the bodysuit-textured steel-like constitution stretches over the fleshy masses without impeding its undulation. Most of the material has taken on a dulled metallic, darkened indigo when hardened. 75 kg. Function: S-Armor.
Effects
・Flux - R5 Haiiro had permitted the magic creating the armor to be tied to Mei's whim. Once per post, the wearer can choose to either call forth or dismiss the layer in or out of existence, with one post cooldown. Trading off for frequency, half of the armor's weight is considered part of the user when being worn for purposes of carrying capacity calculations. A small, silver band has been etched into the horn between the creature's eyes and is visible when the armor is not in use. ・Ovadeil - R9 The outline of multiple thick, transparent, 1m long magical spires jut forward immediately around the user. A similar outline of transparent, elongated horns also manifest pointing forward in front of the user. The user may then charge with [its Own Speed x 1.1 (or 110, whichever is greater] up to 30m in one direction. Any living creature in the 3m-wide path is speared through and will be dealt devastating wounds (R9). Any object is broken through if the user strong enough (Power) to have done so naturally. The user may be stopped prematurely by ramming into something(s), in which case R8 (lethal) damage is instead dealt upon the area of collision. Because the spires appear relatively far out around and in front of the user, anything holding onto the user post-anterior is unaffected by the spires (mount). Instantaneous duration; 2-post cooldown.
Name: “Natural Armor" Fin Wings Class: D Description: Alternatively 'Pectoral Fins', this pair of appendages certainly resemble that of a large ray or other aquatic creature's, except these particulars are more cartilaginous and are covered in thin scales. They are wide, extending from the entire second meter from Mei's head, and give the creature a 2m wingspan. The dorsal side shares color with the rest of the serpent's upper scales, but its ventral hue is more akin to the beige frill-like fins that line parallel to the spine and underbelly. Effect/Function: As these wings are more similar to fins rather than to feathered or filmed limbs, they can only fold away partially. Having no joints does allow them to lift and curve upwards to save lateral space. They can undulate if necessary for thrusts of propulsion. Aside from movement, they are fleshy yet rough and alone have D-Class durability.
reference for fins folding
Name:"Natural Weapon" Head Jaw Class: A Description: Chitinous and keratinous ridges and protrusions cover Mei's elongated head, with its majority in the form of forward horns and a beak-like tip around its maw. Where Mei's body is in constant movement, its jaw and head are the one rigid constant. Its overlapping covering and strengthened mouth have hardened with the loss of its fangs. Effect/Function: Crushes and pierces with the quality of a A-Class weapon.
Name: “Natural Armor" Scale Skin Class: A Description: Keeled scales cover Mei's entire body, including over the pectoral fins. Cerulean for the back while teal for the underbelly, these smooth coverings aren't too noticeable in dull lighting aside from on the head. The only gaps through these scales are for the frilled fins that line the body's upper and lower sides, though even then the hardened placoids leave nothing to slip through. Effect/Function: Protects Mei with the quality of A-Class armor.
Skills & Disciplines
~ Human Tongue ~ Whoever occupies the summon can still speak the human language vocally. ~ Serpent Locomotion ~ Whoever occupies the summon has the knowledge to move around like a serpent could.
Magic Name: Neutrality Inscribed Magic Type: SSm - Barrier Rank: 3 Magic Description: Mei's original purpose was to be used as the recipient of another's magic bond. Being bonded to Meiyou, Mei has been able to simultaneously enhance, divert, and concentrate the human's raw magic into a bearable and usable form. While it was the human's magic that molded the end result of their shared capabilities toward rejection and neutralization via barriers, Mei's existence as the conduit and outlet is the reason why said barriers have taken the shape of keratin and chitin growth from the once-crystalline serpent's body. And now that Mei is conscious, the territorial entity actively assists whoever is using its body at the time with regulation and direction of their magic.
Despite being the one keeping Meiyou's magic in check, and by extension continue to tie Kaku's and Rou's personalities between the bodies, Mei as the summon is unable to directly cast its own barriers the same way. Instead, Mei focuses on being the recipient of their magic usage and even leakage with how little control the human has. Mei can also act as a messenger between the summoner and the summon from within their linked minds and affect how their barriers cast. Later on, Mei may also begin to make use of its new body as the byproduct from the two's desires that had transformed it in the first place, such as being able to survive the varying pressures of depth and height by rejecting it altogether for one example.
Just as the summoner has their two base techniques {Soar} and {Dive}, the summon also has its own pair of necessary techniques that work alongside the summoner. {Ouroboros Ode} and {Ophidian Origin} are what allow the summoner's barriers both in and out of use to leak from the summon and determines the outlined silhouette, which is the slight difference from the summoner whose casts are skin-tight. Another difference between the two is that while the summoner's magic is designed to be shared with the summon, this phenomenon is one-way and most of the summon's extra abilities are sole to the summon. Similarly though is that {{Neutrality Inscribed}} does not offer any direct offense.
