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.
Birthday: April 13 Height: 5'7"/170.18cm Weight: 136lbs./61.7kg
Allegiance: Lamia Scale Affiliation: Chaotic Good Class: C
Occupation: Mage, Adventurer Zodiac: Aries Font Color:Carmine - 960018
APPEARANCE [tabs][tab=Physical Description]Standing at five foot seven, Red is slender, somewhat short, but relatively fit and athletic. He possesses all the necessary body parts, ligaments, etc. However, Ashton Carmine has a relatively distinct look to him despite that. His hair generally remains quite clean, however it is often relatively messy as well. Ashton doesn't keep his hair incredibly well-kept as he has been unnecessarily high-maintenance. Though, it fortunately looks quite good regardless. Not everyone has the ability to wake up in the morning, backflip into a pair of jeans, and walk out looking absolutely FABULOUS. In any case, the look certainly suits Red in a way.
Red has an extremely expressive face which makes it incredibly easy to tell how he's feeling. Though, most would see him with an ordinary contemplative look as his neutral expression as he tends to spend out. However, he is just as capable of showing a goofy grin or a clearly confused face. When angry, his eyes form an almost frighteningly intense glare and his lips curl into quite the frown, a stark contrast to his more ordinarily jovial look.
Perhaps the most noticeable thing about Red is his unique color of eyes. It's also one of the reasons why he is so often called "Red", along with the color of clothing he often tends to wear.[/tab][tab=Preferred Attire]Red wears fairly very simple clothing which he is always seen in. In fact, many people believe that Red might only have one outfit. However, open his wardrobe and you would find it full of multiples of the exact same outfit. The outfit consists of, most notably, a red sleeveless shirt. The collars and the sleeves are both white and it features a strap at the top to close the it. Underneath, Red wears a black t-shirt. He wears a simple pair of jeans for his pants and some white and red sneakers over his feet. Additionally, he can rarely be seen without his trademark hat, a pair of gloves, and a backpack.[/tab][tab=Image Gallery] [/tab][/tabs] PERSONALITY [tabs][tab=Summary]By nature, Red is rather energetic and high-spirited. He's the sort who will rush in where angels fear to tread. Always enthusiastic, and makes an exceptional leader and rarely loses his sunny sense of humor. He is also friendly and empathetic by nature, intuitively knowing what to do to make others comfortable and accepted due to a powerful nurturing instinct. Always outgoing, and ever adventurous, he values freedom, good stories, and close friends. [/tab][tab=In-depth]Red can easily be summed up as being two things -- bold and adventurous. He's practically fearless, and will often rush in where angels fear to tread. He enjoys new experiences and values them highly, pursuing them with vigor and determination.
He possesses within him a powerful, nigh-unstoppable sense of wanderlust. Ever since he was a child and ventured past the tall grass surrounding his little town, this has been a constant for him. His nomadic soul rarely allows him to stay in one place at a time, and he is constantly moving from place to place. Red rarely sets long-term goals or plans for himself, living day by day, but he's more than happy to live this way. For him, the destination is not what is important. Instead, he much more highly values the journey over the destination. So long as he hears good stories and gains his own he's plenty happy.
Having an exceptionally sunny and vibrant personality, Red gets along with almost anybody. He has a good sense of humor and enjoys making people laugh if possible, and is quick to protect and aid anybody, no matter who they are. Rarely, however, does he form strong, powerful bonds. Due to his nature of moving from location to location, Red has a hard time forming stronger attachments and relationships to other people. Nevertheless, this doesn't affect him negatively much, if at all, as he enjoys meeting new people constantly.
Because he is so blunt and direct, Red is woefully oblivious in love. He treats all women the same way he treats men, which is good and fair, but means he never understands romantic advances toward him, and he can not at all comprehend his own feelings in that regard should he ever begin to feel that way. In a way, Red is very much an innocent child developed into a teenager's body. [/tab][/tabs] HISTORY [tabs][tab=History]Born in Oak town, he was his parents' first and only child. Always a kind, compassionate soul starting from early childhood, Red always got along exceptionally well with his peers. Everyone colloquially referred to him as Red due to the color of his eyes and the colors he wore, a name that he would almost always go by in the future. Often, he would get into friendly, although occasionally heated rivalries with the other children in the neighborhood. While the smallness and isolation of their town made it easy to get close to one another, it made it just as easy to butt heads with the same people you see everyday. Nonetheless, he always lived on rather amicable terms with everyone due to his charming and friendly demeanor.
