Lex Prailius[APPROVED 2-1++]
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CPKallday
Lex Prailius
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Lex Prailius[APPROVED 2-1++]
Wed Mar 18, 2015 11:26 pm
The Spiritual Human Template
Basic Information
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• Name: Lex Grant Prailius
• Titles: Glitched Prophet
• Tier: 2-1++
• Age: 25
• Gender: Male
• Affiliation/Rank: Rogue
• Appearance Description: Standing at six feet and two inches, this fair skinned man seems like he's been cut literally out of stone for his muscular appearance. Due to years of hard physical training, Lex has made sure to keep up the actual intimidating (and at the same time underestimated) look of being lean but having a very toned physique. With a complexion slightly darker than caramel and a set of royal blue eyes, it was safe to say that he had a bit of an interesting ethnic background to where he descended from.
He has a full set of black hair, sometimes cut close or grown out at rare times to have a few inches in length atop his head and casting over his forehead. (By the way, I am horrible at describing this dude's hair, any help would be nice) His attire usually varies a lot, from outfits that include tank tops, cargo pants, steel toe boots, and windbreakers to full on leather jackets, jeans, a T-shirt and some sneakers, to full on navy blue espionage outfits to keep himself from catching any attention.
Be warned, most of his attire is usually accompanied with little gadgets and trinkets, whether it be little badges, pins, belt loops with small metal spheres hanging form them, to holsters and sheaths holding handguns and small blades, he's not known to usually leave any place without any of his smaller if not bigger equipment to keep himself and any of his associates safe.
• Appearance Picture:
- Spoiler:
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Personality
• Personality: With every thought-provoking vision that he has about his past (and alternate) variations of himself, he becomes more humble and less inclined to prove himself about anything. Unfortunately, because of this, he's become a more secluded being, seeing the many mistakes his former and alternate selves have made in the past which costed his loved ones and some times himself, on rare occasions, to perish.
Despite being more soft spoken than 'usual' he still manages to keep one thing in mind over everything else, keeping his close ones alive by any means necessary. This also was an unfortunate byproduct from all of Lex's visions of past lives, his former selves influencing him to a huge degree as he not only managed to make most of the gadgets and learn the techniques that the other Lex's did, but have some of their habits as well. He can be unbelievably ruthless to his opponents some times, his past life teaching him each time just how important it was to not give them a chance to retaliate against him.
He also has become bitter towards authority, on more than one occasion watching his variants being gunned down or betrayed by his own government that he served. Anyone wearing a uniform representing government will usually get a cold look from him before he either exits the area or will get into a heated confrontation with them, if for good reason only of course.
One of his main habits is to study as much as he can, being very interested in techniques and weaponry that amplifies his capabilities to keep the battlefield in his favor at all times while outsmarting an enemy. It's almost beyond an interest and borders a realm of fascination; effects that hinder the body from no longer moving, making them see specific illusions that he wants them to see, feigning death to lull people into false security, anything that would give him the upper hand in which at the same time keeps the damage to a minimum, he relishes at the thought of outwitting his opponent. He of course doesn't mind going head to head with someone if necessary, his past lives having proved this dozens of times over.
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Natural Attributes & Supernatural Powers
• Natural Attributes: (Put any sort of natural thing your human can do without the use of reiatsu. For instance, you could put down your characters body has a high amount of defense or that they have some sort of super speed.)
- Spoiler:
Name: Intense Reaction Time
Description: Lex has trained long and hard throughout his life to react to things as fast as possible, his belief being that speed is everything and that both understanding and reacting to a scenario as quickly as possible is the only way to stay alive. Because of this, Lex has a significant boost in reaction time in comparison to a lot of other humans, as he tries to keep up with the supernatural and overly strong humans within the realm.
Name: All-Star Arch
Description: In light to Lex's more intense training with his reaction time, he also complimented this feature with constant training of intercepting objects and attacks that are either thrown, shot, or tossed at him, managing to react with superb accuracy at intercepting any object or physical attack at any given time. This counts for punches, kicks, blades, blunt objects, or any form of object that is able to be caught or swatted away with another object or with his own limbs. He more or less tries to use the other person's momentum to counter them (if it is a physical attack with their body) or their own weapon to attack them with immediately after grabbing it from them. This kind of training was meant to be very flashy in order to intimidate an opponent enough to make them rethink about fighting him, or simply be good enough to react as accurately as possible to a scenario.
Name: Tech Savvy
Description: Lex has worked with weaponry and technology for quite a long time, long enough to actually replicate every single form of gadget and weapon that the previous Lex variations made for their own personal use (save for the Platinum Rose, which was a satellite capable of destroying the planet) With this knowledge, he is so well-versed in technology that if he can manage to get his hands on someone else's tech, he can very well disable, break apart, and even reverse engineer it to benefit his own personal needs.
Name: Desert Fox: Passive (Eidetic Memory and Mastery)
Description: Anybody harboring this spirit will be able to passively remember anything they have ever learned throughout their lifetime. (Or in Lex's case, other variant form's of his other lifetimes) Example would be if they learn how to play the piano, no matter how many years of them not practicing, they can play it 'just as well' as they did since the last time they played it. If someone fails at learning how to do something, they don't get to magically know it, they have to understand what it is they're trying to do in the first place before they can use it.
Function: Lex takes this ability rather seriously, learning as many things as he can about life and how they work so that way he can forever be aware of their capability and function. He's already learned several various skills, from learning how to engineer, drive various vehicles, fly various helicopters, fly various aircrafts, fly various spacecrafts, perform precise shooting under critical conditions, perform precise targeting during close quarters combat, and finally cooking; he takes his studying rather seriously to master a skill and then keep it forever in his arsenal.
• Powers: (Explain any sort of power your human might have through using Reiatsu. For instance, you could have a human who has the power over Fire or another human who can control energy blast. It's up to you where to go with this one. However, there is only a maximum of six powers.)
- Spoiler:
Name: Desert Fox (Spirit)
Description: This spirit is a dormant entity inside all living Prailius members, one that has no immediate use to any of the family until the person becomes spiritually connected to it. This can be done by meditation, erratic life changing events, or a sudden extreme rise in emotion. From this point, the affected family members may be able to speak to the spirit entity within them.
Function: The Desert Fox is more of a spiritual guide to keep the Prailius from losing faith in their own abilities or falling into despair. This usually shows when a family member becomes depressed or bitter about things and the Desert Fox within them will begin influencing the member to bring them out of their negative state of mind. The most clear influence that the Desert Fox can give to each family member after this occurrence is the various states that he can give to the Prailius.
Name: Color Code Magic System
Description: This is the magic system used by some of the characters on the planet Nadira, ranging from defense to elemental to dimension shifting to miscellaneous. The possibilities are quite various and numerous to choose from. There are nine color codes within this system, yellow magic being miscellaneous, blue magic being support, green magic being defensive, red magic being offensive, black magic being elemental, purple magic being unknown and unstable, grey magic being variant teleportation, silver magic being time and space, and white magic being variant sealing.
Origins: Infused into the Destiny Gods, silver magic was a divine power given to them in reaction to reaching their celestial god-like plateau, giving them the ability to bend space and time at will. Wanting to spread their power onto other living beings to give them a chance to ascend as well, each of them combined their individual abilities into their divine magic in order to create more arcane magic for people to use.
With the original color codes being the yellow, blue, green, red and black, they bestowed this power onto the people in Niosha Village on the planet Nadira as a test run for this system. Everything seemed to be fine, with the tome they had also given to the people in this village, the Destiny Gods watched as the people learned more and more about this new source of magic to help them in their everyday tasks and try to create more helpful things for their people.
After several centuries or so however, a backlash of the divine magic trying to be contained in simple arcane magic finally presented itself. A new color code formed, known as purple magic, which made any caster who learned this new system to become insane from the infinite source of energy for several days before finally turning into a husk of themselves and then dying off due to the caster not sustaining themselves. This was quite a devastating occurrence, as purple magic allowed whoever became consumed by its power to bring the dead back as zombies and puppets, create illusions, create vortexes for themselves or any large entity (like forests and buildings) to appear in a location and control inanimate objects, to name a few of its abilities.
It didn't take long at all before the 'Violet Plague' started spreading all throughout the village, either consuming them or killing them violently. A strong caster of the magic tried to stop the source of the spread, one of the other strong casters of the village who had stumbled upon the purple magic. He ended up being influenced by it as well, but instead of being consumed like everyone else, he managed to overcome turning into a mindless husk after several days. However, he became nothing like himself, simply turning insane.
The Destiny Gods was horrified by these turn of events and decided to erase all traces of this horrible mishap, casting a spell onto Niosha Village to forever disappear until it is remembered, agreeing that it never happened and trying to move on. This is when they decided to move to their next project which was implementing their divine magic into forms of technology; and thus the Time Bounty Hunters' background began.
Name: The Red Fire
Description: A small diamond shaped red crystal, this artifact is said to go by many names (most important is the Philosopher's Stone) but most commonly used is the Red Fire. It is the sister of the Blue Water, which has its home roots set in Atlantis, but its own home roots are set in the land of Avalon, the rumored resting place of King Arthur. In Lex's hands, the Red Fire has several emotional and mental capabilities due to his lust and desire for knowledge and understanding of people around him. This stone projects this urge through its abilities, and allows for him to have several unique powers because of it.
Name: Catalyst
Description: This is a shapeshifting sword that can change to any traditional melee weapon type and form, though it's default look is a Chinese-looking sword with a silver handle and royal blue blade. An insignia is on both sides of the blade in silver, being of an image of a circle with several pieces taken out of it. This mystical blade grants certain people the ability to harness great and almost unbelievable superhuman strength, as well as a high tolerance to pain, and a ridiculous amount of endurance.
But since not just anyone can have access to its power, it is imperative that one must learn of its connection to its roots; its connection to King Arthur and his knights, before being allowed to harness the almost limitless power of the blade. Its most notable feature is that it can morph into any physical weapon that the wielder desires at the moment, whether it be a dagger, a baseball bat, a rapier, a large Bo staff, or even two tonfas, it provides the wielder the ultimate convenience within a fight in order to keep the balance.
Name: Summons
Description: This power allows Lex to make a contract with special animals known as the Prowers and the Privanes, a fox breed and husky breed respectively. These feral and anthro animals have a wide span of abilities that assist Lex in his activities. They are usually used as support during battle, but can be very well behaved and desired traveling companions since they have a telepathic link with their master. Only a maximum of ten contracts are allowed to be set at one given time, so Lex must choose carefully on who he wishes to have summoned at the current time.
Power 6: Unknown
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Sacred Release
• Sacred Release Appearance: Lex has dark blue and light gray tribal markings formed on his body with a set of silver irises.
• Sacred Release Powers: (Does your human get any additional powers from this transformation? For instance, if you had the power to control Fire in your base, could you control heat and magma in this state? Or would you gain something else?)Purple Magic
- Spoiler:
Name: Purple Magic
Description: This category of magic is one of the most powerful and most dangerous color codes of all, giving the caster infinite amount of potential, as in having no limits to how they use any spell that they wish and bypass the personality faze. This category however is so unstable that any caster who tries to master this color code slowly warps their mind, not being able to withhold such infinite power and energy that they have unlocked.
That is before being accessed after reaching a higher state of being however, where a caster can actually handle the amount of infinite energy being pooled from the color code. Because of this Sacred Release State, Lex can now handle the purple magic and its intense power.
Name: Purple Magic: Illusions
Description: This spell allows the caster to create any illusion that they wish for someone to see, this can range from a simple image to a full blown scenario. The intensity and elaboration of the illusion is unlimited.
Name: Purple Magic: Raising the Dead
Description: This spell allows the caster to be able to bring the dead back to life, under the full control of the caster. The integrity of the deceased depends on the caster.
Name: Purple Magic: Soul Harboring
Description: After killing an opponent, the caster can perform this spell to seal their soul within any item on them at the moment (usually it's put into a Niosha Stone) for later use.