Techniques: 12/18 (16 + 0 from summoner)
Ouroboros Ode - 3 Type: Support Range: 25m from summoner; Self Effect: Passively, this technique allows the summon to be the additional target of {Soar} and {Dive} when either are cast within 25m. Through contact or by closely encircling the summoner, the summon switches its mind with the others' body. The summon's eyes change colors accordingly, and the features of the summoner change appropriately to whoever will now be occupying the human body. This transition can only be started if neither the summon nor the summoner are affected by either {Soar} or {Dive}. The transition is quick (within the post), but during those few moments both summon and summoner fall unconscious until the switch finishes. It is possible though risky to use this during combat. Putting this active on cooldown will not affect the passive. Duration: Passive; Until used again. Cooldown: 1 post
Ophidian Origin - 3 Type: Support Range: 15m from summoner; Self Effect: Passively, by being both the conduit and the outlet of the summoner's rejection magic, the summon is constantly emitting a transparent aura about 5cm out that lines its body. By itself, this aura has no effect when interacting with anything, but it does enable the summon to choose to levitate and move as normal anywhere within 15m of the summoner by rejecting the immediate air/water/environmental pressure as if they were solid. Being positioned any farther will weaken the aura and ground-bind the summon as regular. This levitation only works for the summon and its equipment, and may not be used to carry anything else. When the summon is targeted by the barriers {Soar} or {Dive}, this aura is what takes on the properties of the targeting barriers and visually gains enough opacity to become visible with a scaled pattern. Alternatively, the summon may condense this entirety within its body, shoving the pressure under figurative lock and key, which will result in losing this aura, losing its 'Fin Wings', and shrinking down to 1/4 its regular size and 1/8 its weight. While in this smaller form, the summon may not be affected by either {Soar} or {Dive}. Putting this active on cooldown will not affect the passive. Duration: Passive; Until used again. Cooldown: 1 post
Ultima - 3 Type: Support Range: Summoner within 15m Effect: Mei forcibly opens up the pathways that litter their combined framework of magic, allowing the summoner the option to choose to cast {Soar} or {Dive}, whichever the current summoner is normally restricted from. At this rank, the summoner is allowed two usages, and the cooldown starts when the used technique(s) go on cooldown first. Duration: 2 posts Cooldown: 2 posts
Echo - 3 Type: Support Range: Summoner within 30m Effect: Mei delves deeper into the core of everyone's links and becomes able to whisper to whoever is occupying the summoner's bodies, and may thus manually act as a method of mental communication between the summon and summoner since they may communicate back with Mei. At later ranks, this communication may become passive. Duration: 3 posts Cooldown: 1 post
•Earn ;; Jewels from Sources 47,820,000 Old bonusable + ;; = vv bonusable •Earn :: Bonus from vv bonusable [MATH]: (82,970,000) Old Earned + ;; = xx New Earned xx + :: + 1,770,000 xfers/loans = yy Total yy Total - 87,150,000 old Expenditure - ?? new Expenditure = zz Current
Name:Womb 31,000,000 Jewels Total Class: A Description: A sword, twin of Whorl.
Name:Whorl Class: A Description: A sword, twin of Womb.
Womb/Whorl shared Description
The entirety is 101 cm (~40 in) long, with the blade at 79 cm (~31 in) and the hilt at 22 cm (~8.7 in). The blade is shaped like a sheepsfoot blade, as if inverted from a regular katana (for example). This is intentional. The blade is 6.4 cm (~2.5 in) wide, with the edge portion wider than the back. The edge portion is white, while the back is black. Although deceptively coloured as it is, the tip is blunt. Starting from the (nonexistent pommel) end, the gray hilt has a slight concave curve and has nine thin grip lines. The shape is meant to better support a one-hand hold, with the hand more toward the hilt regardless of which side of the sword is used. The guard of the sword is only extended on the edge-side, and points outward like a semi-circle. The "cut" of the semi-circle curves into a right-trapezoid once it reaches the back of the blade line, and then straightens out back to the hilt on the angle. On the back-end of the guard is a small, snake-eye-looking half-ring attached parallel to the guard. Also parallel to the blade and protruding from the back-end of the guard is a 3 cm long hardened cloth that can not be moved. However, the rest of the silvery cloth, 16 cm (~6.3 in) long is flexible and either used to tie to the half-ring or be left hanging. Weighs 1 kg (2.2 lbs).
Womb/Whorl shared Picture
Womb/Whorl shared Effects/Functions
Preferably not used to stab, this sword is mainly used to cut, slash, and hack away when in use, while being relatively safe to leave dragging around due to its shape. The blunt side can also be used, since the hilt allows either side to be held comfortably. The one-sided pointed guard is used to keep other blades/weapons from sliding into the hilt, and the cloth is used to tie to the half-ring in order to secure the sword somewhat conveniently hanging in place. Quality of A-Class.