Red never saw himself leaving Oak Town as a child. Even as a teenager, he always imagined that he would follow in his father's foot steps as a craftsman in the town. However, the Bosco Invasion brought a swift change to that perspective. When the invasion started Oak Town was one of the first settlements hit due to its proximity to the border. Oak Town and his childhood home had been utterly devastated. He and his family would have too, had not a strange, mythical beast arrived to protect him.
He took the loss hard but managed to recuperate. Oak Town managed to rebuild over time, but a spark had triggered within the child from the day of the invasion. Since then, Red had grown to become far more adventurous, traveling in the wilderness surrounding his village. Once he became of age, he immediately set out to explore the world around him. In doing so, he formed a base of operations in Belladonna, joining the ranks of the adventurous guild Lamia Scale, fitting in perfectly with them. However, he never truly stayed in one place, always moving from location to location.
During his travels, he encountered all sorts of interesting people, animals, and spirits, the latter of which have formed a bond with him. To this day, he continues to roam the Kingdom and the continent, seeking greater stories, and perhaps hoping to find that creature that saved him that fateful day.[/tab][/tabs]
"As long as I have one ounce of magic left I am not alone!"
Monster Soul Take Over Magic Tier: 3 | Rank: 6
Magic Description: Red's magic is a unique form of Take Over magic that transforms the user into a humanoid form of a monster that they have bested or accepted, donning clothing and features similar to the defeated beast's natural features. The user's personality also alters to reflect the beast that they are changed into, almost as if the user is being 'taken over' by the soul of the defeated beast itself. In addition, Red gains the ability to speak while he is transformed. However, he is not actually himself and it is truthfully the beast who he has shifted to that is in control of the host. Transformations last for certain durations based upon the rules provided in the take-over system under the special magic systems. A global cooldown of 2 posts is applied to every form.
Techniques: (27/27) + [21/26]
The Herculean Beetle
"Believe! When the time comes, everyone does what they can."
Herculean Beetle: Heracross - 5 Type: Take Over Range: Self Effect: The user transforms into a humanoid form of the herculean beetle, Heracross. The user transforms, donning a beetle-like carapace. He also gains a horn on his head which can be utilized. In this form, the user acts like a semi-hotblooded dispenser of justice, seeming to be much like a heroic individual and often makes speeches about justice and the like. This form has a focus on strength and physical prowess, however it is a very well-rounded form. At this rank, Red can maintain the form of the herculean beetle for a maximum of 4 posts. Heracross' full-body carapace is equivalent to C-Rank armor and his horn is equal to a B-Class weapon.
Rank
Total
Stat Changes
1
12
STR + 4, SPD + 4, STA + 4
2
24
STR + 8, SPD + 8, STA + 8
3
36
STR + 12, SPD + 12, STA + 12
4
48
STR + 16, SPD + 16, STA + 16
5
60
STR + 20, SPD + 20, STA + 20
6
72
STR + 24, SPD + 24, STA + 24
7
84
STR + 28, SPD + 28, STA + 28
8
96
STR + 32, SPD + 32, STA + 32
9
108
STR + 36, SPD + 36, STA + 36
10
120
STR + 40, SPD + 40, STA +40
Megahorn - 5 Type: Offensive Range: Melee Effect: A damage dealing maneuver in which the form's horn glows with energy. From there, the user either slams the horn towards someone or something with a headbutt or uses it to thrust. At its current rank it is capable of inflicting enough damage to floor and defeat rookie mages. It's sheer concussive damage can send those with less than 40 stamina flying upwards or backwards several meters as well as imparting serious bruising and possibly damaged bones if hit on the extremities.
