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Blackwood's Upkeep
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Blackwood's Upkeep
Personality: Blackwood is an actor. Not as in a paid actor as in he forms his personality to best fit the situation and allow him to accomplish his task. During a social event he might play the role of a rich business man to attract the attention of a specific individual. At other times he could simply play the role of your common banding mugging someone. In this category he tends to be a "Jack-of-all-trades" sometimes even changing his normal appearance (Clothing style mainly) to fit the part. Though there are a few personas that he play commonly and each accompanied with its own look and one of them with no look at all. One might say that in more ways than one , hes a man of many faces.
The true Blackwood is a cold , cruel , yet cunning individual. He always has a "Plan B" ready to go in case the first one didn't go off without a hitch. He is known for his brilliant strategies as well as quick re-calculations under extreme pressure. And his enemies know him for his cruelty. When he has truly taken interest in an opponent he no longer attempt to win against them. He wants to fully crush them. Through mind , spirit and body he attempts to break his opponents down to the very core before he kills them. Those who don't interest him are simply have their important information extracted before he kills them. He can easily grow bored of prey if they take to long to work themselves into his trap. But patience is a virtue he tells himself and always try to wait out their arrival. If theres one thing he values more than winning , its his life.
Inspiration: Blackwood is a man in need of power. And that lust for power is what drives him forward. Instinctually , all men want to become stronger. However Damians obsession with power is much greater than that simple drive. Once he had discovered the true nature of his magical ability was when the threat he posed was truely revealed. This insatiable urge for strength is what pushed Damian to kill his master , steal the prize scythe that he had been keeping named "Glaire" and leave his body deep in the mountains never to be discovered again. No matter what he is up to , he always has his sites set on this one thing.
Last edited by Damian Blackwood on Wed Nov 07, 2012 9:48 am; edited 2 times in total
Damian Blackwood- D Rank
- Posts : 22
Re: Blackwood's Upkeep
Equipment
Name: Glaire
Classification: Weapon
Type: Scythe
Appearance: The Scythe steel parts are always shinning as if they had been recently polished however the black metal that was forged into it also shines brightly. In some areas it almost appears as if the two metals are "fused" together using some unknown forging ability. Due to the glare given off by the saphires some believe that the scythe is alive , and that it is actually infecting the steel.
History: This weapon was crafted by an old Mage who used a wonderful forging magic. He used an unknown metal that he had found deep within the mines to produce the final look of the scythe and although the weapon had no magical properties of its own it easily took rather easily to being imbued with magic by others. It was originally given to Damian's master to allow for use with his magic. However upon killing his master Damian Blackwood took the scythe for his own , knowing he would put it to much better use. He also believes that the dark metal may be of greater use than anyone knows.
Material(s):
-Steel
-Dark Unknown metal (Slightly Harder than Steel)
-Saphires
- Glaire:
Damian Blackwood- D Rank
- Posts : 22
Re: Blackwood's Upkeep
Magic and Spells
Name: Rune War
Type: Caster
Element/Aspect: Augmentation
Description: The user can augment many things with the runes he has learned. The runes strength can very great on its placement , some runes will have no effect when used on some things while on others its effect is more powerful than normal. These runes vary greatly in use but the magic however has a few drawbacks and if used in an incorrect or risky manner could end up resulting in the death of the caster. Some runes work in combination with one another to become more effective , and others can have an adverse effect if attempted to combine. The user can only learn this through experimentation. I will only list things that the augment effects in the description of spells , if a spell doesnt have a placement listed it has no effect when placed there. Also runes can be dismissed at a range , he doesnt need to be physically in contact with it to dismiss it , only to place it. Most runes are invisible to the naked eye. However those who can clearly see aura's will be able to see rune placements. Those that can see the runes cannot always tell what they do however but in come cases simply knowing that the runes are there will be a forwarning. Some runes however are visable to everyone in the base form.