Womb's Own Effect
E エ - 7 Type: Support Range: Read Effect. Effect: Thin, white circles glow in no particular pattern on the blade's black edge. Up to three times within two posts, the sword can, from any part of the blade, release a 1 cm wide white orb that floats in place. Anything within a 5 cm radius of the orb will visually appear to have a distorted quality (air too). If magic passes through the 1 cm orb, a 1 m wide darkened sphere will expand and the white orb distortion will turn into a pure black core. This triggered change will appear to absorb the other magic and any subsequent passing magic up to a total TP count of 7 (Rank 7 equiv) across all three spheres, anymore and the sphere(s) will collapse into itself and disappear. If any magic passes through while also pushing passed the absorption maximum, then that magic is ablated while destroying that individual orb. However, any rank 8+ will simply destroy them. If any living creature passes through the either a white orb or black sphere, then they will be inflicted with mental damage equal to however much magic had been absorbed altogether, with the minimum as a Rank 3 attack. After inflicting any damage, the individual orb/sphere will disappear. If a white orb is released after a previous sphere had already absorbed magic, then the orb will be considered already having absorbed that amount of magic to a max of 7. Once 7 TP's worth damage is dealt, all orb/sphere will fade and start cd. Non-magic non-living things will pass through these spheres with no hindrance (items with magic will pass UNLESS they are made through a tech). Ex. If a sword is affected by magical fire, the fire would be absorbed but the sword would be undamaged. Duration: 2 posts (per individual sphere) Cooldown: 4 posts (after last sphere is down)
Whorl's Own Effect
Go ゴ - 7 Type: Support Range: Read Effect. Effect: Eight thin, white lines glow in no particular pattern on the blade's black edge. Thrust once in any direction, and the lines erratically extend out forward to outline a cylindrical range of 7m long 1m diameter, the length starting from tip end of the sword, until the white lines meet, converge, and slightly fade at the end's circle edge. Then, on command and with a pulling motion of the sword, eight crystal-like flat white-blue lightning bolts will grow in a radial symmetry from that faded white circle of the cylindrical range. These bolts spiral toward the origin end of the cylindrical range while still outlining the cylindrical range. These lines-to-bolts are only aesthetics to portray the area being affected (the area can not be changed once set). Anything that moves into or is still within the cylindrical range when the bolts return may be pulled along quickly. A strength of 100 (or 450kg) is needed to be completely unaffected by the pull unless they allow it. A minimum strength of 75 is needed to resist the pull with effort (the amount of effort lessens the higher their strength stat). Anyone with less than 75 strength will be pulled along (the lower their strength stat, the less control they will have when being moved). Anyone with less than 40 strength will be helplessly unable to control their orientation while being violently pulled. Anything pulled will be deposited at most 3m from their starting point, at which point the pulling motion stops once their end is reached. However, anyone with less than 25 strength will be thrown with no distance limit until the end. Player Characters (PC) will have an innate 20 strength resistance on top of their own strength. Duration: 2 posts Cooldown: 4 posts
misc coding stuff
Rough List of Thread Stories in Chronological Order
•」 Creating a Timeline spoiler after the Sources spoiler to roughly organize chronologically.
Name:Womb 300k Class: C Description: A sword, twin of Whorl.
Name:Whorl 300k Class: C Description: A sword, twin of Womb.
Womb/Whorl shared Description
The entirety is 101 cm (~40 in) long, with the blade at 79 cm (~31 in) and the hilt at 22 cm (~8.7 in). The blade is shaped like a sheepsfoot blade, as if inverted from a regular katana (for example). This is intentional. The blade is 6.4 cm (~2.5 in) wide, with the edge portion wider than the back. The edge portion is white, while the back is black. Although deceptively coloured as it is, the tip is blunt. Starting from the (nonexistent pommel) end, the gray hilt has a slight concave curve and has nine thin grip lines. The shape is meant to better support a one-hand hold, with the hand more toward the hilt regardless of which side of the sword is used. The guard of the sword is only extended on the edge-side, and points outward like a semi-circle. The "cut" of the semi-circle curves into a right-trapezoid once it reaches the back of the blade line, and then straightens out back to the hilt on the angle. On the back-end of the guard is a small, snake-eye-looking half-ring attached parallel to the guard. Also parallel to the blade and protruding from the back-end of the guard is a 3 cm long hardened cloth that can not be moved. However, the rest of the silvery cloth, 16 cm (~6.3 in) long is flexible and either used to tie to the half-ring or be left hanging. Weighs 1 kg (2.2 lbs).
Womb/Whorl shared Picture
Womb/Whorl shared Effects/Functions
Lacking the ability to stab effectively, this sword is mainly used to cut, slash, and hack away when in use, while being relatively safe to leave dragging around due to its shape. The blunt side can also be used, since the hilt allows either side to be held comfortably. The one-sided pointed guard is used to keep other blades/weapons from sliding into the hilt, and the cloth is used to tie to the half-ring in order to secure the sword somewhat conveniently hanging in place. Quality of C-Class.
Name:Whine 500k Class: C Description: A walloon sword, which is a type of basket-hilted sword. ~109 cm (~43 in) in full length. The hilt takes up roughly 16 cm (6.2 in), with the pear-shaped pommel at nearly 3 cm (1.15 in) and the guard nearly 2 cm (.7 in) in terms of sword length. The guard, like all walloon swords, is a basket-hilt with a singular "handle" that protects the hand. On the opposite side of the "handle" is a simple comma curve that points toward the blade. The blade has a fuller, 16 cm (6.3 in) from the hilt, but lacks a chappe. Aside from the basket hilt, the blade is symmetrical and double-edged. Ash gray in color, with only its grip a slight shade darker. Effect/Function: Designed to be used while mounted (cavalry). Performs as well as how any other such sword would be assumed to perform, what with the slashing and stabbing and being a nuisance. Quality of C-Class.
Whine Picture #1
Whine Picture #2
Name:Vvveiler (vai - lahr) 8m Class: B Description: A pendant that may hang from a necklace, 9 cm (3.5 in) long and 3.5 cm (~1.37 in) at its widest. Arguably a mixture of the symbols of Caduceus and the Rod of Asclepius, the pendant appears as two green snakes looping with some distance in S-formation laterally around a rod, with each snake switching "sides" four times until their heads face each other at the base of the rod's bulbous tip. The rod is a dull gray, and lessens in width the closer to the snakes' tails it approaches. There are holes that go through the snakes' head and the base of the rod's bulbous tip for the necklace. Effect/Function: See Below.