Close Combat - 5 Type: Offensive Range: Melee Effect: Heracross channels sheer, raw determination into himself unleashes a flurry of blows. It isn't rare that the use of Close Combat is accompanied with a loud cry of "ATATATATATATATAT!" The technique begins with a single blow. However, as that punch is thrown out several more are added in at incredibly high speed. A series of five punches is delivered in a single post, each dealing capable amounts of damage. Finishing the combo, Heracross delivers a powerful roundhouse kick at the very end. The combination of the bludgeoning blows is enough to defeat weak mages and knock back average mages, dealing serious damage in total. It can leave painful bruises as well.
The Penguin Emperor
"I shall be the one to educate you on how a gentleman behaves.""
The Penguin Emperor: Empoleon - 5 Type: Take Over Range: Self Effect: The user transforms into a humanoid form of the Emperor Penguin, Empoleon. The user dons attire similar to an aristocrat's. It features a black and blue overcoat with a white shirt and gloves. The user's shoes are black and have a yellow pattern on the front, making them look somewhat like a penguin's feet. A very well-rounded form to take over. In this form, the user has a very debonair, gentlemanly personality although is slightly arrogant. This form can be maintained for a maximum of 4 posts. The small trident he wields stands as B-Class natural equipment.
Rank
Total
Stat Changes
1
12
STR + 4, ACC + 4, STA + 4
2
24
STR + 8, ACC + 8, STA + 8
3
36
STR + 12, ACC + 12, ACC + 12
4
48
STR + 16, ACC + 16, STA + 16
5
60
STR + 20, ACC + 20, STA + 20
6
72
STR + 24, ACC + 24, STA + 24
7
84
STR + 28, ACC + 28, STA + 28
8
96
STR + 32, ACC + 32, STA + 32
9
108
STR + 36, ACC + 36, STA + 36
10
120
STR + 40, ACC + 40, STA +40
Water Pulse- 5 Type: Offensive Range: Rank*6m Effect: Empoleon targets a small 2m radius area and fires a pulse of water there. Enemies who stand within the area are immediately enclosed in a sphere of water (though there is air within so breathing is no issue). It takes up to 35 strength or an equal amount of magically powered techniques to break through this watery prison. After 2 posts or after an enemy breaks, the water enclosure bursts and deals painful water-based damage to the opponents, resulting in serious damage such as painful bruises and overall concussive damage. Water Pulse has a 2 post cooldown after it pops.
Surf- 5 Type: Offensive Range: Rank*6m Effect: Empoleon summons a Rank*3m and Rank*1m wave which is then immediately sent towards his targeted direction. This wave will push back, knock up, and assault people caught in it with the power of rushing water. It is utterly indiscriminate and will affect both allies and enemies. Average affected enemies will be seriously fatigued from the raging tide and possibly suffer concussive injuries as they toss and tumble in the waters. Surf has a 2 post cooldown.
The Insectoid Asasssin
"Unseen. And deadly."
The Insectoid Assassin: Accelgor - 5 Type: Take Over Range: Self Effect: The user transforms into the form of the Insectoid Assassin, Accelgor, whose spirit has been granted a physical and humanoid form due to Ashton's magic. The creature on which this form is based is an insect who utilizes its speed, cunning, and agility to ambush its prey in the wild. Accelgor can be described in a single word as being ruthless. In appearance, his facial features are almost entirely masked with only his eyes being able to be seen. His eyes are wide but he has very small irises, giving him that sanpaku gan look to him. He also wears a black body suit with some red on his chest, shoulders, and head. Additionally, he wears a gray-blue scarf which drapes down behind him. Accelgor will do whatever it takes and use his power to the fullest to eliminate his enemies. To him, things such as honor or balance are foolish and a waste of time, and that no technique or strike is forbidden. Accelgor seldom speaks, and when he does he wastes little time. His attacks are based on stealth and deceit, but also raw speed and precision. Accelgor is a formidable opponent who takes every fight seriously and will waste no time in ensuring an opponent's swift demise. The Accelgor form can be sustained for a maximum of 4 posts. Additionally, he is granted B-Class armor on his arms and feet, but also a plate on his forehead. Accelgor may unleash dual C-Rank blades out of his forearms which are 2 feet in length.