Name: Purple Magic: Soul Cast
Description: Once a soul is harbored, the caster can not only change the key signatures of these souls to be identical to his own, but he can use these souls to either throw off the trail of those trying to find his own soul signature by making it take forms and have them stand around the area so that way it is nearly impossible to find the real caster.
Name: Purple Magic: Vortex
Description: This spell allows the caster to spawn vortexes of any size to move objects from one location to another. The size of the vortex is unlimited.
Name: Purple Magic: Inanimate Objects
Description: This spell allows the caster to be able to control inanimate objects at any given time like puppets.
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Ascended Sacred State
•Ascended Sacred State Appearance: (Describe what your human looks like when they release their spiritual power. This is essentially equivalent to a Shinigami's Bankai.)
Haven't reached this level yet.
• Ascended Sacred State Powers: (Does your human get any additional powers from this transformation? For instance, if you had the power to control Fire in your base, could you control heat and magma in this state? Or would you gain something else?)
Haven't reached this level yet.
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Background History
• Background:
Beginning Arc
Lex was born in 7034 E.S. (9534 A.D.) and lived in a time where technology almost automated everything. With this in mind, humans had more time to physically and mentally enhance themselves instead of focusing on wealth and status. When one reached their plateau, they gained the ability to understand the past transgressions of any timeline that they wished only pertaining to their ancestry, creating quite a bit of new understanding to what to expect in their own lifetime. For Lex though, this became something different, reaching such a stage by the age of 12. He didn't see people from his ancestry, but only different variations of himself that had existed thus far. Were these actual reincarnations of himself throughout time? He wasn't sure at all about this, but what he did know was as he witnessed each of their lifetimes, he too was destined for a life of excitement and drama. It was also important to note while everyone else actually got to experience each of their ancestry's life that they were interested in (senses, feelings, social interactions, understanding from the experiences themselves, etc.) Lex only watched, a very huge difference from feeling any type of connection to all of these different variations of himself.
However, he had no interest in that, just yet anyway, his excitement simply growing from all of the intense adventures and gathering of knowledge that each Lex seemed to acquire throughout their lives. The main determining key factor in all of the Lex's it seemed was that they loved focusing on learning what they could about science, people, and politics, each variation having a stronger focus on particular key points than the other variation. After watching the Celotrian form of Lex the longest, he made it his mission to go to Nadira and learn (if not also take) what the previous Lex had learned throughout his lifetime, being the most recent Lex to date since his own creation. But the Celotrians didn't take kindly to any more human presence, having banned all aliens from their planet since they had erased the entire influence that all of the humans had put on the planet during the first century of their colonization on the Celotrian's homeland. (During the 2600s A.D.)
Nadira Arc
It wasn't easy, but Lex had to trick the Celotrians by influencing them mentally to let him go wherever he wanted on the planet, having to make sure that the hologram disguise was on at all times to make himself look like an anthropomorphic creature so he could get around without trouble. With this disguise, the 15 year old kid traveled all throughout the country Omina and to Lex's hometown, Lezar City, gathering all of Lex's equipment from a museum dedicated to him along with some in his not-so-protected estate, finding multiple weapons and artifacts that Lex had collected over the years. This is how he got a hold of the Niosha Tome and the Niosha Stone, as well as found out that he had the Desert Fox within him, as by technicality, he was a Prailius who then became a host to the spirit to any family member bearing that name. He decided from this point on, he would study all that he could about everything, knowing now about the Desert Fox's passive ability to make him retain all that he learned and fully understood. He kept at the books and physical hands-on training to hone more and more skills, excited with each time he fully learned how to complete something as it meant he would have it forever in his memory to call upon whenever necessary.
He spent several years here, on Nadira, completely content with the way that everyone lived in harmony. But with more visions of the Celotrian Lex came more understanding, he didn't belong here. By the time he was 19, Lex fully understood why it was such a huge issue that humans had to be exiled from Nadira, twice, in order to keep such a utopia; it was because humans had a way of influencing and wanting things in their favor all of the time. He felt a bit saddened by this, knowing this to be true since he could feel the urge to have something to call his own, a group, a town, a lover, whatever it was, he wanted it for him in his name, no one else's. A decision had to be made and he chose to leave Nadira, not wanting to be the very cause for their destruction to cause war and turmoil, leaving with all of the artifacts and weaponry that he had found of the Celotrian Lex during his stay there on Nadira. He went back to his own home world, where he would travel throughout the planet to learn what he could of his own people and how they seemed to live while returning back to his spiritual training.
Disconnected Arc
At the age of 24, Lex's spiritual awareness and strength was very intense, but he wasn't satisfied with his method of achievement, yearning for more. In his world, because everyone had the ability to feel and experience their ancestry's life, they already got the social fulfillment and understanding needed to function as a sentient being. Lex, however, did not. Feeling disconnected from his own world and ultimately his own family, Lex thought of several solutions to this before finally deciding to go back in time to connect with those who did not already have this ability yet.
Seeing this as the only solution to keeping him from continuing to feel inept from society, Lex didn't waste time to travel back to a favorite timeline of his that he had witnessed several times by now. Unfortunately, he was not well-versed in engineering time machines at the time, so when the time machine malfunctioned, he had no clue how to fix it, landing him in the time period of the 2400s. Another thing that he noticed was that all of the tech he had gathered from Nadira and the ones he had created all scattered throughout the earth, so he had to go find or create all of the tech all over again. Finding it better to keep such dangerous tech out of everyone's hands, he vowed to look for them whenever he could. However, he was only equipped with only the most bare of equipment for himself, having only a Stun Rod, the infamous Soul Rod, .50 Handgun, his Platinum Fox attire, Grey Phoenix Jacket, Magnetic and Earth Gauntlets, a Niosha Stone, and a broken X Scouter, which meant he had a lot of work ahead of him.
Platinum Hearts Arc
Stuck here and no longer able to travel forward or further back in time, Lex spent the next year doing various things to keep himself occupied at all times and occasionally trying to fix the X Scouter each day. One of them ended up being to find all of the artifacts that he had seen within the visions of each human Lex, traveling all across the world to first find where the Red Fire was buried (where he had witnessed it drop from the sky after a previous Lex had died centuries before within one of his visions) before he continued having visions about the other Lex's. Another thing he focused on was trying to learn all that he could about both the world and the people, though him interacting with people ironically got set back a lot with his constant urge to fix the X Scouter so he could find all of the lost equipment.
At last, after an entire year, he has finally managed to fix the X Scouter, he now has his eyes set on traveling to wherever necessary to find all of his tech that he had lost during his travel to Earth during the 2400s. To this day Lex can be found wandering various locations, looking for his lost treasures of his past lives or lost equipment to keep from other people.
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See Skill Sheet for More Information
General Skills
- Durability: Advanced
- General Speed: Master
- Strength: Advanced
- Weapon Skill: Advanced
Will Skills
- Willpower/Determination: Advance
- Mental Deduction: Advance
- Pain Endurance: Advance
- Focus: Master
Human Reiatsu Sheet
- Power Control: Advanced
- Energy Usage/Regeneration: Advanced
- Energy Resistance/Endurance: Advanced
- Physical Augmentation: Master
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Roleplay Sample
• Roleplay Sample: “Lex! You know you don't have to do this! Come with us!” a female shouted. The teenager couldn't help but give a faint smile on the screen he was looking down at, hazily staring at the dark skinned girl who was staring up at him with such pleading eyes. A splatter of blood suddenly being coughed up onto the screen would cause the kid to frown, seeing the image of his friend tarnished by such disgusting bodily fluids. He slowly wiped the screen with his forearm before covering his mouth, coughing again as his other hand held his side, cringing in the seat he was in as he keeled over a bit, trying to keep his composure. Damn, the captain got him good, what should he have expected when it came to the man's daughter, right? He slowly regained his posture before glancing down at the red crystal in his palm, his bloody palm, making him sneer as he realized, at that very moment, where he had made his grave mistake.
The Red Fire wasn't meant for hate, or for strong anger, it was meant for intense passion, the compassion for others and their lives was what fueled it. He was just too blind to see that every time he thought about those who had fallen in front of him and he wanted 'revenge' he was fueling the Red Fire by caring so much about their lives. It was too late to do something about that now... far too late. He glanced back up at the screen, staring at the crew this time as his sneer turned into a faint smile again. “Nah, you'll be fine Nadia, Jean's gonna take good care of you. Just make sure you don't drive him crazy hm?” he teased, his smile turning into a grin.
Despite his joking nature, seeing her start sobbing broke his heart, knowing that this was where they had to part. He didn't have much time now, the pressure gauge's needle spinning in different directions like crazy, as well as the heat and various liquid gauges. The ship was about to explode, he had no more time to fool around with chit chat, this was goodbye. His face molded into a serious expression as the alarms began to blare off in the background and red lights began to fade in and out of the imagery behind him. These were things that weren't going to matter in a second or two. “Goodbye Nadia, take care.” he said with as much sincerity as he could, right before slamming his fist on the firing button of the ship.
With a huge explosion, two intense beams of light and heat shot through the hull of the space ship they were crudely boarded in, blowing up the large mothership, but unfortunately, the New Nautilus as well, engulfing Lex in a rash of flames in an instant, causing the boy's image to suddenly disappear as the screen showed nothing but a blurred static the rest of the time. Nadia stared in silence, as did everyone as they watched the gigantic technological behemoth explode in the distance outside of their ship, which was returning back to Earth safely. “Lex... if only you had learned sooner about the true power of the Red Fire...” Nadia continued sobbing, clutching onto the blue crystal in her hands rather tightly, trying to console herself with the good thoughts of her now deceased friend.
A pair of blue eyes slowly opened, an anxious look on the dark skinned male's face as he slowly stood up from the bed, giving a long and drawn out sigh. 'Wow man... what in the hell did you do Lex? Some of them clearly didn't make it, I have to keep that in mind if I want to keep my own head.' he thought, slowly getting out of bed as the remnants of the dream continued lingering in his mind. Nadia, the Blue Water, the Red Fire, just exactly what was he mixed up in? Not one, but two Philosopher's Stones? He could only imagine what happened to it after that incident, but a part of him was anxious to find out.
Re: Lex Prailius[APPROVED 2-1++]
Thu Mar 19, 2015 2:59 pm
• Pure Abilities: (Feel free to put any abilities they might have from their powers. Such as if they had the power to generate, control and tame electricity? They would have abilities that could allow them endure harsh climates, boosted speed and things such as that.)
Spiritual
- Spoiler:
- Name: Desert Fox (Spirit)
Lex's Current Spiritual Energy: 300 SE
Post Limit: Passive N/A
Cooldown: Passive N/A
Link: 1st Upgrade to Lex's 1st Power Slot: Desert Fox/Spiritual Abilities
Name: Desert Fox: Aggro State
Description: Once a Prailius member becomes connected with the Desert Fox and is currently within combat for about three to five minutes with adrenaline pumping through them, they are able to reach a state known as the Aggro state, which is apparent through the red iris in the eyes.
Function: This state allows the member to withstand the adrenaline rush within their body for an extended period of time, where as a normal person can handle a cycle of adrenaline to pump through them for about two to five minutes, Prailius members are able to endure this state for ten to thirty minutes.
Cost: 50 SE
Post Limit: Passive N/A
Cooldown: Passive N/A
Link: 1st Upgrade to Lex's 1st Power Slot: Desert Fox/Spiritual Abilities
Name: Desert Fox: Awakened State
Description: Once a Prailius member becomes connected with the Desert Fox and has their emotion spike to an erratic level, they suddenly reach the Awakened state, which is apparent through the golden iris in the eyes.
Function: This state allows the family member to calculate all plausible mathematical equations. Anything ranging from muscle movement to running speed to reaction time to bullet speed, everything can be calculated perfectly. It is up to the individual Prailius member to reach a point in physical prowess in order to be able to react to things that they can see.