Vvveiler Picture
Vvveiler Effect/Function
Allows storage and retrieval of only the swords Womb, Whorl, and Whine to and from an alternate pocket dimension, with Womb and Whorl portrayed as the snakes and Whine as the rod. One action, either retrieval or storage, may be done once per post, and affecting only one sword per said post. When any sword is retrieved, their corresponding section of the pendant disappears. Likewise, when any sword is stored, their corresponding section reappears. The sword(s) will appear in the pendant's wearer's hand when retrieved, and the swords can only be stored if held.
Name:Shiny Charm 7m Class: B Description: A symmetrical four-pointed star pendant that hangs from a glacier blue chord like an x. Ice blue in color, this pendant is 5.2 cm (2.05 in) from tip to tip. Atop and below the star pendant are two lime green circular beads, and a matching glacier blue tassle hangs from the bottom bead. The chord itself changes length depending on the creature it is being used on, as well as when its effect is activated. At rest however, it is 2m long. Effect/Function: See Below.
Shiny Charm Picture
Shiny Charm Effect/Function
Shiny Charm, when tied around on a "shiny" creature of anything from the Pokemon genus, can shrink their size down to teddy-bear plush size (around maximum 60.69 cm {24 in} tall/wide to minimum 30.48 cm {12 in} tall/wide). Shiny Charm's chord will adjust itself to fit snuggly to the creature's neck or wherever it's hanging around during the transformation.
When this occurs, the creature is engulfed in a sparkly yellow-white glow as they change size. All of said creature's Equipment is rendered as useless as E-Class, and they are unable to use any magic if they have any. They can still function normally, such as traveling, eating, 'talking', peeing, etc. When Shiny Charm is removed, the same sparkly yellow-white glow will engulf the creature to return it to its natural size. It takes 1 post for either transformation, starting a few moments delayed from when the pendant is attached or removed respectfully. The creature can not move or do anything during transformation.
Any combative disturbance will disrupt the shrinking process. If the process is disturbed, Shiny Charm will simply lose its glow, the creature will stay at its normal size, and the cooldown will initiate. The cooldown is 3 posts after resizing, and the duration is however long the pendant is kept tied.
Shiny Charm itself, the chord, beads, pendant, and tassle, have the sturdiness of B-class. If the chord is cut while being active, the creature will be forced to resize. The chord can still be reused later on, as long as it can be tied around the creature's whatever (and be able to hang at rest). When not in use, whoever's in charge of their creature companion/pet (and therefore, in original possession of Shiny Charm) can bundle the chord up, pendant and all, and storage Shiny Charm somewhere like their pockets or whatever.
(人・∀・*)
Name: [url=LINK]NAME[/url] PRICEm Class: Description: HNNEH? Effect/Function: See Below.
明記 めいき 銘記 めいき 寐鼬 メイヨウ 寐 - Mei5 (Sleeping) 鼬 - You5 (Weasel - Specifically, referring to the Siberian Weasel.) " - Gale ^ kolonok
cc
Consumption Corrode - Rank Type: Support Range: Contact Effect: Usable only by Kaku. There are two parts to this tech: Kaku can make quick contact with items with his fangs and teeth in order to have a vague idea on the durability (class) of the item. Contact starts the duration. Then, C.C. acid can begin to pool behind the mandibles and throughout his tract. at any time during the duration. Kaku can dislocate his jaw large enough to accommodate for anything up to a width/height of 0.3 m (~1 ft), while length does not matter. "Swallowing" items into this acid will destroy the items, or weaken/deform the item if the item was removed before its entirety could be "swallowed". The item-class-sensory aspect of this tech can only tell Kaku if his acid will be strong enough to affect the items, how effective the acid will be, or if the items will be immune, but not the exact qualities of the items. Can not affect anything "living", including the flesh of characters and pets (can affect a Temporary Pet's item from which it's summoned, if applicable). It is best to disarm the item or keep it stationary if trying to "swallow" it. Only one item can be "consumed" per post.