Rank
Total
Stat Changes
1
8
SPD + 8
2
16
SPD + 16
3
24
SPD + 24
4
32
SPD + 32
5
40
SPD + 40
6
48
SPD + 48
7
56
SPD + 56
8
64
SPD + 64
9
72
SPD + 72
10
80
SPD + 80
Swift- 5 Type: Offensive Range: Rank*10m Effect: Accelgor produces and quickly throws a single two-foot wide shuriken at his opponent. This shuriken does serious damage, cutting and slashing opponents and leaving weak or average victims with painful bleeding wounds. It can cut through sturdy C-Rank equipment. Swift has a 2 post cooldown.
Substitute- 5 Type: Offensive Range: Rank*3m Effect: Accelgor produces a shadow clone of himself, which itself is incapable of movement. It resembles its creator, however it is jet-black in appearance and looks to be composed of shadows, meaning people can directly identify that it is clearly not Accelgor himself. The substitute itself is merely an illusion, it can not actually take damage as a result. However, Accelgor can instantly swap positions with his substitute after creating it. Additionally, when Accelgor throws his shuriken using his Swift technique his Substitute will also throw its shuriken at the same target towards where the shuriken is currently flying. This shuriken does not deal the same damage as the original, dealing only minor Rank 2 damage. Substitute lasts for 1 post and has a 3 post cooldown after it fades.
The Hell Hound
"Let's blaze a trail."
The Hell Hound: Houndoom - 5 Type: Take Over Range: Self Effect: The user transforms into a humanoid form of the hellish hound, Houndoom. The creature on which this form is based upon is a alert, headstrong, intelligent, and focused creature. Houndoom are known to be fiercely aggressive when protecting themselves, their young, territory, their owner, as well as their allies. However, they are fiercely loyal and caring. Legends claim that anyone that gets burned by a houndoom's fire attacks will never be healed and that it's howling was once claimed to be the call of the Grim Reaper. While those claims are mostly myth and legend, the strength of a houndoom's flames and the intimidation brought on by it's call are notable. Matching all that, the humanoid Houndoom form acts much like it's wild counterpart and it is capable of spewing intensely hot flames as well as attacks composed purely out of darkness. In battle, Houndoom specializes in wide-area destruction through use of searing flames and dark energy. This form can be sustained for a maximum of 4 posts.
Rank
Total
Stat Changes
1
12
SPD + 4, ACC + 4, STA + 4
2
24
SPD + 8, ACC + 8, STA + 8
3
36
SPD + 12, ACC + 12, ACC + 12
4
48
SPD + 16, ACC + 16, STA + 16
5
60
SPD + 20, ACC + 20, STA + 20
6
72
SPD + 24, ACC + 24, STA + 24
7
84
SPD + 28, ACC + 28, STA + 28
8
96
SPD + 32, ACC + 32, STA + 32
9
108
SPD + 36, ACC + 36, STA + 36
10
120
SPD + 40, ACC + 40, STA +40
Fire Blast- 5 Type: Offensive Range: Rank*10m Effect: In typical Kamehadoken fashion, Houndoom collects magical energy and concentrates it. From there, he conjures a sphere of fiery rock Rank*0.5m wide surrounded by fire. Then, using his magic, he hurls the fiery boulder at his enemies. As it flies, it leaves behind a trail of fiery destruction until it hits something. Upon impact, the boulder explodes, releasing heat and hot rock fragments all around in a Rank*2m area which cause serious bruising and pain from fragmentation and searing heat. This technique has a one post cooldown.
Dark Pulse- 5 Type: Offensive Range: Targeting Range - Rank*8m, Area of Effect Range - Rank*2m Effect: Concentrating magical energy, Houndoom releases a blast of magical energy onto an area. The technique inflicts dark-based damage but the effect is more similar to a 'crushing' technique in that those caught in its range feel as if they are being crushed and the slammed by the force of gravity, though it truly is dark magic smashing down upon the targeted area almost instantaneously. Dark Pulse has a 2 post cooldown and deals serious crushing damage to those caught in the area.
The Spirit of the Desert
"Sound's dangerous... I'm in."