Cost: 50 SE
Post Limit: Passive N/A
Cooldown: Passive N/A
Link: 1st Upgrade to Lex's 1st Power Slot: Desert Fox/Spiritual Abilities
Name: Desert Fox: X Caliber Strike
Description: This move is performed by transferring an intensely dense form of the Desert Fox's spirit into one's hands before slashing them across their opponent's chest very hard in a 'X' like fashion before striking a palm towards their heart. This attack shows a large amount of silver spiritual residue burst out of the user's palm after striking the opponent directly.
Function: This move strips away part of the soul with each slash at the enemy before pushing both or just one palm very hard against the opponent, causing them to roll violently away from the user. They should most likely be instantly dead from this move due to having all parts of the soul successfully stripped away from the body.
Cost: 10 SE
Post Limit: 2 per post
Cooldown: 2 posts
Link: 1st Upgrade to Lex's 1st Power Slot: Desert Fox/Spiritual Abilities
Name: Desert Fox: Gate
Description: Through the user's understanding of the Desert Fox and perfect spirit control, they are able to expel a fraction of this spiritual energy from their body. Once done, the user will form this spiritual energy to make thick and multiple strings cross over each other to create a gate looking energy form. The user will implement a pushing motion to cause this 'spirit gate' to zoom towards their opponent. This spirit gate, called the Desert Fox Gate, can reach up to 50 meters high and 50 meters wide. This spirit gate travels at 500 mph.
Function: If this gate passes through anybody who is immoral, it will strip them of their soul entirely, forcefully pushing it out of the person's body to leave them without a soul or any other spiritual entities that were currently inside of them, leaving them paralyzed for over 10 posts. For spiritual entities, this gate will paralyze ALL entities for 5 posts, but keep them intact.
Cost: 25 SE
Post Limit: 1 per post
Cooldown: 6 posts
Link: 1st Upgrade to Lex's 1st Power Slot: Desert Fox/Spiritual Abilities
Name: Desert Fox: Lezar Gate
Description: Unlike with the regular Desert Fox Gate, this form of the spiritual move does not form as multiple crossed links of energy and slide towards the opponent and instead forms around Lex as a crossed mesh of spiritual energy. This energy sphere can expand out to about 25 meters from Lex's body.
Function: This technique can stay on Lex for 5 posts, and after expanding out, it can hold its position for a full minute before having to shrink back a full meter away from Lex's body for another full minute before having to disappear entirely. Unlike the original Desert Fox Gate as well, this version can extract any person's soul that Lex desires, not just someone immoral. And unlike the original Desert Fox Gate, this will paralyze ALL entities for 7 posts.
Cost: 30 SE
Post Limit: 1 per post (stays active around Lex for 5 posts)
Cooldown: 10 posts
Link: 1st Upgrade to Lex's 1st Power Slot: Desert Fox/Spiritual Abilities
Name: Desert Fox: Sapphire Eagle
Description: The user will more than likely get into a low crouching position before springing themselves into a powerful bouncing back flip somersault, angling their feet to strike the chin of their opponent. A release of spiritual energy can be added to this technique, and when it does, will release clearly visible remnants of royal blue energy from their legs and their feet to travel several meters in whichever direction the user chooses in front of them. (For example, the user may wish for the wave to travel forward or travel into the sky to attack an aerial opponent)
This may hit their opponent and do several different things to the opponent depending on the rank that is used of this technique. The actual spiritual energy that is sent from the users legs and feet accumulates all into one large royal blue energy wave that's size and power varies and depends on what rank is used. The energy wave is 5 meters long and can travel 25 meters in front of or above the user. This wave will knock the opponent back and cause light damage to the body. (Bruises, headaches, disorientation, possible fractures, etc.) as well as strip a chunk of the opponent's soul out of their body, expelling it from them to float and dissipate in a matter of seconds.
Cost: 10 SE
Post Limit: 1 per post
Cooldown: 1 post
Link: 1st Upgrade to Lex's 1st Power Slot: Desert Fox/Spiritual Abilities
Name: Desert Fox: Enigma Slice
Description: The user of this technique will lift one of their legs, using their other leg as a strong base while they twist themselves slightly to rise their leg as high as possible. A release of spiritual energy is added to this technique, releasing clearly visible remnants of silver energy from their legs and their feet to appear in the exact trajectory that the leg travels for several seconds before disappearing. The energy wave is as long as the leg can swing upward and stays solid for 2 seconds.
Cost: 10 SE
Post Limit: 2 per post
Cooldown: 1 post
Link: 1st Upgrade to Lex's 1st Power Slot: Desert Fox/Spiritual Abilities
Name: Desert Fox: Enigma Blade
Description: The user of this technique will bring their arms back before quickly slinging both of them forward. The true nature of this technique will be revealed, and when it does, will release clearly visible remnants of royal blue spiritual energy from their arms in a perfect buzz saw like form to travel several meters in whichever direction the user chooses in front of them. (For example, the user may wish for the wave to travel forward or travel into the sky to attack an aerial opponent) The energy wave is 5 meters long and can travel 25 meters in front of or above the user. This wave will knock the opponent back to cause light damage to the body. (Bruises, headaches, disorientation, possible fractures, etc.) as well as strip a chunk of the opponent's soul out of their body, expelling it from them to float and dissipate in a matter of seconds.
Cost: 10 SE
Post Limit: 7 per post
Cooldown: 3 posts
Link: 1st Upgrade to Lex's 1st Power Slot: Desert Fox/Spiritual Abilities
Name: Desert Fox: Sniper (A)
Description: The move itself works when the user's spiritual energy is used mainly as bullets being fired from their body or from already expelled spiritual energy bits after the use of the Desert Fox: Expel. Usually from the index finger that is pointed like a gun at the opponent, sharp powerful bursts of spiritual energy can be blasted towards them. Each energy bit can travel up to 300 mph and after making contact with the opponent's body, will paralyze whatever part of that body is hit (the affected area can grow several inches after contact, eventually paralyzing that entire limb or section of the body) for 5 posts in total before it wears off. With each post, the affected area grows ten inches in area until the third post where the entire limb or specific section of the affected area becomes paralyzed regardless. The A variant of this technique is ideal for light-hearted fights or spars with its more non-lethal techniques for the desire to only disable or neutralize the enemy.
Cost: 2 SE
Post Limit: 10 per post
Cooldown: 1 post for every 2 shots
Link: 1st Upgrade to Lex's 1st Power Slot: Desert Fox/Spiritual Abilities
Name: Desert Fox: Sniper (B)
Description: The move itself works when the user's spiritual energy is used mainly as bullets being fired from their body or from already expelled spiritual bits after the use of the Desert Fox: Expel. Usually from the index finger that is pointed like a gun at the opponent, sharp powerful bursts of spiritual energy can be blasted towards them. Each energy bit can travel up to 300 mph and unlike the A variant, is very deadly when making contact with an opponent's specific body parts. If contact is made near any organ of the target, Lex has the potential to explode this sharp and intense form of spiritual energy that is lying dormant into their body, instantly disrupting and exploding their organs to no longer exist (as it evaporates the organ entirely) if contact is made nowhere near an organ, than it will simply cause the effects of the A variant of the sniper technique, paralyzing whichever part of the body but much more slowly. The paralyzing effect only grows 3 inches from the affected area and only lasts 3 posts instead of 5. The B variant of this technique is ideal for assassination attempts or for quick and clean executions, if Lex is rather busy and doesn't have time to fight multiple people at once or he is running out of time on something.
Cost: 3 SE
Post Limit: 10 per post
Cooldown: 1 post for every 2 shots
Link: 1st Upgrade to Lex's 1st Power Slot: Desert Fox/Spiritual Abilities
Name: Desert Fox: Expel
Description: This technique is performed when the user distributes and spreads their own spiritual energy as small bits all around their body into the immediate surrounding area. Because of the energy being intensely compact, any viewer of this act may see these energy bits to look dark blue. However, once these energy bits are used for any purpose, the color will become a light grey color. These energy bits are able to become mobile with the user around them if the user decides that they wish to move towards another location.
The actual form that Lex prefers to use this technique is through the spreading out of the expelled energy in a tight and compact or loose and spread out dome format. It's only natural that he will try and spread the energy bits far enough (usually 15 to 20 meters at average) away from themselves or other comrades that are within this ‘spirit dome.’ He can expel up to 100 energy bits at one time. Note: Whatever technique that is used dealing with these energy bits costs no amount of extra energy to perform.
Cost: 10 SE
Post Limit: 1 per post
Cooldown: 3 posts
Link: 1st Upgrade to Lex's 1st Power Slot: Desert Fox/Spiritual Abilities
Name: Desert Fox: Adrenaline Shift
Description: This technique is performed when Lex uses the spiritual intensity from the Desert Fox within him as a medium to distribute large amounts of adrenaline throughout his desired body part or throughout his entire body. This move can only work after he has reached the Aggro State of the Desert Fox. What this technique does is allow Lex to have greater reflexes, possess better response and reaction time, and possess a temporary boost in strength. It takes up to 3 posts for normal use, 4 posts for temporary damage, and 5 posts for some form of permanent damage to the body.
Lex's body will serve as optical illusions as fading images of him will usually be what is left of his quick movements. Lex's movements will no longer be able to be seen correctly under normal circumstances (against people who don't have the highest form of heightened senses) His moves seem glitched and lagged tremendously, and cannot be predicted usually in most scenarios. Movements that have been made moments before will be seen quite clearly 2 seconds later, usually in a direction that does not pertain to any hitting area of value. (Lex will seem to be attacking or firing at certain directions at random, but the attack is still aiming directly for the opponent's body) If able to be seen still through some sort of technique, the amount of spiritual being used at the time will still make the user seem lagged tremendously by 2 seconds in Lex's actions.
Cost: 25 SE
Post Limit: 1 per post
Cooldown: 4 posts if used for 3 posts, 3 posts if used for 4 posts, 2 posts if used for 5 posts
Link: 1st Upgrade to Lex's 1st Power Slot: Desert Fox/Spiritual Abilities
Name: Desert Fox: Frag Grenade
Description: After Lex performs the Desert Fox: Expel, he can then make his spiritual energy explode rapidly into harmful and lethal blasts of energy, creating extreme explosions that look like light grey energy explosives. Lex can choose whether to detonate each of these energy bits into separate explosions or all at once simultaneously. (The blast radius normally is 30 meters range max unless specifically trying to put less effort into the blast radius) There is two ways that that the spiritual energy can explode, which can be the loose form or the controlled form.
The controlled explosion blasts only outward from this 'spirit dome' (or whatever form Lex decides to produce) which does no harm to him and can essentially mean that he can tighten this protective form much tighter for defense of himself or any team mates. The loose explosion may usually be used against more experienced and hardened targets. This explosion blasts in any and all directions, preferred to catch any and all enemies who have tried to slip by this loose barrier. If decided to use a loose explosion, naturally causing whatever effects on anyone inside the dome as well as outside depending on distance away from the initial explosions. Considering the normal distance (15 to 20 meters) the user will spread the energy away from himself and considering the average blast radius of each explosion, (5 meters) the explosion will cause Lex and anybody beside him to fall onto their back, be dazed, and be temporarily impaired in the ears from the ringing of the explosion. Usually there are no other effects, but of course the less distance that separates Lex from the explosion, the more serious the effects are going to be. Note: The expected effects of the loose explosion affecting Lex and his teammates can be altered, the more techniques being used for specific protection from it, the better their chances at enduring the explosion from very close ranges.
Cost: 1 SE (per explosion)
Post Limit: 10 per post
Cooldown: 2 posts
Link: 1st Upgrade to Lex's 1st Power Slot: Desert Fox/Spiritual Abilities
Name: Desert Fox: Nova Shade
Description: Through Lex's understanding and performance of perfect spirit control, he is able to expel spiritual energy from his body. Once done, he will use this technique to make dense sheets of nearly impenetrable spiritual energy to create a somewhat crystal form over whatever person or object he wishes to protect from an attack. After first initial use, the protective barrier will disappear after 5 posts.