Consumption Corrode Rank Progression
Rank 1: Can recognize up to E-Class to be affected. Can destroy up to one E-Class item if "swallowed", with a 2m length limit. Provides protection on the inside from E-Class items. Duration: 1 post Cooldown: 5 posts
Rank 2: Can recognize up to D-Class to be affected. Can destroy up to three E-Class items if "swallowed", with a 2m length limit. Discolors one D-Class wherever it touched the acid, before spitting it back out. Provides protection on the inside from D-Class items. Duration: 1 posts Cooldown: 5 posts
Rank 3: Can recognize up to D-Class to be affected. Can destroy up to one D-Class and five of E-Class items if "swallowed", with a 2m length limit. Provides protection on the inside from D-Class items. Duration: 1 posts Cooldown: 4 posts
Rank 4: Can recognize up to C-Class to be affected. Can destroy up to three D-Class and any amount of E-Class items if "swallowed", with a 2m length limit. Discolors one C-Class wherever it touched the acid, before spitting it back out. Provides protection on the inside from C-Class items. Duration: 2 posts Cooldown: 4 posts
Rank 5: Can recognize up to C-Class to be affected. Can destroy up to one C-Class, five D-Class, and any amount of E-Class items if "swallowed". Provides protection on the inside from C-Class items. Duration: 2 posts Cooldown: 3 posts
Rank 6: Can recognize up to B-Class to be affected. Can destroy up to three C-Class, any amount of D-Class, and any amount of E-Class items if "swallowed". Discolors one B-Class wherever it touched the acid, before spitting it back out. Provides protection on the inside from B-Class items. Duration: 2 posts Cooldown: 3 posts
Rank 7: Can recognize up to B-Class to be affected. Can destroy up to one B-Class, up to five C-Class, any amount of D-Class, and any amount of E-Class items if "swallowed". Provides protection on the inside from B-Class items. Duration: 3 posts Cooldown: 2 posts
Rank 8: Can recognize up to A-Class to be affected. Can destroy up to three B-Class, any amount of C-Class, any amount of D-Class, and any amount of E-Class items if "swallowed". Discolors one A-Class wherever it touched the acid, before spitting it back out. Provides protection on the inside from A-Class items. Duration: 3 posts Cooldown: 2 post
Rank 9: Can recognize up to A-Class to be affected. Can destroy up to one A-Class, any amount of B-Class, any amount of C-Class, any amount of D-Class, and any amount of E-Class items if "swallowed". Provides protection on the inside from A-Class items. Duration: 3 posts Cooldown: 1 post
Rank 10: Can recognize up to S-Class to be affected. Can destroy up to three A-Class, any amount of B-Class, any amount of C-Class, any amount of D-Class, and any amount of E-Class items if "swallowed". Discolors one S-Class wherever it touched the acid, before spitting it back out. Provides protection on the inside from S-Class items. Duration: 4 posts Cooldown: 1 post
ff
Focus Fangs - 1 Type: Support Exchange Range: Self; Bite the summoner with teeth (not fangs) Effect: Can be used by either. Lowers the class of the summon's "Natural Weapon" Fangs equipment by a number of degrees depending on rank for a duration. Immediately then, the taken degrees can be given to the summoner as a "Natural Weapon" in the form of strengthening and sharpening their digits' skin and nails. For this tech, E-class is considered as non-equipment items, and the degree of Natural Fangs can not be lowered under E-class. For example: Natural Fangs at B-class may be lowered 2 times to become D-class (B → C → D). Then, the summoner can gain C-class Focus Fangs (E → D → C). However, Natural Fangs at B-class could not be lowered more than 3 times (B → E is 3 times max). The summon does not need to stay in range for the duration. The weapon of the summon is reverted only when the tech is ready to be cast again.
Focus Fangs Rank Progression
Current Rank
Rank 1: Lowers the class of "Natural Weapon" Fangs one time. The summoner can then gain D-Class "Natural Weapon" Focus Fangs: The skin between the tips and 2nd joints of the fingers and toes appear slightly veiny as if flexed. The fingernails become sharpened and extend 0.5 cm when measured from the finger tips. Both the skin and nails mentioned have durability of D-Class, and the latter can be used to pierce, rake, scratch, etc. as per the norm. Duration: 2 posts Cooldown: 3 posts
All Ranks
Rank 1: Lowers the class of "Natural Weapon" Fangs one time. The summoner can then gain D-Class "Natural Weapon" Focus Fangs: The skin between the tips and 2nd joints of the fingers and toes appear slightly veiny as if flexed. The fingernails become sharpened and extend 0.5 cm when measured from the finger tips. Both the skin and nails mentioned have durability of D-Class, and the latter can be used to pierce, rake, scratch, etc. as per the norm. Duration: 2 posts Cooldown: 3 posts
Rank 2: Lowers the class of "Natural Weapon" Fangs one time. The summoner can then gain D-Class "Natural Weapon" Focus Fangs: The skin between the tips and 2nd joints of the fingers and toes appear slightly veiny as if flexed. The fingernails become sharpened and extend 1 cm when measured from the finger tips. Both the skin and nails mentioned have durability of D-Class, and the latter can be used to pierce, rake, scratch, etc. as per the norm. Duration: 4 posts Cooldown: 2 posts
Rank 3: Lowers the class of "Natural Weapon" Fangs two times. The summoner can then gain C-Class "Natural Weapon" Focus Fangs: The skin between the tips and 2nd joints of the fingers and toes appear slightly veiny as if flexed. The fingernails become sharpened and extend 0.5 cm when measured from the finger tips. Both the skin and nails mentioned have durability of C-Class, and the latter can be used to pierce, rake, scratch, etc. as per the norm. Duration: 2 posts Cooldown: 3 posts
Rank 4: Lowers the class of "Natural Weapon" Fangs two times. The summoner can then gain C-Class "Natural Weapon" Focus Fangs: The skin between the tips and 2nd joints of the fingers and toes appear slightly veiny as if flexed. The fingernails become sharpened and extend 1 cm when measured from the finger tips. Both the skin and nails mentioned have durability of C-Class, and the latter can be used to pierce, rake, scratch, etc. as per the norm. Duration: 4 posts Cooldown: 2 posts
Rank 5: Lowers the class of "Natural Weapon" Fangs three times. The summoner can then gain B-Class "Natural Weapon" Focus Fangs: The skin between the tips and 2nd joints of the fingers and toes appear slightly veiny as if flexed. The fingernails become sharpened and extend 0.5 cm when measured from the finger tips. Both the skin and nails mentioned have durability of B-Class, and the latter can be used to pierce, rake, scratch, etc. as per the norm. Duration: 2 posts Cooldown: 3 posts