The Spirit of the Desert: Flygon - 6 Type: Take Over Range: Self Effect: With this technique the user transforms into a humanoid form of Flygon, the so-called Spirit of the Desert. The creature is a large, insect-like being that resembles a sort of bipedal dragonfly in the wild. However, with this form, Red dons the features of Flygon, his body shifting into a humanoid form with its characteristics and some of its common mannerisms. His form is that of a blonde teenager, sporting a bandana with a long tail and goggles over his forehead. His attire consists of a mostly green jumpsuit with red and darker green lines, as well as a sort of poncho wrapped around his waist. Underneath the jumpsuit, we wears a black t-shirt and a pair of green and red boxers. For footwear, Flygon sports a pair of dark green boots with zippers on the middle. On his arms are red ribbon-like bands, mostly for decorative purposes. Additionally, he sports a pair of black gloves. Flygon himself is a rather playful, inquisitive guy. He tends to be quite kind and considerate; you could essentially say he's quite the bro. He enjoys having fun, even in combat he tends to be rather light-hearted. In combat, Flygon is skilled in hand-to-hand fighting, and supplements that with its variety of earthen abilities. This form lasts for a maximum of 5 posts. The goggles are able to be used like ordinary goggles and are equal to C-Rank equipment. His boots are equal to B-Rank equipment.
Rank
Total
Stat Changes
1
10
STR + 5, SPD +5
2
20
STR + 10, SPD + 10
3
30
STR + 15, SPD + 15
4
40
STR + 20, SPD + 20
5
50
STR + 25, SPD + 25
6
60
STR + 30, SPD + 30
7
70
STR + 35, SPD + 35
8
80
STR + 40, SPD + 40
9
90
STR + 45, SPD + 45
10
100
STR + 50, SPD + 50
Stone Edge- 5 Type: Offensive Range: Rank*10m Effect: Using Flygon's mastery of the rocks and sands, an adaption made capable by its desert habitat, Flygon can channel magical power to cause rocks to appear near on his hand. Then, using these rocks, Flygon can either punch with a fist encased in relatively weak (but still stronger than flesh, anyway) stone. Alternatively, he can launch them as a single projectile, where it deasl serious damage, mainly cuts, scrapes, and painful bruises to the average individual when struck in exposed areas. 1 post cooldown.
Wyvern Claw- 5 Type: Offensive Range: Rank*10m Effect: Channeling magical energy into his feet, Flygon is capable of delivering a rather powerful flying kick of awesome at his opponent. His magic propels him forward, allowing him to travel a fair distance equal to his own speed towards his target. Additionally, if his target has been struck by Stone Edge, it causes his Wyvern Strike's magical energy to guide him towards the target, sort of like a heat-seeking missile for the short duration. Of course, it is still dodgeable, however the combo of Stone Edge into a Wyvern Strike is still quite effective. Wyvern Strike is capable of destroying fairly strong material quite easily, as well as, allowing it to break B-Rank armor. 1 post cooldown.
Earthquake- 2 Type: Offensive Range: Rank*8m Effect: With its mastery of the sands, rocks, and earth below, Flygon is capable of causing small quakes around him. Doing this causes weaker foes (less than 10 stamina) to lose their footing, potentially causing them to fall to the ground.
The Wyvern Berserker
"Strength is everything."