Name: Spirit Wall
Description: This move can create multiple walls of spiritual energy simultaneously from any position within a 500 meter range of the caster. It's maximum height and length range from 50 meters high and 50 meters long. This acts as a barrier to defend against attacks like Ceros.
At 2 tiers above it, it will barely stop the attack, if at all.
At 1 tier above it, it will withstand the attack for one post, already cracking. The next post will fully destroy it.
At the same tier, it will withstand two full attacks before cracking, the next attack will destroy it.
At 1 tier below it, it will withstand four full attacks before cracking, the next two attacks will destroy it.
At 2 tiers below it, it will withstand six full attacks before cracking, the next three attacks will destroy it.
At 3 tiers below it, it will withstand eight full attacks before cracking, the next four attacks will destroy it.
Cost: 5 SE per wall
Post Limit: 3 per post
Cooldown: 3 posts
Link: 1st Upgrade to Lex's 1st Power Slot: Desert Fox/Spiritual Abilities
Name: Siphon
Description: This move allows any user to be able to siphon their own spiritual energy into a magical or physical ability, allowing them to make ineffective moves like elemental abilities or augmented physical attacks now affect spirits within the Bleach Universe! From wind, earth, light, and dark attacks, to bullets, missiles, punches, and kicks, this move will make many NORMAL abilities and tech now effective, but at a cost to their own spiritual energy.
Cost: 30 SE (to Siphon moves for the entire topic)
Post Limit: 3 per post
Cooldown: 5 posts
Link: 1st Upgrade to Lex's 1st Power Slot: Desert Fox/Spiritual Abilities
Name: Signature Suppression
Description: This technique allows the user to suppress the spiritual energy signature that they give off, making themselves completely undetectable through 'aura', 'ki', spiritual energy, and the likes if they're not using any other spiritual related techniques. Due to the effectiveness of this move, they will be able to use in a stealthy manner if another person doesn't have other means to find out their presence. Once activated, this technique is continuous until either purposefully turned off or another spiritual technique is performed, interrupting this one.
Cost: 10 SE
Post Limit: 3 per post
Cooldown: 5 posts
Link: 1st Upgrade to Lex's 1st Power Slot: Desert Fox/Spiritual Abilities
Black Magic
Black Magic
- Spoiler:
- Name: Black Magic
Description: This magic allows the caster to have the chance to control all forms of earth, water, fire, wind, lightning, and metal.
Function: In Lex's case, Lex is only able to control earth, metal and wind due to that being the only forms of elements that he's trained since gaining the Niosha Stone.
Origins: (See the origins of 'Color Code Magic System')
Black Magic - Earth Spells
- Spoiler:
- Name: Black Magic: Earth - Burrow
Description: This spell allows the caster to burrow into the ground without any resistance from the earth below them. This allows them to move their body underground with no restrictions whatsoever, being able to fight or react effectively as if they were above the surface. This can be applied to other people as well by the user, no matter how far they are from them, the only requirement is that they must be touching the ground during the casting of this spell.
Cost: 1 NE
Name: Black Magic: Earth - Pit Stop (Earth)
Description: This spell allows any fast moving caster to turn their body at any angle even at quick speeds through the use of curving earth under them to assist their movement. This spell molds the earth under the caster to simply help them move in any direction they wish, whether it's a simple shift in creating a small dent or making a small arc to push off of, this spell eliminates the cost of speedy movement without the reaction time to keep up.
Cost: 1 NE
Name: Black Magic: Earth - Fox Hole
Description: This spell allows the caster to slide singular items that have been put into the earth towards any direction and further into the ground or towards the surface. Because of the usual small size of the items compared to people, these are nearly impossible to detect and are not able to be seen traveling through the ground unless with specific abilities to look through solid earth. It travels through the ground up to 250 miles per hour, since it doesn't need to dig through the ground and the items are small.
Cost: 2 NE
Name: Black Magic: Earth - Sliding Domino
Description: Lex will put a hand onto the ground below him before a meter high, 3 meters wide, and 20 meters long wall of earth will rise up and then slide at a quick speed towards the opponent (300 mph) This wall is called the 'Sliding' form. It can travel forward up to 20 meters before suddenly turning into a 5 meter high, 4 meters wide, and 3 meters long wall of earth called the 'Domino' form. It will then slide back towards the opponent to topple over and crash onto them. If the meter high wall of earth passes the opponent before traveling forward 20 meters, the user may choose to immediately control the earth wall to get into it's 'Domino' form and travel back towards the opponent and topple over them. This maneuver can also be performed while using the Burrow spell.
Cost: 3 NE
Name: Black Magic: Earth - Motion Counter (Earth)
Description: This spell allows the caster to pour their energy into the ground below, and after one entire post, will be able to suddenly cause massive amounts of small tremors within the earth below that match the various steps of living beings at the maximum range of 100 meters. This also shakes the trees within the area as well, making it difficult to tell for some motion detectors to know if the caster has fled into a tree. This spell lasts 3 posts before it ends.
Cost: 2 NE
Name: Black Magic: Earth - Guard Rail
Description: Lex will use the earth below in order to raise the earth below to create a thick wall of earth in front or behind him. Coils can also come out of the wall and grab the opponent, encasing them into earth wherever they're grabbed. The earth wall is 40 meters tall and 50 meters wide and 10 meters thick. The wall can also be 25 meters away from the opponent. Ten 8 meter thick and 8 meter long coils can wrap around whatever part of the opponent's body it wants while earth develops over whichever part of the opponent's body is restrained by the coils at the same time. (Whatever part of the opponent is encased in earth will begin to feel a devastating amount of tightening pressure around them for only a few seconds, which can crush the entire body easily)
Cost: 5 NE
Name: Black Magic: Earth - Earth Redemption
Description: There are two ways to perform this spell. The first way the caster can use this spell is by putting a hand onto the ground below them to create a noticeable tremor wave, which will travel towards the opponent up to 100 meters and up to 100 miles per hour. If the tremor wave touches the opponent, A thick coil of earth will shoot out of the ground and wrap around any part of the opponent's body that it touches. These earth coils will hold the opponent in place while earth will develop at a moderate speed over the opponent's feet and up the trapped opponent's body simultaneously to encase them in earth.
The second way the caster can perform this technique is by putting their hand on the opponent, which will cause earth to develop over the touched part of the opponent's body immediately at a fast rate. Earth coils will also come out of the caster's arm to wrap around whatever part of the opponent's body that they can manage. This maneuver can also be performed during the Burrow spell.
Six 5 feet thick coils can wrap around whatever part of the opponent's body it wants while earth develops over the opponent's feet and whichever part of the opponent's body is restrained by the coils at the same time. (Whatever part of the opponent is encased in earth will begin to feel a devastating amount of tightening pressure around them for only a few seconds, which can crush a normal body easily)
Cost: 3 NE
Name: Black Magic: Earth - Earth Canvas
Description: This spell has two separate effects depending on how the caster wishes to use it. One of the effects is performed by the caster putting their hand on any item that is around them. (This means approaching items as well) The user will change the material of the said item into nothing but earth. Casters can only turn weapons into earth that are not embedded with spiritual or magical energy, while changing any other item into earth regardless. The user may do whatever they wish with this new earth product, and use it to perform other Earth-style spells that require earth to be present. The second effect of this spell allows the caster to create Earth figures from whatever Earth material is available, creating anything up to the size of a two story building structure out of earth. This technique can also be used during the Burrow spell.
Cost: 5 NE
Name: Black Magic: Earth - Earth Armor
Description: This spell that takes forms of earth, (from the ground around them will take one post to initiate, from their hands will happen during the post this spell is activated) and uses it to coat all of the user as if some form of armor. This armor is strong enough to deflect up to two attacks before "shattering" and then having to wait two more posts before the same amount of earth that was used in its creation can wrap around the user once again. If the earth that is used in this spell is destroyed, this spell needs to be performed again. The earth loosens and contracts at will and takes no time to do so, meaning that even though it is strong enough to block a physical attack or weapon, it will loosen immediately. Upon the moment that it contracts around the user entirely for a defensive measure, it will be hard to move swiftly, as it needs to compact heavily in order to block such strong moves. When not in a defensive procedure however, the earth can be seen orbiting around whatever part of the body that it is designated to protect.
Cost: 2 NE
Name: Black Magic: Earth - Slap Jack
Description: This spell is used after Lex slams one of his fists into the ground beneath him. Once accomplished, a large earth cylinder will rise out of the ground that is twenty five feet tall and five feet all around. Once the cylinder rises entirely, multiple rectangular limbs will grow out of the cylinder that will become five feet in length, four feet in height, and three feet in width. There will be a total of thirty limbs that appear in no symmetrical pattern on the cylinder. This large structure will begin to spin very rapidly as it approaches the opponent at 300 mph and spinning at that same speed as well. If hit by the limbs on the cylinder, this will usually break or shatter bones within the opponent, gaining enough speed to kill after enough hits on impact. Due to its element, if any limbs are destroyed, they will simply repair itself from the use of the earth below until this structure is destroyed entirely.
Cost: 7 NE
Name: Black Magic: Earth - Jasmine's Reflection
Description: The caster will touch the ground below them in order to change whatever non earth material is below them into earth. This is mostly used so that the caster may be able to use the Burrow spell at any area. The caster can also do the same when reaching an area where earth is no longer at the surface of the ground they are traveling under, allowing them to change the material above them so they can travel through the dirt and resurface.
Cost: 2 NE
Name: Black Magic: Earth - Jasmine's Grace
Description: The caster will turn earth into a large sphere that's 15 meters in size. It will rise high into the sky and begin to cover the area slowly in dirt particles in thin layers to the point where it seems like a light brown fog/mist or sand storm effect. The caster can easily choose to specifically aim this falling thin layer upon layer of dirt to fall in the immediate area of the opponent if they wish. They can also choose to release chunks of earth off of this earth sphere on top of the enemy or in an area in general. The purpose of this spell is to cover a tremendous amount of items or people into usable earth on a massive scale. The range of the dust cloud is 250 meters from its current position and takes three posts to cover someone in usable earth.
Cost: 5 NE
Name: Black Magic: Earth - Jasmine's Grace (Self)
Description: The caster will make the earth dissipate into a large amount of dust that will then seem to lash out towards the caster to cover them completely in layers of earth.
Cost: 1 NE
Name: Black Magic: Earth - Jasmine's Grace (Area)
Description: The caster can at any time release a flow of their magical energy into the earth's surface or below it by 30 meters, making it grasp around any items that are deemed useful to the caster on the surface. It will wrap these multiple items with usable dirt so the caster can manipulate its trajectory at any given time and make them shift around under the earth at will. Up to 30 small items are able to be controlled with this spell. If anyone is underground within the radius of the spell, this energy will cover usable earth around them for the user to use at any given time for a follow-up earth spell. Without prior knowledge of what is underground, the user of this spell will only be able to tell the size of what is within the spell's radius when they filter past the item or wrap around it entirely. A small item that can be considered under this spell's control would be ten inches of something in circumference. Everything else can still be multiple but hardly in such large numbers, where as if it is people, it would be around 3 people who are 5 feet tall. It can control up to 200 pounds at one time within the radius.
Cost: 3 NE
Name: Black Magic: Earth - Jasmine's Wrath
Description: Once an opponent is put into enough layers of usable earth which can be done by many different means, (Earth Redemption, Jasmine's Grace, etc.) the caster may then use their magical energy to sling their opponent in any direction they wish and hold them in place, thanks to the casing of earth around them. The slinging force can cause the control of the opponent's physical attacks, breaking of bones, nausea, and even possible concussion. This spell can hold an opponent down for 3 posts.