Rank 6: Lowers the class of "Natural Weapon" Fangs three times. The summoner can then gain B-Class "Natural Weapon" Focus Fangs: The skin between the tips and 2nd joints of the fingers and toes appear slightly veiny as if flexed. The fingernails become sharpened and extend 1 cm when measured from the finger tips. Both the skin and nails mentioned have durability of B-Class, and the latter can be used to pierce, rake, scratch, etc. as per the norm. Duration: 4 posts Cooldown: 2 posts
Rank 7: Lowers the class of "Natural Weapon" Fangs four times. The summoner can then gain A-Class "Natural Weapon" Focus Fangs: The skin between the tips and 2nd joints of the fingers and toes appear slightly veiny as if flexed. The fingernails become sharpened and extend 0.5 cm when measured from the finger tips. Both the skin and nails mentioned have durability of A-Class, and the latter can be used to pierce, rake, scratch, etc. as per the norm. Duration: 2 posts Cooldown: 3 posts
Rank 8: Lowers the class of "Natural Weapon" Fangs four times. The summoner can then gain A-Class "Natural Weapon" Focus Fangs: The skin between the tips and 2nd joints of the fingers and toes appear slightly veiny as if flexed. The fingernails become sharpened and extend 1 cm when measured from the finger tips. Both the skin and nails mentioned have durability of A-Class, and the latter can be used to pierce, rake, scratch, etc. as per the norm. Duration: 4 posts Cooldown: 2 posts
Rank 9: Lowers the class of "Natural Weapon" Fangs five times. The summoner can then gain S-Class "Natural Weapon" Focus Fangs The skin between the tips and 2nd joints of the fingers and toes appear slightly veiny as if flexed. The fingernails become sharpened and extend 0.5 cm when measured from the finger tips. Both the skin and nails mentioned have durability of S-Class, and the latter can be used to pierce, rake, scratch, etc. as per the norm. Duration: 2 posts Cooldown: 3 posts
Rank 10: Lowers the class of "Natural Weapon" Fangs five times. The summoner can then gain S-Class "Natural Weapon" Focus Fangs: The skin between the tips and 2nd joints of the fingers and toes appear slightly veiny as if flexed. The fingernails become sharpened and extend 1 cm when measured from the finger tips. Both the skin and nails mentioned have durability of S-Class, and the latter can be used to pierce, rake, scratch, etc. as per the norm. Duration: 4 posts Cooldown: 2 posts
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Perceive Pulse - 5 Type: Support Range: See Ranks Effect: Usable only by Meirou. Allows Meirou to perceive, 'read', and translate vibrations that his body picks up in order to orient himself to his environment, especially if his other senses have been impaired. Grants him a colorless second view of the world through the vibrations he feels by contact. Vibrations can be created and perceived by any displacement within range, as long as Meirou is connected to the source through anything physical. This includes along/through the ground, interior walls of a confinement, holding onto rope, etc. If something is airborne, Meirou can not detect its vibrations with Perceive Pulse. Also, Meirou can not create his own vibrations, so anything completely immobile can not be detected by Perceive Pulse without interference. At lower ranks, he is limited to surface vibrations only, but gain access to vibrations that move through objects/mass later on. Even though he can perceive all the vibrations, he can only pay attention to as much as his concentration allows him, similar to how sight works. Clothing or anything else directly worn do not impede the reception of vibrations. *Each rank adds onto what the previous ranks allow to be translatable, using the current rank's range.
Perceive Pulse Rank Progression
Current Rank
Rank 5: Please read All Ranks up to Rank 5.
All Ranks
Rank 1: Can translate that there is something within 3m range that has moved/is moving along the surface. Duration: 1 post Cooldown: 2 posts
Rank 2: Can translate the vague outline of anything within 6m range that has moved/is moving along the surface. Duration: 1 posts Cooldown: 2 posts
Rank 3: Can translate the surface differences between anything and the user within 9m range that has moved/is moving along the surface. Duration: 2 posts Cooldown: 2 posts
Rank 4: Can translate the general movement direction of anything within 12m range that has moved/is moving in/will most likely continue to be moving in (the last one is mostly based on the user's deductive abilities) along the surface. Duration: 2 posts Cooldown: 1 posts
Rank 5: Can translate moderate movements of anything within 15m range while it's stationary (extremely obvious heavy breathing, major upper body movement) along the surface. Can translate that there are vibrations traveling through a thing 2m thick (if someone banged a wall from another side). Duration: 3 posts Cooldown: 1 posts
Rank 6: Can translate more accurate movements of anything within 16m range while it's stationary along the surface (head nodding). Can translate vague outlines of anything within a thing through which vibrations are being sent through, 4m thick. Duration: 3 posts Cooldown: 1 posts
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Toss Timbre - 5 Type: Support Range: Read Effect Effect: Usable only by Rou. Emits a series of noise that sound like air bubbles popping at various pitches that Rou can differentiate. Toss Timbre can be heard normally by anything within a range of ([Rank]/3)m rounded up, and can be blocked normally (effectively covering ears, much louder environment). However, the immediate Effects will only affect targets within contact and of Rou's choice. Rou must be able to focus on his target(s) in order to assign different pitches to them, but the targets themselves only need to be in contact to be affected (the sound is just aesthetics). Dispels sensory illusions/disorientation that have been placed on or are affecting the target(s) to various degrees depending on rank throughout the duration. What is defined as a "sense" for Toss Timbre is encompassed under: Vision, Hearing, Smell, Taste, Touch, Navigation, and Conversation. Navigation deals with one's spatial perception and awareness of the immediate vicinity. Conversation deals with the ability to comprehend and access language. Toss Timbre may also alert the targets that their other senses are still being affected if unable to be dispelled. Aside from Toss Timbre's immediate effects, it may arguably sound like Morse Code. Or little farts. Alternatively named Toot Toot.