Side Effects: The side effects of the runes vary greatly but in most cases if a rune is applied directly to the user the sustainment cost is higher then if placed on anything else. The largest side effect comes from using multiple runes at the same time. If the user has more than 3 or more runes active the sustainment cost of all runes is doubled. This only takes effect when using sustainment runes however as a base cost rune doesn't effect his sustainment costs.
Example: Running 2 runes that have a 5 MP cost per turn to sustain , if he places a rune on the ground that's a 1 time use that requires no sustainable costs are not doubled , however if places a rune that has 5 MP cost per turn , all rune costs are double taking him from 15 MP per turn to 30 MP per turn on activation.
- Base Spells:
- _____________________________________________________________
Binding Rune
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10 , 5 to move
Type: Utility
Element: N/A
Range: Physical Contact
Requirements: Physical contact with what he wants to place the rune on.
Effect:
Ground Placement - When placed on the ground or a wall it creates a 6 foot circular pattern in all directions from the user. It takes a little over a second for the rune to spread to full size and once it has done so anyone who touches it aside from the caster will be magically bound in place for 1 Post. The user may expend an additional 5 MP to move the rune to another location. If left untouched and Unmoved for 3 turns it disappears. The rune can only be moved up to 3 times. Furthermore , it can be moved to a human placement as well. The rune can hold up to three people at once but shatters once it releases the first one.
Human Placement - If the rune is places directly on another mage then its effect is amplified. The rune spreads out over the skin of the person it was applied to and binds them to the first thing it touches. This binding lasts for 2 turns. If the user is in contact with multiple objects it will bind him to the largest one. Furthermore this rune seems to ignore the existence of cloths.
Cooldown: Once the rune is gone it Must cool down for 5 Posts.
______________________________________________________________
Wave Rune
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10 (Active 5 per Turn)
Type: Offensive
Element: N/A
Range: Physical Contact
Requirements: Wave rune placed by touch before wave can be used.
Effect:
Weapon Placement - When place on a weapon it allows the use of the ability "Wave" through the weapon it has been placed on. Anyone who uses this weapon will be able to generate on wave per turn. Even if the wave is not used the sustained 5 mana is still taken.
Human Placement - Whatever limb the rune is placed on acts as a meduim for the "Wave ability" However by generating a wave from their limb they cause damage to that limb as the energy explodes from their body. Every time the ability is loosed it causes lascerations on the limb because of the weak meduim its being fired from. As with weapon placement even without using wave it still drains the 5 MP.
Note - Anyone this rune is placed on or holding the weapon its placed on will gain the knowledge of how to use it , but not the knowledge of the drain it will have on their body. If placed on someone else or weapon is used by someone else it will take 10 of the users MP to activate the rune and use the wave ability. And it will still drain Damian through its sustain cost.
Cooldown: 1 post cooldown once rune is dismissed
______________________________________________________________
Wave
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: (See "Wave Rune")
Type: Offensive
Element: Energy
Range: Ranged
Requirements: "Wave Rune" must be Active on the use of the Wave ability
Effect: The user creates a wave of energy which is propelled from the source of the rune. In its base form the spell is not to powerful. Because of the instability of it when it makes contact with the enemy the energy creates a small explosion leaving minor bruising , cuts and burns on the enemy. If it collides with anything solid it will explode resulting in damage to said object. It could break through thin wood on impact and leave scratchs or cracks on other materials. Clothing will be Shredded.
The wave itself is about 5 inchs wide and 3 feet high. It arcs out in the direction of the swing of the runed object.
From the Flesh- If wave is fired from the body of the user then it will rip at their soft flesh with each turn. This only happens to users who have normal or soft skin. Those with augmented or hardened skin might not be effected by this. Damage is minor however but will build up over time.
Cooldown: This can be used once per Post , but does not need to cool down afterwords.