Cost: 1 NE
Name: Black Magic: Earth - Jasmine's Raid
Description: The caster will pour their magical energy into the ground below before particles of dust from the earth around the opponent will immediately rise up into the air, which will cover the opponent in layers of usable earth. The caster will put their hand on whatever ground that is being used (can be water as well) and after several minutes (one entire post) a dust of earth will rise out of the material that makes up the ground of that area, causing the opponent to be covered in earth. This spell covers up to 25 meters in full radius of range.
Cost: 2 NE
Name: Black Magic: Earth - Jasmine's Empathy
Description: The caster will scatter whatever earth material is available and put it into a complete dome around the opponent, blocking visibility from whoever is within its confinement. The earth dome can wrap around 35 meters.
Cost: 4 NE
Name: Black Magic: Earth - Magic Sensory Sheet (Earth)
Description: This spell allows the caster to spread their magical energy out into the ground at a maximum range of 100 meters. This gives the caster the ability to feel approaching people in the range of the magical energy. There is an upkeep cost of magical energy to keep the spell active after initially casting it. This spell has a sustain cost for every post it is currently activated.
Cost: 3 NE
Sustain Cost: 1 NE
Name: Black Magic: Earth - Teleportation Indicator (Earth)
Description: Unlike the Motion Counter spell which uses the caster's poured magical energy, this spell allows the caster to immediately send tremors at a specific location of their choosing, only rumbling from that specific spot and from nowhere else. This spell only needs to be activated once per topic, then the caster may use this as many times as they wish.
Cost: 1 NE
Name: Black Magic: Earth - Tremor
Description: This spell allows the caster to cause tremor waves throughout an entire maximum range of 100 meters. Unlike most spells, contact with the ground is unnecessary, just a few seconds to concentrate on the task (1 post) before they are able to activate the spell. This is usually geared towards throwing off an opponent to the caster's location or to try and intimidate them with a combination of other spells and techniques while not even being in contact with the ground.
Cost: 3 NE
Name: Black Magic: Earth - Earthquake
Description: This spell allows the caster to cause a massive earthquake throughout an entire maximum range of 100 meters. Unlike most spells, contact with the ground is unnecessary, just several seconds to concentrate on the task (3 posts) before they are able to activate the spell. This is usually geared towards bringing down the foundation of structures and constructs like buildings and turrets, no matter how big or sturdy they are unless they have reinforced grounding, and also causes the opponent to lose their footing and throw them off balance unless countered by a technique specifically.
Cost: 5 NE
Name: Black Magic: Earth - Strengthen
Description: This spell allows any form of earth and metal that's been used by magical means to be strengthened by both condensing and simply magical enhancement, making it nearly impossible to break through due to the complete control of the elements without an immense amount of force or cutting. This spell can be constant, but for each post after its initial use, 2 NE must be used to keep it active. This spell has a sustain cost for every post it is currently activated.
Cost: 7 NE
Sustain Cost: 2 NE
Name: Black Magic: Earth - Earth Clone (A)
Description: The caster will use the earth around them to create a physical representation of themselves. This form does not attack, only follows simple commands that the user wishes it to perform before it possibly gets destroyed.
Cost: 2 NE
Name: Black Magic: Earth - Earth Clone (B)
Description: The caster will use the earth around them to create a physical representation of themselves from Earth. Unlike the A version, this one has combat properties, including heightened strength in durability and attack, the speed of the user, and can regenerate its destroyed parts unless completely eradicated.
Cost: 10 NE
Black Magic - Wind Spells
- Spoiler:
- Name: Black Magic: Wind - Magic Sensory Sheet (Wind)
Description: This spell allows the caster to spread their magical energy out into the air at a maximum range of 100 meters. This gives the caster the ability to feel approaching people in the range of the magical energy. There is an upkeep cost of magical energy to keep the spell active after initially casting it. This spell has a sustain cost for every post it is currently activated.
Cost: 3 NE
Sustain Cost: 1 NE
Name: Black Magic: Wind - Sound Carrier
Description: This spell allows any caster to perform a more superior ventriloquist effect, being able to carry off sounds in certain areas from their own person and even from other positions entirely. Anyone who hears any of these sounds during the use of this spell will not be able to pinpoint the original location in which it derives from without specific abilities pertaining to wind or sound.
Cost: 1 NE
Name: Black Magic: Wind - Sound Division
Description: This spell allows the caster to be able to pinpoint the direction of certain sounds coming in their direction. This spell also pushes out the majority of other sounds away from them while keeping the investigated sound intact, almost giving it an instant trail for the user to pursue at any given time without being affected by any other sounds around them.
Cost: 1 NE
Name: Black Magic: Wind - Pit Stop (Wind)
Description: This spell allows any fast moving caster to turn their body at any angle even at quick speeds through the use of manipulating the air around them to assist their movement. This spell alters the pushing winds around the caster to simply help them move in any direction they wish, whether it's a sudden gust of wind towards a certain direction or a simple shift in already existent air currents, this spell eliminates the cost of speedy movement of making it difficult to adjust the body to another direction at a whim.
Cost: 1 NE
Name: Black Magic: Wind - Distortion (Wind)
Description: This spell allows the caster to manipulate the wind around them of 3 meters, excluding techniques used by the opponent, to create a thick white like constant flowing wave of air around them that covers about 3 meters in area entirely. Within this area, the caster may seem to be anywhere when they can in fact be standing or doing something at another spot within its range. The user may still be able to see outside of the wave correctly. This is more of a distraction or a confusion spell only meant to throw off an opponent's sense of sight. This spell does not bypass motion or life form detection, and the caster can be pinpointed accurately through such means. Scent, however, will not be defined enough to be tracked correctly within this wave, as it will toss around the scent and not allow a tracker to pinpoint them directly within its range. This spell lasts 3 posts.
Cost: 1 NE
Name: Black Magic: Wind - Motion Counter (Wind)
Description: This spell allows the caster to pour their magical energy into the air around them, and after one entire post, will be able to suddenly cause massive amounts of small pulses within the area for about 100 meters that make it extremely difficult to monitor the caster's motion, if not impossible. This also shakes the trees within the area as well, making it difficult to tell for some motion detectors to know if the caster has fled into a tree. This spell lasts 3 posts before it ends.
Cost: 2 NE
Name: Black Magic: Wind - Teleportation Indicator (Wind)
Description: Unlike the Motion Counter spell which uses the caster's poured magical energy, this spell allows the caster to immediately send pulses within the air at a specific location of their choosing, only pulsing from that specific spot and from nowhere else. This spell only needs to be activated once per topic, then the caster may use this as many times as they wish.
Cost: 1 NE
Name: Black Magic: Wind - Wind Deflector
Description: This spell allows the caster to create an encasing of blue tinted air around them, something different than the barrier shield like Sonya's Pitch or Sonya's Symphony, and doesn't take the form of a sphere. The purpose of this encasement is also different from its counterparts, allowing the caster to deflect low tier physical attacks, and even some slow moving projectiles. Regular based physical attacks are pushed heavily to the side while this encasement is around the caster, and this spell lasts 3 posts.
Cost: 5 NE
Name: Black Magic: Wind - Sonya's Orchestra
Description: The caster of this spell will use the air around them to create a transparent but visible royal blue tinted sphere of pressurized air, which holds a tremendous amount of packed force. This wind sphere can travel in any direction and will float towards the opponent. Once the wind sphere reaches them, it will release a massive violent force of pressure, doing damages to the opponent's body that depend on rank for its severity. The sphere is 4 inches in size and can travel up to 50 meters at 100 mph. The pressured force that explodes will knock the opponent back violently several meters and cause heavy damage. (Immediate unconsciousness, internal bleeding, shattered bones, etc.)
Cost: 5 NE
Name: Black Magic: Wind - Sonya's Pitch
Description: The caster of this spell will use the air around them to create a rush of air to form around themselves or other people to block out techniques like most physical attacks or most weaponry. The wind shield covers 3 meters of area all around and lasts up to 4 posts.
Cost: 5 NE
Name: Black Magic: Wind - Sonya's Tune
Description: The caster of this spell will use the air around them to create a transparent but visible royal blue tinted sphere of very thin air, which will travel in any direction and will float towards the opponent. Once the wind sphere reaches them, it will expand out immensely, pushing and expelling air out of the area that it's expanding past. The sphere is 4 meters in size and can travel up to 50 meters. The sphere will expand around 150 meters of area, and it takes 3 posts to fully expand over the area, 50 meters to each post.
Cost: 7 NE
Name: Black Magic: Wind - Sonya's Frag Grenade
Description: Upon the activation of this spell, two more posts need to pass before the actual use of it can be available to the caster. Five small perfect blue tinted spheres of very compact wind can be seen around the user, who can manipulate these small inch sized spheres to float anywhere within twenty-five meters of their own body. These small wind spheres, once used, will suddenly explode violently into large twenty meter massive bursts of powerful air, powerful enough to unroot a tree very easily out of the ground. These explosions are very violent and powerful, and can rip flesh and bone apart easily, as well as fling items away violently as well. Upon being put against metal structures, they can put heavy dents within them and with enough of these spheres used, should be able to knock them down entirely. The burst of air can be manipulated, and does not need to be a large sphere of gushing air, but can be directed in any specific direction the caster wishes, like pressurized air funnels. The spheres will only dissipate after it comes into contact with a solid object or the caster releases the spell.
Cost: 10 NE
Name: Black Magic: Wind - Sonya's Pierce
Description: This spell creates thin spikes that is designed to penetrate through defenses. Upon the activation of the spell, two posts need to pass before the actual use of this spell is available to the caster, the air being pressurized into this small form during the process. Five thin spike of blue tinted air will appear above the caster's head, in which they can control effortlessly to float anywhere within 25 meters of their body until its actual use. The purpose of the spike is to penetrate through armor, normal or magically enhanced otherwise. It is designed to penetrate armor upon impact before exploding outward in a powerful but controlled burst of air, blowing outward whatever armor the opponent was wearing. The controlled bursts of air is only strong enough to sting the opponent, but it can become deadly upon hitting those with no armor, as their flesh will become penetrated before the controlled burst will blow them open. The spikes will only dissipate after it comes into contact with a solid object or the caster releases the spell.
Cost: 10 NE
Name: Black Magic: Wind - Barrier Ramp
Description: This spell creates a wind barrier within a 50 meter radius. This barrier forms around the desired people that is falling from the sky once the caster is in range of the spell. It creates a gigantic arch that allows the desired people to slide upon it to then shift their falling momentum into a forward direction, taking away the risk of crashing hard into the ground for certain death. This spell spreads out at 30 meters wide behind the desired person and was designed in creation as a save and rescue technique of multiple people. This spell must be performed at least 30 meters above the ground or it will not work.
Cost: 2 NE
Name: Black Magic: Wind - Barrier Funnel
Description: This spell creates a wind barrier force to appear around the solo user that is falling from the sky. This barrier creates a thin funnel around the person that allows the desired caster to slow down or speed up in falling momentum while also inching them in whatever specific location they wish to land in without having to worry about a hard landing. This spell spreads out at 5 meters wide around the desired person and was designed in creation as an expert infiltration technique of a solo individual. This spell must be performed at least 20 meters above the ground or it will not work.
Cost: 2 NE
Name: Black Magic: Wind - Oxygen Vortex
Description: The caster of this spell will use the air around them to create a transparent but visible royal blue tinted ring of air in front of them before shooting it out in front of them at 100 mph. The reason for this vortex of wind is to strip away all oxygen from within the vortex’s size, mainly used to suffocate people instantly or take away oxygen from lit fires to snuff them out instantly.
Cost: 15 NE
Name: Black Magic: Wind - Wind Weapon Pod
Description: This spell suspends items in the air, preferably weapons. It can hold a maximum of one hundred items, no matter what the size, and in various locations up to 100 meters. These can fire simultaneously or in unison due to the wind applying enough pressure to flip levers, press switches, or pull triggers.