Toss Timbre Rank Progression
Current Rank
Rank 5: Can dispel one r5, or two lower sensory techniques placed on both himself and one other target, and may alert that their other senses are still being affected by any same rank or lower technique. Can also reorient himself and two other target's sense of balance from a degree akin to free-fall tumbling, extreme knock back/displacements, extreme changes in lighting, or being momentarily dazed/stunned. Against a r6 technique, Toss Timbre can cause the targets to realize that they are being affected. Duration: Up to 2 posts Cooldown: 3 posts
All Ranks
Rank 1: Can dispel one r1 sensory technique placed on both himself and one more target. Can also reorient himself and one more target's sense of balance from a degree akin to lost footing, shifted weight, or changes in lighting. Duration: Up to 2 posts Cooldown: 4 posts
Rank 2: Can dispel one r2 or lower sensory technique placed on both himself and one other target, and may alert that their other senses are still being affected by any same rank or lower technique. Can also reorient himself and one other target's sense of balance from a degree akin to stumbling, small displacements, or rapid changes in lighting. Duration: Up to 2 posts Cooldown: 4 posts
Rank 3: Can dispel one r3, or two lower sensory techniques placed on both himself and one other target, and may alert that their other senses are still being affected by any same rank or lower technique. Can also reorient himself and one other target's sense of balance from a degree akin to falling, short knock back/displacements, or sudden changes in lighting. Duration: Up to 2 posts Cooldown: 4 posts
Rank 4: Can dispel one r4, or two lower sensory techniques placed on both himself and one other target, and may alert that their other senses are still being affected by any same rank or lower technique. Can also reorient himself and two other target's sense of balance from a degree akin to tumbling, far knock back/displacements, or extreme changes in lighting. Duration: Up to 2 posts Cooldown: 3 posts
Rank 5: Can dispel one r5, or two lower sensory techniques placed on both himself and one other target, and may alert that their other senses are still being affected by any same rank or lower technique. Can also reorient himself and two other target's sense of balance from a degree akin to free-fall tumbling, extreme knock back/displacements, extreme changes in lighting, or being momentarily dazed/stunned. Against a r6 technique, Toss Timbre can cause the targets to realize that they are being affected. Duration: Up to 2 posts Cooldown: 3 posts
Rank 6: Can dispel one r6, or two lower sensory techniques placed on both himself and one other target, and may alert that their other senses are still being affected by any same rank or lower technique. Can also reorient himself and two other target's sense of balance from a degree akin to extreme free-fall tumbling, extreme knock back/displacements, extreme changes in lighting, or being momentarily dazed/stunned. Against a r7 technique, Toss Timbre can cause the targets to realize that they are being affected. Duration: Up to 3 posts Cooldown: 3 posts
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Unfire Ultima - Rank Type: Support Range: [Rank] x .2m around Target Contact or Self Effect: Usable only by Rou. Initially emits a spherical, faintly iridescent-tinted field that is size Range from either Rou or a target wrapped around by Rou. If Rou loses contact with the target, the field will stay around Rou and can only be transferred back to the original target if the target comes back into contact. Unfire Ultima nullifies any magical projectile that passes into/through its field, as if it was forcibly dispersed without incident. "Projectile" refers to any technique that is not inherently attached to its user. If the user creates a fire ball, but holds onto it instead of "fires" it, it is still considered a projectile. However, coating their sword in fire would not be considered a projectile, and their sword + effect would pass through Unfire Ultima unhindered. Concerning physical ammunition, an arrow coated with fire will have the fire effect nullified, but the arrow will fly through regularly. Projectile magic fired by anyone within the field will be negated as well. Note that, although this works like a shield in that it is meant to "protect" against others' magic (through nullification), the field is not a shield, nor is the field tangible.
Unfire Ultima Rank Progression
Current Rank
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All Ranks
Rank 1: Nullifies up to 1 TP's worth of projectiles. Any projectile tech of higher rank will simply pass through unaffected, as well as not affecting Unfire Ultima. Duration: 1 post Cooldown: 2 posts
Rank 2: Nullifies up to 3 TP's worth of projectiles. Any projectile tech of higher rank will simply pass through unaffected, as well as not affecting Unfire Ultima. Duration: 1 posts Cooldown: 2 posts
Rank 3: Nullifies up to 6 TP's worth of projectiles. Any projectile tech of higher rank will simply pass through unaffected, as well as not affecting Unfire Ultima. Duration: Up to 2 posts Cooldown: 2 posts
Rank 4: Nullifies up to 9 TP's worth of projectiles. One r5 projectile tech can be mitigated instead. Any other projectile tech of higher rank will simply pass through unaffected, as well as not affecting Unfire Ultima. Duration: Up to 2 posts Cooldown: 1 post
Rank 5: Nullifies up to 13 TP's worth of projectiles. One r6 projectile tech can be mitigated instead. Any other projectile tech of higher rank will simply pass through unaffected, as well as not affecting Unfire Ultima. Duration: Up to 3 posts Cooldown: 1 post
Rank 6: Nullifies up to 17 TP's worth of projectiles. One r7 projectile tech can be mitigated instead. Any other projectile tech of higher rank will simply pass through unaffected, as well as not affecting Unfire Ultima. Duration: Up to 3 posts Cooldown: 1 post
^ Notes: ... No longer allowed... ?