______________________________________________________________
Rune of Regeneration
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10 (Five for Extension)
Type: Utility
Element: N/A
Range: Touch
Requirements: None
Effect: Places a rune on the target person or object that induces a type of healing. This healing will restore damage done to anything that is alive. The healing takes longer for larger wounds and is used it 2 turn bursts. Once the two turn burst is over 5 MP can be expended to extend the healing duration another 2 turns. This can be done up to a maximum of 5 times. This Rune creates a visible green aura around the person its being used on. Once the rune is removed the aura dissipates.
Scratchs and Minor Burns - Healed in the first turn used.
Small Cuts and Mild Burns - Healed in 2 turns.
Moderate Cuts and Burns - Healed in 5 Turns.
Sever Cuts and Burns - (Spell Level to Low)
Removed Limbs - (Re-attached but unfunctional) 10 turns.
Removed Limbs - (Re-attached fully functional) (Spell level to Low)
Cooldown: 5 Post Cooldown
______________________________________________________________
- Plot Spells:
______________________________________________________________
Sparrow's Soul Rune
Tier: Base Spell (Plot Spell)
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Utility
Element: N/A
Range: Physical Contact
Requirements: Plot spells are only allowed to be used with RP'er Consent and are not combat based,.
Effect: The person effected by this Rune will be made to appear as "Red Sparrow" and also assumes the distorted voice that comes with the new Persona. Red sparrow masked vigilante wanted in many towns for many a crime. Though little is still know about red sparrow other than his appearance and that he has many talents and has yet to be caught or unmasked. The person who this rune is applied to becomes the "Red Sparrow" in further RP's until the rune is removed in some manner. This does however not limit their spells and abilities. "Red Sparrow" has also been referred to as the Copycat Mage , since he seems to mimic others abilities. Only one person can assume the identity of "Red Sparrow" at a time.
Routes of Removal- This rune often comes with a toll for its removal. The infected person is given a task or series of tasks that he must complete before the rune will be removed. The only other way to get the run removed is though the work of a powerful healer , who can sense the placement and makeup of the rune. Furthermore the mage attempting to remove the rune must be of equal or higher rank than Damian. This route would be much harder considering that a vigilante thief would have to convince someone that he/she is not who he appears and sounds to be.
Cooldown: Only available once Deactivated
______________________________________________________________
Last edited by Damian Blackwood on Tue Dec 04, 2012 11:53 am; edited 2 times in total
Damian Blackwood- D Rank
- Posts : 22
Re: Blackwood's Upkeep
AKA
- Red Sparrow:
Who Am I: Red sparrow is a master theif known for his elusiveness as well as his adept ability at pulling off major crimes yet know one being able to tell who he actually is. His voice is distorted by an unknown magic that makes those around him unable to tell who he is. The truth of Red Sparrow is that he is not one person , but many.
Who Plays My Role: Damian himself sometimes assumes the role of red sparrow when he deems it as something that needs to be done. But often times he gives the role to someone else forcing them to accomplish a task for their freedom. However the transformation into Red Sparrow does not remove ones magic or abilities and allows them free use of these. Because of this Sparrow has recieved the nickname "Copycat Mage" because it appears to others that he is using the magic of other people , when in fact he is actually the person he appears to be copying.
Do others Know: No one knows the true identity of Red Sparrow , and those that know the truth of it are inclined to keep quite about it. If anyone was caught Wearing red sparrows suit , or came out and said they were red sparrow , they may be looked at as a copycat themselves.
Who do i command: No one , Red sparrow has no followers and no minions to do his bidding. He is always known for working alone which is what makes him so very illusive.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Outfit Changes
This is a showing of the different outfits Blackwood may be seen wearing at different times. Mainly used a reference.
- Damian the Reaper:
- Damian the Casual:
Last edited by Damian Blackwood on Tue Dec 04, 2012 12:21 pm; edited 2 times in total
Damian Blackwood- D Rank
- Posts : 22
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