The Wyvern Berserker: Haxorus - 6 Type: Take Over Range: Self Effect: Using this technique, the user allows the spirit of the raging Wyvern Berserker known as Haxorus to take control. In the wild, Haxorus is a large wingless bi-pedal wyvern which is known for challenging other animals and people to combat, swinging its razor-sharp axe-like tusks and its brute strength to fight. As this form is based upon the spirit of the Haxorus, it acts quite fittingly. Haxorus is reckless and hot-blooded, always eager to find his next opponent and completely and utterly decimate them. The creature lives for the fight and will gladly die for it as well, so long as his enemy is capable of besting and killing him of course. A true blood knight, he sometimes deliberately disadvantages himself in order to make fights last longer, such as fighting with only one hand, or switching his grip to a primarily left-handed and weaker stance. Haxorus values strong and worthy opponents and detests the weak. In addition to his love of battle, Haxorus is incredibly proud and boastful. In this form, he is an athletic and finely toned male who stands over six feet tall. Haxorus sports a black tank-top, golden-colored bandages on his forearms and neck, black pants, and a long sweeping golden coat. Over his pants, Haxorus wears golden chaps and a belt. Black boots are worn by this lover of war, as well as black broken cuffs on his wrists which seem to represent his unbridled fury. Haxorus also wears a black bandana and features golden hair and red eyes, as well as a trio of scars on his cheek. The Haxorus form lasts for 5 posts. Uniquely, unlike Ashton's other forms, Haxorus tends to be reluctant to relinquish his corporeal body so quickly and will seldom listen to Red's orders to shift back prematurely, which is due in part to his overwhelming love of combat. Though, he will typically switch back at the end of the duration, but at the same time Haxorus is unsurprisingly the most prone to berserking and causing Red to lose control. In addition to his powerful body, Haxorus also wields a large B-Rank axe which is mounted on a meter long shaft.
Rank
Total
Stat Changes
1
8
STR + 8
2
16
STR + 16
3
24
STR + 24
4
32
STR + 32
5
40
STR + 40
6
48
STR + 48
7
56
STR + 56
8
64
STR + 64
9
72
STR + 72
10
80
STR + 80
Dual Chop- 6 Type: Offensive Range: Melee Effect: Haxorus swings his axe at his opponent furiously, attempting to strike them twice with a magically empowered hit. The magical enhancement effect alone is capable of dealing severe damage if both hits are successful.. If only one hit occurs then the damage is instead moderate. Additionally, Dual Chop places one "Wyvern Counter" per hit on an opponent, meaning if he hits his target with the full effect of Dual Chop then they will be marked with two Wyvern Counters which appear as golden runes above their head. The Wyvern Counters on their own do nothing. A total of 4 Wyvern Counters can be placed on an opponent. Counters last for 3 posts but if another counter is applied then the duration refreshes. Dual Chop has a 1 post cooldown.
Guillotine- 6 Type: Offensive Range: Rank*5m Effect: Guillotine is a technique which makes use of and capitalizes on the Wyvern Counters that Dual Chop places on struck opponents. When performed, Haxorus jumps high into the air before falling down with a crushingly powerful axe blow, dunking them with the full power of his axe. Average enemies hit by Guillotine take severe damage, often resulting in damaged or broken bones and severe bleeding. The technique itself naturally has a cooldown of 5 posts. Also, when Guillotine lands successfully on an opponent then the cooldown is reduced by the amount of Wyvern Counters that the target had when Guillotine landed. Meaning, if an enemy had 4 counters and he successfully hits with this technique the cooldown will be reduced to 1 post.
The Ferryman of Souls
""What is the worth of a soul?"
The Ferryman of Souls: Dusknoir - 4 Type: Take Over Range: Self Effect: Dusknoir are strange often feared creatures said to take lost spirits into its pliant body and guide them home to the spirit world and other worlds unknown. As a result, the sight of a Dusknoir is considered to be the sign of a bad omen. Few truly know if the Dusknoir actually acts as a reaper and ferryman of souls due to their rarity. However, this has long been considered their purpose in lore and myth for centuries. Using this technique, the user allows the dormant spirit of a befriended Dusknoir to possess themselves, changing their body and figure to reflect the features and characteristics of the Dusknoir. Additionally, the user's own personality becomes a complete change, as it becomes the Dusknoir who now controls the host's body. Dusknoir itself is quite the strange being, often mysterious and frightening, speaking morbidly at times. However, to Dusknoir death is not a terrible thing, simply an inevitability and it is his task to guide the lost, intending on using his time spent within his host body to carry this out. Yet, at the same time he is entirely willing to reap the souls not only from the dead and lost, but also the living. This form lasts 4 posts.