-- - Rank Type: Support Range: Effect: ___ shoots out a pair of translucent?? fangs next to each other at a target. If Focus Fangs
Sigil of Mafic Sealant – 1 Type: Support Defense Range: Target within 5m Effect: A sigil of defense will appear above the target. When cast, a chosen defensive portion of the target (their shield, their armor, their barrier, or even their limb, etc.) will appear to be darkly coated in a lowly viscous-esque pressure. Whenever the target receives an attack aimed at whatever is coated, the attack is considered to be received with 5 less strength. In the case of a coated barrier receiving another magical technique, the incoming technique can once be received as half its rank if it is the same or lower rank as this tech (if this tech is r4 and is used on a r4 barrier, then an incoming r4 would be considered half of an r4, mind, not as an r2, and the barrier would still be able to withstand another lower-ranked tech before being destroyed; this would allow the barrier to continue existing even if it couldn't withstand another equiv-rank tech). The coating lasts until it’s expended, its material is destroyed, or for one post, but the sigil remains on them for 3 posts total. Cooldown 3 posts, starting when the sigil ends.
OLD Sigil of Plume Expansion ― 3 Type: Support Utility Range: Target within 2m x [Rank] Effect: Rip an already active sigil from a target and a sigil of utility will appear above them. For two of their posts, they gain +7/+7/+7 to Accuracy, Stamina, and Speed respectively. All harmful techniques of either smoke or fire element drop 1 rank in effectiveness against the target (only affects equal or lower rank to the buff). Cooldown 5 posts, starting when the sigil ends. (Tech Options: Touch Range, Varying +2 cd for Short Range tech option, Elemental Resistance.)
Sigil of Pyroclastic Surge - 2 Type: Support Utility Range: Target within 10m ; 5m from target Effect: Rip an already active sigil from a target and a sigil of utility will appear above them. A cloud of miniscule pyroclast expands 5m from the target’s initial position. For two posts, whenever the target deliberately moves toward and makes contact with something else while both are within the cloud, the surrounding pyroclast flows along the direction to assist the target by providing a knock back to the contact. This knock back effect can be resisted with 15 strength. This knock back attempt can occur any amount of times per post, but only once for each thing per post, up to two times in total across the duration. The cloud lasts as long as the sigil does, which lasts for the duration regardless if the knock backs are used up. Cooldown 3 posts, starting when the sigil ends.
Sigil of Binding Pinch ― 3 Type: Support Offense Range: Target within 15m; 15m from Target Effect: A sigil of offense will appear above the target. For two of the caster's posts, this sigil has no other effect. The full effect will only activate anytime in the target's post that follows the end of this sigil. On their post, the target is charged with non-elemental lightning-esque energy. The next time they throw/send a projectile that continues to keep its form once landed (physical like an arrow, or tossing trash, or a magically-created lance of the same/lower rank that doesn't explode into pieces), the energy reaches out from the target in an attempt to connect to the projectile's impact point. The energy will find ways to bypass any obstacles on the way. Until the original caster's next post, if the energy is able to reach the impact point (within range), the energy will stretch around whatever the projectile landed against like numerous string and then bind its movement like rope (even if it were rock). This binding can be resisted with 25 strength. Cooldown 2 posts, starting when the sigil 'ends' on the original caster's post.
Magic Magic Name: Lavastrider Magic Type: Lava/Magma Movement ; Holder Tier of Magic: 3 Rank: 5 Magic Description: Making use of [insert fluff here that won't make sense until the arc's end] The user can use their [a specific item] as a conduit to pull from [insert fluff] . This grants them the ability to move from their current point to another point, varying from instantaneous to crossing the distance speedily to simple hops, as well as creating lava/magma/igneous terrain along the way and making use of it. The instantaneous movement requires another entity and their relative location to the caster to be known in order to land successfully, and can only land at their location. The other movements consists dashes and hops that can alter a surface into temporary magmas that can damage anything or anyone within the creation range or that crosses or stays on it, whether at the starting, traversing, or ending points depending on each technique. Techniques: 0/2 (Name of technique) - (Rank) Type: Range: Effect:
Name: Blyde Class: D Description: An actual sword that is a singular piece of steel. It is length long in total, width wide, and is single-edged. The spine extends completely straight to the tip, at which point the blade curves for a few centimeters before straightening out once more. It is black aside from the sharpened edge, which gleams metallic. The blade is length until is hits the guard, which is simply a notch to stop an opposing blade from sliding down the length. The extended tang has been wrapped numerous times in order to provide a rounded grip around the solid metal for length of it, leaving only length for the 'hilt''s bare blunt tip, which by itself only extends due to being curved. The sword comes with a simple black leather sheathe that has a strap to tie to a belt or to wear on or across a shoulder. Effect/Function: A D-quality weapon that can stab and other sharp capabilities. Its spine is blunt but could still bruise something. pic
Lance - 1 Type: Utility Range: Within 1m from caster Effect: A misleading name, the caster metal-makes a D-Class 2m long polearm that is dual-tipped with double-sided blades, each roughly 30cm. The polearm is symmetrical along both its length and width. Duration: 1 post Cooldown: 2 posts[/spoiler]