Cost: 17 NE
Name: Black Magic: Wind - Wind Pulse
Description: This spell creates a specific pulse of wind that pushes out from the caster with intense force every 2 posts. Unlike most Niosha magic spells, this one is constantly on after its initial use, forever pressurizing around the caster indefinitely until used. For each post that it does not get used, the wind encasing will tighten and have more intense pressure once the pulse does get released. If not used for 8 posts straight after activation of this spell, the next release will become powerful enough to cause rapid strong pulses of air, being able to crush the flesh and bones and even metal of anything within a 3 meter range while violently pushing anything back outside of that immediate range for over 25 meters.
Cost: 20 NE
Name: Black Magic: Wind - Hands of Xolishpa
Description: This spell pressurizes the air around the caster and after 3 posts, creates seven 10 meter long arms made of air from the caster's position, usually its base is placed on the caster's back. These arms react as fast as the user, and have an intense amount of pressure that can block some of the strongest physical attacks and can explode upon the caster's demand. This spell lasts for 10 posts.
Cost: 30 NE
Name: Black Magic: Wind - Wind Clone (A)
Description: The caster will use the air around them to create a physical representation of themselves. This form does not attack, only follows simple commands that the user wishes it to perform before it possibly gets destroyed.
Cost: 2 NE
Name: Black Magic: Wind - Wind Clone (B)
Description: The caster will use the air around them to create a physical representation of themselves from wind. Unlike the A version, this one has combat properties, including increased speed in running and reaction time, and can regenerate its destroyed parts unless completely eradicated.
Cost: 10 NE
Link to all spells: 1st Upgrade to Lex's 2nd Power Slot: Color Code Magic System | Black Magic - Earth and Wind Spells
Grey Magic
- Spoiler:
- Name: Grey Magic
Description: This magic allows the caster to have instantaneous portals that can transport small to large items to or around the current location of the user. If done by a physical seal that the caster is currently touching, no energy is used up from the caster, but if something is teleported away from their body, then it takes up physical energy from them each time.
Function: The maximum range of the teleportation is 500 meters before Lex feels the effects after the third time, getting tired and losing breath for a few seconds before recovering.
Origins: Lex created grey magic after his numerous bouts with the infamous and terrifying Tyler Pryce, having to survive his purple magic barrage on the cities he lived in at the time before wondering if he too could create his own color code within this magic system that he was using. After experimenting with the black magic and training with his niece who is a Destiny God, he managed to shift some of the teleportation concept from the silver magic and create the custom color code for his own specific means of use.
Name: Grey Magic: Seal Teleportation
Description: This spell allows Lex to transport anything in existence, as long as he is aware of what it is and the location of whatever is being teleported through portals, which are enhanced greatly through a specific seal. The seal must be within five inches from Lex's body to activate in this manner and all things being teleported must have a weight under 5 tons (10,000 pounds) size does not matter. The seals can still be used if out of the five inch range, used more as a beacon to pinpoint exactly where to cast his next teleport without too much effort in comparison to having to guess where he should teleport items or people.
Name: Grey Magic: Vicinity Teleportation
Description: This spell allows Lex to teleport anything in existence, as long as they are aware of what it is and the location of whatever is being teleported through portals. The maximum range in which Lex can teleport from his current position is 500 meters and with each weight class it costs more magical energy to summon whatever item or person it is. Weight classes: Small Items (Grenades, mines, boxes of ammunition, articles of clothing, etc.) Medium Items (People sized, sports car sized, etc.) Large Items (Truck Sized, tank sized, small building sized, etc.)
Yellow Magic
- Spoiler:
- Name: Yellow Magic
Description: This magic has a wide variety of spells, meant to aid in both combat and regular day trials to help ease standard life. The yellow color code is by far the easiest magic category to learn, and if one is trying to get used to concentrating and imagining spells for the more advanced categories, this is where any user would usually start. (Note: To keep from Lex being overpowered like crazy, he is only allowed to have only the beginner stages of every spell in this category, this means the shortest of ranges, the weakest of control on most spells (not all) and a short time frame on post limits.
Function: Lex taps into a large variation of this color code in order to help him do various tasks that would either be tedious to perform or time consuming.
Origins: (See the origins of 'Color Code Magic System')
Name: Yellow Magic: Mind - Telekinesis
Description: This spell allows the caster to move objects with their mind; size is obviously a factor but so is the caster's mental ability to handle whatever weight and density of the object that they're moving.
Name: Yellow Magic: Mind -Telepathic
Description: This spell allows the caster to be able to talk to others and hear other people's thoughts. This of course doesn't work on anyone who has mental blocks and has a range of 30 feet.
Name: Yellow Magic: Mind – Mental Printing
Description: This spell allows the caster to get an image that is within their mind and then put it onto a piece of paper or onto the computer, whether just nearby or is actually designated, and uses as much detail as remembered from the mental picture.
Name: Yellow Magic: Body - Levitation
Description: This spell allows the caster to float and fly around in the air. This is at the simplest of levels for Lex, so he can only keep himself from falling to his death and levitate into the air at about 5 mph.
Name: Yellow Magic: Body - Changing Appearance
Description: This spell lets the caster change appearance to anything they desire, big or tall, short or round, flesh, metal, fur, or scales, this spell has no limits.
Name: Yellow Magic: Body - Energy Substitution
Description: This spell eliminates hunger, thirst, and fatigue. It can be used repeatedly whenever desired, but the caster must find natural resources to replenish such basic needs. The spell can not be repeated after a two week period of the initial first use of the spell without real nourishment and sleep, otherwise the caster will die in less than an hour after the spell wears off.
Name: Yellow Magic: Speech - Ventriloquism
Description: This spell allows the caster to pitch his voice in another location within a room or even a building, making it sound like they are somewhere else.
Name: Yellow Magic: Speech – Voice Manipulation
Description: This spell allows the caster to change the sound of their voice to any person they can imagine sounding like, or to a voice they made up in their mind.
Name: Yellow Magic: Speech - Translation Spell
Description: This spell allows the caster to understand and speak other languages.
Name: Yellow Magic: Speech - Dialect Spell
Description: This spell allows the caster to understand and use any specified slang terms and speech patterns that are being heard/said and read/written.
Name: Yellow Magic: Speech - Literary Spell
Description: This spell allows the caster to understand and write foreign literature.
Name: Yellow Magic: Replication - Copying Literature
Description: This spell allows the caster to be able to copy the entire form of writing without having to see what it consists of.
Name: Yellow Magic: Misc. - Open/Close Doorways
Description: This spell closes or opens any passageways that already exist, having doors or other objects either suddenly appear or disappear to allow or prevent access at any given time. As long as the passageway already exists, this spell can be used for either effect.
The Red Fire
- Spoiler:
- Name: The Red Fire: Perfect Facade
Description: Due to its unique nature in connection with Lex, it allows him to completely bypass any detection that can tell if his pulse changes or makes any alterations to his face when telling a lie or a truth, all forms of telling if he's saying either one would be extremely difficult or just impossible to pull of.
Name: The Red Fire: Analyze
Description: With the mystical powers of the Red Fire being amplified by the desire of its holder, Lex wanting to know about a person comes in rather intense but short bursts of visions. Information pertaining to anything personal (relationships, affiliations, truths and lies, etc.) takes 7 posts for Lex to be around (50 meters) or in eye contact of that person before Lex can receive visions about that person's life to give him such information. Information pertaining to anything combat related (strengths, weaknesses, abilities, powers, weaponry, etc.) takes 10 posts for Lex to get this information.
Name: The Red Fire: Influence
Description: Lex's desire to have understanding of other people is rather strong, but his desire to be understood is just as if not stronger. If a person is around Lex for more than 10 posts (ally or foe) he has the ability to subconsciously make them lean towards agreeing with or disliking ideas, other people, or actions (these are small actions, like second guessing themselves for a moment)
Re: Lex Prailius[APPROVED 2-1++]
Thu Mar 19, 2015 3:43 pm
Weaponry
Melee
- Spoiler:
- Name: Stun Rod
Description: A 7 inch silver rod with several different thin walls protruding from its base, making it create sorts of miniature trenches. It is completed with a dark blue grip handle.
Function: This acts as any stun rod would, sending a various amount of electricity through an opponent's body upon impact, but unlike with the stun gun, the output can be amplified over ten times as much voltage to try and neutralize powerful opponents without overheating the weapon upon repeated use.
Name: Soul Rod
Description: A 7 inch royal blue rod with several different thin walls protruding from its base, making it create sorts of miniature trenches. It is completed with a dark grey grip handle.
Function: The soul rod is used in similar fashion as the stun rod, being smacked with it causing a devastating reaction to those affected. With this weapon in particular, it can strip pieces of the victim's soul with each strike, saving it within the rod to be able to contain in a specific cell for the Time Bounty Hunters at a later time.
Origins As Lex faced off against more powerful enemies on the more spiritual scale, it became apparent that a good portion of his gadgets became useless against them. So with Lex acting as the 'Protector' for both Sonya Banes and the Destiny Gods, they created a weapon that appealed to Lex's tastes which was in the form of a stun rod, only it could take down even the mightiest of foes with few connected hits of the soul rod.
Name: Factor X
Description: This is a 14 inch long baseball bat that is made out of Prentium alloy and has three silver metal rings encased around the upper part of the bat. The bat is the natural color of the alloy that makes it, a slightly darker than royal blue color tint.
Function: With Lex's heightened reaction time, Lex prefers blunt objects than sharp, feeling he can smash or demolish bladed weapons in one blow when heavily in melee combat. The three rings have less of a practical purpose, made of Lex's design to do several different functions. The first ring emits an electrical field around the baseball bat to electrify heavily armored enemies, the second ring produces a strong magnetic field that can either push or pull metal objects, the third ring is unknown for now.
Name: Tresk
Description: The staff is about 4 to 5 feet long and is jointed in three sections. It has varied in makeup and color over the years Lex has wielded it, ranging from wood to metal to an alloy and has been black, royal blue, dark blue, silver, and then silver and blue in combination.
Function: Small compartments within the staff reveal several blades at the ends of it to act as a spear and the base of each section has several spikes hidden in compartments that can stick out as well to bludgeon and stab opponents.
Name: Blueprint
Description: a meat tenderizing hammer that is 7 inches in length and made out of Prentium alloy, making it very light to carry. It is a blue color like most of the items made out of the alloy.
Function: Just like with Lex's custom baseball bat or any other blunt objects he decides to carry with him, he takes advantage of his heightened reaction time to use what would seem like a heavy and short weapon that would be too much trouble to carry. The lightness of the weapon makes it very easy for Lex to swing it as well, but even though it is light, it is still a strong metal, and can break bones upon impact with each moderate swing of the hammer.
Name: Tonya a.k.a. Interrogator
Description: A short royal blue blade that acts as a dagger with a heavy arched design that is seven inches in length and made out of Prentium alloy. The handle is usually of a silver or dark grey color. Desired more for its ability to psychologically detain the enemy rather than it being pulled out swiftly for combat, this dagger was designed to visually demean and discourage any opponent to confront the wielder at hand. This dagger is also used during interrogations, with its seemingly unethical arch in its design, the thought of a sawing cut through flesh will usually cause detainees to reveal desired information.
Firearms
- Spoiler:
- Name: .50 Handgun
Description: The sleek design is very similar to a handgun known as the Desert Eagle, with moderate changes made here and there. It is one of the only weapons made out of Prentium alloy to try and keep the weight light. As the constant heating of the metal is much easier to warp than chrome and iron, the .50 isn't automatic, giving it enough time to cool without damaging the form. From time to time Lex changes its color, from the natural tint of deep blue of the alloy that makes it, to silver, to sometimes a dark grey color.
Function: A customized magnum pistol that has an extended clip of ten rounds per magazine. Lex has customized ammunition, consisting of electrical pellets, incendiary rounds, and nitrogen spikes.