Rank
Total
Stat Changes
1
10
STR + 5, STA +5
2
20
STR + 10, STA + 10
3
30
STR + 15, STA + 15
4
40
STR + 20, STA + 20
5
50
STR + 25, STA + 25
6
60
STR + 30, STA + 30
7
70
STR + 35, STA + 35
8
80
STR + 40, STA + 40
9
90
STR + 45, STA + 45
10
100
STR + 50, STA + 50
Nightshade- 4 Type: Offensive Range: Rank*10m Effect: Dusknoir surrounds either fist with ghostly magical power, sending forth a claw on a chain forward up to 40m. This hand is intended to grab hold of his enemies. Though it can't truly grab and pull targets towards him as he can't retract it in such a way, he can instead drag his victim by moving himself around. Additionally, he can also throw himself at the bound enemy in order to rapidly close the distance. Grabbing onto enemies in such a manner inflicts moderate bruising due to how it ruthlessly grips onto his foes. The claw itself is roughly a meter wide. Night Shade has a 2 post cooldown. The claw can be held for 2 posts as well, however he can prematurely end the duration to throw himself at his victim which immediately initiates the cooldown after. Night Shade can be broken or resisted with an equal rank technique or equivalent power physical blow.
Shadow Punch- 4 Type: Offensive Range: Rank*10m Effect: Dusknoir surrounds either fist with ghostly magical power, delivering a sweeping broad blow in a targeted direction. Average enemies hit take moderate blunt damage from the attack in addition to the actual punch itself and are knocked back a few meters. 2 post cooldown.
The Shard of the Worldstone
"Rock solid."
The Shard of the Worldstone: Regirock - 4 Type: Take Over Range: Self Effect: It is said that there are three ancient golem types, one for rock, ice, and steel each. Regirock is said to represent the mythical Worldstone, a massive legendary boulder which played a critical part in the formation of the world. It is unclear whether the myth is true or not, but regardless the sheer mention of the Worldstone is one of the few things to catch the attention of Regirock: The Shard of the Worldstone. As one of his spirits and forms, Red becomes a tall, fit individual covered in sturdy C-Rank armor all throughout his body. As a form, Regirock is a silent, strong individual who seldom wastes his breathe in conversation. He's tenacious even if silent, and will not hold back when it comes to crushing his foes. This form can be maintained for 4 posts.
Rank
Total
Stat Changes
1
8
STA + 8
2
16
STA + 16
3
24
STA + 24
4
32
STA + 32
5
40
STA + 40
6
48
STA + 48
7
56
STA + 56
8
64
STA + 64
9
72
STA + 72
10
80
STA + 80
Smack Down- 4 Type: Offensive Range: Rank*5m radius Effect: Regirock smashes his fist hard into the ground, creating a tremor that causes concussive moderate damage and loss of balance to his foes that are struck in an area around him.
Rock Throw - 4 Type: Offensive Range: Rank*5m radius Effect: Regirock literally throws himself at his opponent, propelling himself forward at a significant speed. Anything he smashes into along the way or in a Rank*5m radius at the end of his trajectory, given an average mage, can be smashed and flung several meters away from the foe-tossing charge. It deals moderate blunt damage and can cause painful bruises and damaged bones on a successful hit depending on where a victim is struck.
Magic Description: A form of magic that Red discovered and adapted in order to be able to properly defend himself while also minimizing the reliance he had on his takeover forms. Teravolt is a relatively simple form of lightning magic, harnessing its power to empower one's self and damage one's enemies. Generally, Teravolt is more martial based, requiring the user to get up close and personal. Fist, feet, and even the user's entire body can be enchanted or empowered with lightning in order to add lightning-based elemental damage on top of physical strikes. However, it still does possess some ranged techniques such as blasts or bolts of lightning that may either be thrown or projected outward.
Techniques
Thunderbolt - 4 Type: Offensive Range: Rank*10m Effect: Red channels electricity and lightning in his hands, creating a bolt-shaped javelin. Hurling it with his strength, it deals moderate damage when it strikes an enemy, causing painful muscle spasms and piercing wounds. 2 post cooldown.
Electro Ball - 4 Type: Offensive Range: Melee Effect: Collecting magical power into his hand, Red condenses it into the form and shape of a sphere. From there, the sphere can either be thrown or slammed into his opponent. Upon impact, it causes moderate damage in the form of painful muscle spasms.