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Chris Heavenfield [Requip: The Mercenary] Welcome_zps40edad63Greetings traveler.
We welcome you to Delirium, where things are not what they seem and magic is just the beginning of your adventure.
This is a fairly new site, being only about 2 and a half months old. Our setting takes place about 400 years into the past - x391 being the current year - and dragons freely roam Earthland. While humans and dragons are currently in peace with each other, there is darkness brewing and that fragile line of truce between them might just break soon enough.
Episode One: Bastion, The Ironclad Dragon is now open!
Enjoy your stay, and please...
Stay delirious.
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Chris Heavenfield [Requip: The Mercenary]

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Chris Heavenfield [Requip: The Mercenary] Empty Chris Heavenfield [Requip: The Mercenary]

Post by Chris Fri Oct 12, 2012 6:18 am

Name: The Mercenary
Type: Holder Magic
Element/Aspect: None
Description: It is a type of requip magic which allows Chris to store any personal items and specific kinds of mercenary weapons only in a pocket dimension so he can easily summon it at any time even during battle which gives him a high level of flexibility in combat especially with his line of profession. Though unlike with most requip magics in which either summoning or exchanging items on fast pace were the top priority or as its main ability at most, The Mercenary, instead, gives Chris additional magical power in which will grant him, as the user of magic, an increase on his very own physical traits in general depending on item used. Whenever he calls forth weapons from the pocket dimension, the magical property of his magic will instantaneously gather around the weapon and then will channel to Chris' own body which could last for an extended period of time or until he's done using the said weapon. In case he decided to return the channeled magical energy back to the very weapon, its damage or firepower will be increased.
Side Effects: N / A


The Mercenary: Requip
Tier: Base Spell
Sigils/Sigil Slots: 0 / 0
Magic Cost: 10
Type: Utility
Element: -
Range: Self
Requirements: -
Effect: As the core ability of the magic, Chris is able to summon or store any of his items in the pocket dimension. It allows Chris to change his arsenals within combat may it be his melee weapons or guns. There's no particular position as to where the items will appear but most likely about the same position as he's just about to grab them, if not, on a very easy access to his hold. The speed of summoning an item is almost an instant but has a limit of 5 items per post.
Cooldown: 1 Post

The Mercenary: Buff
Tier: Tier 2
Sigils/Sigil Slots: 0 / 2
Magic Cost: 40 (20 upkeep)
Type: Utility
Element: -
Range: Self
Requirements: 1 post duration with requipped item/s.
Effect: When holding any particular item or weapon that he had summoned within the minimum amount of time required for the magical energy to be channeled to his body, he can use it for an additional buff to his very own physical traits. There will be a total of 10% increase as buff to his physical traits as of now. It will continuously drain magic on use but will not stack over the same effect.
Cooldown: 3 Posts

The Mercenary: Burst
Tier: Tier 2
Sigils/Sigil Slots: 0 / 2
Magic Cost: 40
Type: Offensive / Defensive
Element: -
Range: 2 feet radius
Requirements: - The Mercenary: Buff
Effect: With the channeled magical energy to his own body, Chris can decided to use it as a defensive or an offensive means in which a force of magic will be released instantaneously from his own body. Similar to a burst of magic, there will be an aura released with a dark red in color which could potentially send of those near him around a 2 feet radius backwards with a strength of his very own in addition to the buff as its weight of force. It can also break or knockoff magical attacks of the same tier and below which are caught within the radius.
Cooldown: 3 Posts

The Mercenary: Power
Tier: Tier 1
Sigils/Sigil Slots: 0 / 1
Magic Cost: 20
Type: Utility / Offensive
Element: -
Range: Self
Requirements: - The Mercenary: Buff; Weapons or items
Effect: If Chris decides to return the channeled magical energy back to any of his weapon, given that the said magical energy does not become a buff, the effectiveness of the said weapon's damage or power output will be increased by half of the total buff percentage. The effect will last up to the last round of the firearm or if its melee weapon such as a knife, the effect will only be used once. Contrary, as the power output of his firearms increase, the rounds per clip of each of his summoned firearm will be decreased by 50%.
Cooldown: 2 Posts


Last edited by Chris on Fri Dec 14, 2012 3:27 pm; edited 5 times in total
Chris
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Post by Chris Sun Oct 14, 2012 1:31 am

All set.
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Post by Luxin Rhodes Sun Oct 14, 2012 1:04 pm

Your last two spells should have a realistic cooldown...one post is too little.

Go over all your spells and check their duration.

Your magic is slightly confusing, do you summon weapons that somehow update your physical traits?

I'll discuss this with you in the chatbox.
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Posts : 79
Age : 28
Location : Ontario, Canada

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Post by Chris Sun Oct 14, 2012 4:22 pm

Query. About the nature of the magic, I'll try to describe it on a more simple way. Assume I got a handgun inside pocket dimension. When I requip it, there will be magic aura present around it. I can use that magic aura to power up my character's own body when I use the Buff technique. So the Buffs will be technique dependable.

About the weapon's special trait that you mentioned, I think that it should be a separate thing. That the special trait of the weapons should be based on the weapon itself if its magical or if not, no special traits like magical burst.

In case there will be changes on how guns will work here in Delirium, if it will be like the one irl or be more like the one in FT canon, I can go both ways.

Chris
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Post by Luxin Rhodes Sun Oct 14, 2012 7:50 pm

alright. If your gun is going to boost your physical traits And have a special power in the weapon it self, I don't think that will be okay. You will need to choose from boosting your guys strength OR have a some special power in the weapon it self. That's what requip is.
Luxin Rhodes
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Location : Ontario, Canada

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Post by Chris Mon Oct 15, 2012 2:17 am

The guns doesn't boost my physical traits. My type of requip magic does. I kinda modified what it usually do so I could do other things when I use the specific techs needed. Weapons are just conjunctions on how will I be able to get that magic buff from the magic. If I don't have weapons, I won't get that buffs at all.

In case the weapon has special power like lightning power, I won't be able to use it to increase my stats at all. Or if it has no special power at all, it doesn't matter since the magic aura that I'll be using is from the very magic itself and not from the items. So magic items will be different like you said. I think it goes not only for me but also to everyone. Its just that instead of having a single technique of just requipping alone, I kinda add stuffs so I won't be item dependent at all.

Query. I'm going to buy items from the shop right? Also, I hope you cut the starting items with considerable number as base items. I'm kinda jelly. I only put 5. o3o


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Post by Luxin Rhodes Mon Oct 15, 2012 8:29 pm

Ah. understand. Approved.
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