Name: Machine Pistol
Description: A pistol that fires at an automatic rate of fire and easy to conceal, it's usually brandished in a dark grey or silver metal color.
Function: The machine pistol can hold up to 35 rounds in an extended clip and can fire at 800 rounds per minute. The weapon has no extreme customized modifications to it.
Origins Lex purchased this weapon to lighten the ranks of enemies whenever his .50 caliber magnum becomes too slow to take care of the problem. It serves as a way for easy concealment as well, so it's much easier to bring into areas that have some security than any of his more devastating weapons.
Name: Henrietta/FNP120
Description: A light weight sub machine gun designed in a platinum encasing.
Function: It uses 5.7x28mm and fires at a rate of 1500 rounds per minute.
Name: .50 Sniper Rifle
Description: A large sniper rifle that is made out of Prentium alloy, making it a blue tint of color.
Function: It holds seven shots in the magazine and can pierce armored convoy and reinforced bunkers without too much difficulty. Lex also has modified ammunition for the weapon similar to his .50 handgun, including electrical pellets, incendiary rounds, nitrogen spikes, and acidic rounds.
Name: Grenade Launcher
Description: A weapon designed in platinum casing, looks just as average as any grenade launcher but is customized to hold 10 grenades at a time.
Function: It carries up to 10 various grenades at full capacity and the drum can rotate to whichever loaded grenade desired.
Grenades
- Spoiler:
- Name: Smoke Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is grey in color and about three inches in height and two inches in circumference.
Function: This grenade releases smoke within a 10 meter radius, covering the area with the smoke to help conceal people and their whereabouts.
Name: Flash Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is light grey in color and about three inches in height and two inches in circumference.
Function: This grenade releases a very bright light out into the area immediately, blinding all who are within a range of 10 meters and are not wearing tinted lenses of some sort.
Name: Stun Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is dark grey in color and about three inches in height and two inches in circumference.
Function: This grenade releases a very strong charge of electrical current that affects the neural system of people into the area immediately, stunning all who are within 10 meters of range.
Name: Concussion Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is black in color and about three inches in height and two inches in circumference.
Function: This grenade releases a strong blast of force, usually strong enough to knock people unconscious immediately within 5 meters of range.
Name: Explosive Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is green in color and about three inches in height and two inches in circumference.
Function: This grenade releases a violent explosion of force, fire, and fragmentation into a range of 10 meters.
Name: Incendiary Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is red in color and about three inches in height and two inches in circumference.
Function: This grenade will spontaneously combust into a large splash wave of fire that is about 10 meters of diameter range to consume everything in flames as it grows.
Name: Frost Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is sky blue in color and about three inches in height and two inches in circumference.
Function: This grenade will spontaneously combust into a large splash wave of ice that has a range of about 10 meters to consume everything in ice.
Name: Nerve Gas Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is sickly yellow in color and about three inches in height and two inches in circumference.
Function: the grenade will release a yellow-like gas that will spread out into a range of 10 meters. This gas, once inhaled, will begin shutting down the entire neural system of the victim.
Name: EMP Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is yellow in color and about three inches in height and two inches in circumference.
Function: This grenade releases a strong current of electricity into a range of 5 meters. Unlike with the stun grenade, this electricity burst is geared towards short circuiting or completely frying machinery and other electrical equipment for several minutes rather than personnel.
Name: Acid Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is lime green in color and about three inches in height and two inches in circumference.
Function: This grenade will spontaneously combust into a large splash wave of acid that is about 10 meters in range to melt away at everything in a liquid form that it touches. It has three very potent chemicals set within that will react violently when combined to become a very dangerous acidic compound.
Name: Adhesive Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is tan in color and about three inches in height and two inches in circumference.
Function: This grenade releases a compound that covers about 5 meters in range and sticks to opponents, hindering their movements heavily as they are covered.
Name: Scrambler Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is dark yellow in color and about three inches in height and two inches in circumference.
Function: This grenade will release a very powerful discharge of electricity and magnetic waves for only a second within a range of 10 meters, usually causing all electrical appliances to be hacked or scrambled.
Name: Magnetic Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is silver in color and about three inches in height and two inches in circumference. There are two buttons on the grenade, one near the top and one near the bottom.
Function: This grenade releases a strong magnetic pulse within a range of 5 meters, pulling or pushing all metallic objects to or from the explosion depending on which button is pressed. This also has a high chance of disrupting electrical equipment as well.
Name: Eclipse Spark Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is dark blue in color and about three inches in height and two inches in circumference.
Function: This grenade releases what seems to be a dark blue electrical spark within a range of 2 meters. Through electrical and medical appliance, once anyone is hit with this spark, the victim's neural and brain wave patterns are now under the control of the Eclipse Program.
Name: Eclipse Fog Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is light blue in color and about three inches in height and two inches in circumference.
Function: This grenade releases a cloud of light blue nanobots within a range of 5 meters of its release and if inhaled, will allow the activation of the Eclipse program.
Name: Condense Fog Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is white in color and about three inches in height and two inches in circumference.
Function: This grenade will release a very condense mist within a range of 10 meters. The mist slows fast moving opponents dramatically as well as constricts the breathing and normal functions of the inside of the body if inhaled.
Name: Metal Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is chrome in color and about three inches in height and two inches in circumference.
Function: This grenade releases a strong silver cloud of metal particles within a range of 10 meters to cover opponents or objects and then can be magnetized by the Magnetic Gauntlets or the black magic of Niosha. The metal particles do nothing on their own, only with the Magnetic Gauntlets and Niosha Magic is this grenade useful.
Name: Dust Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is brown in color and about three inches in height and two inches in circumference.
Function: This grenade releases a cloud of brown dust and dirt within a range of 10 meters, this variant does nothing on its own, but with use of the Earth Gauntlet or the black magic of Niosha, it can be used to cover enemies in dust that Lex can then use to hold them down or pull them apart. The dust does nothing on its own, only with the Earth Gauntlets and Niosha magic is this grenade useful.
Name: Viral Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is dark purple in color and about three inches in height and two inches in circumference.
Function: This grenade will release a purple colored smoke cloud that has a range of 20 meters. This smoke, when inhaled, will cause the victim's white blood cells to attack their organs in a frenzy, completely destroying every organ in the body in about 48 hours.
Name: Sapphire Grenades
Description: A slim and smooth looking cylinder canister-like grenade that is royal blue in color and about three inches in height and two inches in circumference.
Function: This grenade releases a potent gas form of the Sapphire Star Fruit which can heal wounds of all those that inhale it but can cause heavy hallucinations if too much is inhaled.
Name: Hover Grenades (All Variations)
Description: A slim and smooth looking cylinder canister-like grenade that is about three inches in height and two inches in circumference. The color depends on whichever variation of the grenade is being used, only difference is that there is a blinking blue LED light on the top of it.
Function: This specific type of grenade is thrown into the air before hovering for a few seconds, scanning personnel that is currently on the battlefield due to both heat scans and heartbeat scans. It corresponds to the lack of a certain pin in the area, reading a beacon signal from the pin before the grenade propels towards those personnel who do not have this pin before detonating.
Missiles
- Spoiler:
- Name: Kora Missile (Smoke)
Description: A missile that is grey in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile releases smoke within a 10 meter radius, covering the area with the smoke to help conceal people and their whereabouts.
Name: Kora Missile (Flash)
Description: A missile that is light grey in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile releases a very bright light out into the area immediately, blinding all who are within a range of 10 meters and are not wearing tinted lenses of some sort.
Name: Kora Missile (Stun)
Description: A missile that is dark grey in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile releases a very strong charge of electrical current that affects the neural system of people into the area immediately, stunning all who are within 10 meters of range.
Name: Kora Missile (Concussion)
Description: A missile that is black in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile releases a strong blast of force, usually strong enough to knock people unconscious immediately within 5 meters of range.
Name: Kora Missile (Explosive)
Description: A missile that is green in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile releases a violent explosion of force, fire, and fragmentation into a range of 10 meters.
Name: Kora Missile (Incendiary)
Description: A missile that is red in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile will spontaneously combust into a large splash wave of fire that is about 10 meters of diameter range to consume everything in flames as it grows.
Name: Kora Missile (Frost)
Description: A missile that is sky blue in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile will spontaneously combust into a large splash wave of ice that has a range of about 10 meters to consume everything in ice.
Name: Kora Missile (Nerve Gas)
Description: A missile that is sickly yellow in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile will release a yellow-like gas that will spread out into a range of 10 meters. This gas, once inhaled, will begin shutting down the entire neural system of the victim.
Name: Kora Missile (EMP)
Description: A missile that is yellow in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile releases a strong current of electricity into a range of 5 meters. Unlike with the stun missile, this electricity burst is geared towards short circuiting or completely frying machinery and other electrical equipment for several minutes rather than personnel.
Name: Kora Missile (Acid)
Description: A missile that is lime green in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile will spontaneously combust into a large splash wave of acid that is about 10 meters in range to melt away at everything in a liquid form that it touches. It has three very potent chemicals set within that will react violently when combined to become a very dangerous acidic compound.
Name: Kora Missile (Adhesive)
Description: A missile that is tan in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile releases a compound that covers about 5 meters in range and sticks to opponents, hindering their movements heavily as they are covered.
Name: Kora Missile (Scrambler)
Description: A missile that is dark yellow in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile will release a very powerful discharge of electricity and magnetic waves for only a second within a range of 10 meters, usually causing all electrical appliances to be hacked or scrambled.
Name: Kora Missile (Magnetic)
Description: A missile that is silver in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile releases a strong magnetic pulse within a range of 5 meters, pulling or pushing all metallic objects to or from the explosion depending on which remote command is given to it before its detonation. This also has a high chance of disrupting electrical equipment as well.
Name: Kora Missile (Eclipse Spark)
Description: A missile that is dark blue in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile releases what seems to be a dark blue electrical spark within a range of 2 meters. Through electrical and medical appliance, once anyone is hit with this spark, the victim's neural and brain wave patterns are now under the control of the Eclipse Program.
Name: Kora Missile (Eclipse Fog)
Description: A missile that is light blue in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile releases a cloud of light blue nanobots within a range of 5 meters of its release and if inhaled, will allow the activation of the Eclipse program.
Name: Kora Missile (Condense Fog)
Description: A missile that is white in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile will release a very condense mist within a range of 10 meters. The mist slows fast moving opponents dramatically as well as constricts the breathing and normal functions of the inside of the body if inhaled.
Name: Kora Missile (Metal)
Description: A missile that is chrome in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile releases a strong silver cloud of metal particles within a range of 10 meters to cover opponents or objects and then can be magnetized by the Magnetic Gauntlets or the black magic of Niosha. The metal particles do nothing on their own, only with the Magnetic Gauntlets and the Niosha magic is this missile useful.
Name: Kora Missile (Dust)
Description: A missile that is brown in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile releases a cloud of brown dust and dirt within a range of 10 meters, this variant does nothing on its own, but with use of the Earth Gauntlet or the black magic of Niosha, it can be used to cover enemies in dust that Lex can then use to hold them down or pull them apart. The dust does nothing on its own, only with the Earth Gauntlets and the Niosha magic is this missile useful.
Name: Kora Missile (Viral)
Description: A missile that is dark purple in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile will release a purple colored smoke cloud that has a range of 20 meters. This smoke, when inhaled, will cause the victim's white blood cells to attack their organs in a frenzy, completely destroying every organ in the body in about 48 hours.
Name: Kora Missile (Sapphire)
Description: A missile that is royal blue in color and about seven inches in height and four inches in circumference.
Function: Either by remote detonation or by contact with a surface, this missile releases a potent gas form of the Sapphire Star Fruit which can heal wounds of all those that inhale it but can cause heavy hallucinations if too much is inhaled.
Name: Seeker Missiles (All Variations)
Description: A missile that is about three seven inches in height and four inches in circumference. The color depends on whichever variation of the missile is being used, only difference is that there is a blinking blue LED light on the tip of it.
Function: This specific type of missile is shot into the air before hovering for a few seconds, scanning personnel that is currently on the battlefield due to both heath scans and heartbeat scans. It corresponds to the lack of a certain pin in the area, reading a beacon signal from the pin before the missile propel towards those personnel who do no have this pin before detonating.
Land Mines
- Spoiler:
- Name: Jaden Mine (Smoke)
Description: A two inch thick and two inch diameter metal disc that is primarily grey in color.
Function: This mine releases smoke within a 10 meter radius, covering the area with the smoke to help conceal people and their whereabouts. Unlike the grenade variant, the mine can be remotely triggered or by proximity.
Name: Jaden Mine (Flash)
Description: A two inch thick and two inch diameter metal disc that is primarily light grey in color.
Function: This mine releases a very bright light out into the area immediately, blinding all who are within a range of 10 meters and are not wearing tinted lenses of some sort. Unlike the grenade variant, the mine can be remotely triggered or by proximity.
Name: Jaden Mine (Stun)
Description: A two inch thick and two inch diameter metal disc that is primarily dark grey in color.
Function: This mine releases a very strong charge of electrical current that affects the neural system of people into the area immediately, stunning all who are within 10 meters of range. Unlike the grenade variant, the mine can be remotely triggered or by proximity.
Name: Jaden Mine (Concussion)
Description: A two inch thick and two inch diameter metal disc that is primarily black in color.
Function: This mine releases a strong blast of force, usually strong enough to knock people unconscious immediately within 10 meters of range. Unlike the grenade variant, the mine can be remotely triggered or by proximity.
Name: Jaden Mine (Explosive)
Description: A two inch thick and two inch diameter metal disc that is primarily green in color.
Function: This mine releases a violent explosion of force, fire, and fragmentation into a range of 10 meters. Unlike the grenade variant, the mine can be remotely triggered or by proximity.
Name: Jaden Mine (Incendiary)
Description: A two inch thick and two inch diameter metal disc that is primarily red in color.
Function: This mine will spontaneously combust into a large splash wave of fire that is about 10 meters of diameter range to consume everything in flames as it grows. Unlike the grenade variant, the mine can be remotely triggered or by proximity.
Name: Jaden Mine (Frost)
Description: A two inch thick and two inch diameter metal disc that is primarily sky blue in color.
Function: This mine will spontaneously combust into a large splash wave of ice that has a range of about 10 meters to consume everything in ice. Unlike the grenade variant, the mine can be remotely triggered or by proximity.
Name: Jaden Mine (Nerve Gas)
Description: A two inch thick and two inch diameter metal disc that is primarily sickly yellow in color.
Function: This mine will release a yellow-like gas that will spread out into a range of 10 meters. This gas, once inhaled, will begin shutting down the entire neural system of the victim. Unlike the grenade variant, the mine can be remotely triggered or by proximity.
Name: Jaden Mine (Acid)
Description: A two inch thick and two inch diameter metal disc that is primarily lime green in color.
Function: This mine will spontaneously combust into a large splash wave of acid that is about 10 meters in range to melt away at everything in a liquid form that it touches. It has three very potent chemicals set within that will react violently when combined to become a very dangerous acidic compound. Unlike the grenade variant, this mine can be remotely triggered or by proximity.
Name: Jaden Mine (Adhesive)
Description: A two inch thick and two inch diameter metal disc that is primarily tan in color.
Function: This mine releases a compound that covers about 2 meters in range and sticks to opponents, hindering their movements heavily as they are covered. Unlike the grenade variant, this mine can be triggered remotely or by proximity.
Name: Jaden Mine (Scrambler)
Description: A two inch thick and two inch diameter metal disc that is primarily dark yellow in color.
Function: This mine will release a very powerful discharge of electricity and magnetic waves for only a second within a range of 10 meters, usually causing all electrical appliances to be hacked or scrambled. Unlike the grenade variant, this mine can be triggered remotely.
Name: Jaden Mine (Condense Fog)
Description: A two inch thick and two inch diameter metal disc that is primarily white in color.
Function: This mine will release a very condense mist within a range of 10 meters. The mist slows fast moving opponents dramatically as well as constricts the breathing and normal functions of the inside of the body if inhaled. Unlike the grenade variant, the mine can be triggered remotely or by proximity.
Name: Jaden Mine (Viral)
Description: A two inch thick and two inch diameter metal disc that is primarily dark purple in color.
Function: This mine will release a purple colored smoke cloud that has a range of 20 meters. This smoke, when inhaled, will cause the victim's white blood cells to attack their organs in a frenzy, completely destroying every organ in the body in about 48 hours. Unlike the grenade variant, the mine can be triggered remotely or by proximity.
Name: Jaden Mine (Sapphire)
Description: A two inch thick and two inch diameter metal disc that is primarily royal blue in color.
Function: This mine releases a potent gas form of the Sapphire Star Fruit which can heal wounds of all those that inhale it but can cause hallucinations if too much is inhaled. Unlike the grenade variant, the mine can be triggered remotely or by proximity.
Name: Kano Mine (EMP)
Description: A two inch thick and two inch diameter metal disc that is primarily yellow in color.
Function: This mine releases a strong current of electricity into a range of 5 meters. Unlike with the stun grenade, this electricity burst is geared towards short circuiting or completely frying machinery and other electrical equipment for several minutes rather than personnel. This variant can be remotely triggered or by proximity and can be activated multiple times instead of being used up once.
Name: Kano Mine (Magnetic)
Description: A two inch thick and two inch diameter metal disc that is primarily silver in color.
Function: This mine releases a strong magnetic pulse within a range of 5 meters, pulling or pushing all metallic objects to or from the explosion depending on which button is pressed. This also has a high chance of disrupting electrical equipment as well. Unlike the grenade variant, the mine can be triggered remotely or by proximity and can be activated multiple times instead of being used up once.
Name: Kano Mine (Audio)
Description: A two inch thick and two inch diameter metal disc that is primarily light purple in color.
Function: This mine releases crisp and defined audio into the area within the range of 25 meters. All of the sound that it emits accommodates for acoustics as well, sounding like actual conversations, battles, or other things accurately happening within the room. The mine can be triggered remotely or by proximity and can be used multiple times.
Name: Kano Mine (Hologram)
Description: A two inch thick and two inch diameter metal disc that is primarily clear in color.
Function: This mine will releases any hologram image set by Lex that ranges up to 25 meters. Other hologram mines can be synced up with each other, expanding range of a single image if desired.
Name: Kano Mine (Eclipse Spark)
Description: A two inch thick and two inch diameter metal disc that is primarily dark blue in color.
Function: This mine releases what seems to be a dark blue electrical spark within a range of 2 meters. Through electrical and medical appliance, once anyone is hit with this spark, the victim's neural and brain wave patterns are now under the control of the Eclipse Program. Unlike the grenade variant, the mine can be triggered remotely or by proximity and can be used multiple times.
Name: Kano Mine (Eclipse Fog)
Description: A two inch thick and two inch diameter metal disc that is primarily light blue in color.
Function: This mine releases a cloud of light blue nanobots within a range of 5 meters of its release and if inhaled, will allow the activation of the Eclipse program. Unlike the grenade variant, the mine can be triggered remotely or by proximity and can be used multiple times.
Name: Kano Mine (Metal Prototype)
Description: A five inch thick and five inch diameter metal disc that is primarily chrome in color with a white dot in the middle.
Function: This mine releases a strong silver cloud of metal particles within a range of 10 meters to cover opponents or objects and then can be magnetized by the Magnetic Gauntlets or the black magic of Niosha. The metal particles do nothing on their own, only with the Magnetic Gauntlets and Niosha magic is this mine useful. Once the metal particles are used up, the mine will begin to pull other metal materials nearby to crush into fine dust again before releasing it into the area in a large cloud like before. This process takes about two minutes (one post) in total and unlike the grenade variant, the mine can be triggered remotely or by proximity and can be used multiple times.
Name: Kano Mine (Metal Advanced)
Description: A five inch thick and five inch diameter metal disc that is primarily chrome in color with a royal blue dot in the middle.
Function: This mine releases a strong silver cloud of metal particles within a range of 10 meters to cover opponents or objects and then can be magnetized by the Magnetic Gauntlets or the black magic of Niosha. The metal particles do nothing on their own, only with the Magnetic Gauntlets and Niosha Magic is this mine useful. Unlike the prototype, this mine has a grey magic seal in the heart of the mine, teleporting grinded metal dust within its body immediately upon activation to release the cloud of metal. The mine can be triggered remotely or by proximity and can be used multiple times.
Name: Kano Mine (Wind)
Description: A two inch thick and two inch diameter metal disc that is primarily neon white in color.
Function: This mine generates a constant and strong stream of air into the area, allowing Lex to use the Wind Gauntlets to be able to control all of the extra wind. The mine can be triggered remotely or by proximity and can be used multiple times.
Name: Kano Mine (Water)
Description: A two inch thick and two inch diameter metal disc that is primarily neon blue in color.
Function: This mine generates a constant and strong stream of water into the area due to a grey magic seal within the heart of the mine, allowing Lex to use the Water Gauntlets to be able to control all of the extra water that the mine produces. The mine can be triggered remotely or by proximity and can be used multiple times due to the grey magic within it, teleporting water into the mine to disperse as many times as desired.
Name: Kano Mine (Earth)
Description: A two inch thick and two inch diameter metal disc that is primarily neon red in color.
Function: This mine releases a constant cloud of brown dust and dirt within a range of 10 through 25 meters due to a grey magical seal in the heart of the mine. This variant does nothing on its own, but with use of the Earth Gauntlet, it can be used to cover enemies in dust that Lex can then use to hold them down or pull them apart. Unlike the grenade variant, the mine can be triggered remotely or by proximity and can be used multiple times due to the grey magic within it, teleporting dust and dirt into the mine to disperse as many times as desired.
Various
- Spoiler:
- Name: Striker
Description: A bow with a platinum encasing design.
Function: A bow crafted specifically for Lex's use, having several key functions that help the arrow fire into great distances..
Name: Link (A.)
Description: A thin Prentium arrow at the size of 11 inches and has a red alloy tip.
Function: The tip of this arrow acts as an explosive device, and will detonate on contact. The maximum range is usually about 10 meters.
Name: Link (B.)
Description: A thin Prentium arrow at the size of 11 inches and has a white alloy tip.
Function: The tip of this arrow acts as a decoy rather than a weapon, blinking brightly to catch the attention of nearby opponents at night time to throw them off guard.
Name: Link (C.)
Description: A thin Prentium arrow at the size of 11 inches and has a blue alloy tip.
Function: The tip of this arrow acts as a decoy rather than a weapon, producing clear and high definition sound to catch the attention of nearby opponents at night time to throw them off guard.
Name: Glyde Net
Description: A wired net that is covered in a shiny grey substance and is concealed in a 5 inch light grey sphere.
Function: The net is catapulted from the sphere after being thrown hard in a certain direction. This is usually done from the Tolar Shield or from inside Lex's androids. Once casted, the substance on this net turns into a syrupy liquid before hardening quickly a few seconds after.
Name: Glaze Net
Description: A wired net that is covered in a dark grey substance and is concealed in a 5 inch light grey sphere.
Function: The net is catapulted from the sphere after being thrown hard in a certain direction. This is usually done from the Tolar Shield or from inside Lex's androids. Once casted, the substance on this net melts whatever it touches tremendously after a few seconds after.
Name: Glare Net
Description: A wired net that is covered in a dark blue substance and is concealed in a 5 inch light grey sphere.
Function: The net is catapulted from the sphere after being thrown hard in a certain direction. This is usually done from the Tolar Shield or from inside of Lex's androids. Once casted, the substance on this net is a chemical agent that was designed to seep through the pours of any flesh that it touches after.
Name: Ballistic Drill
Description: A royal blue metal drill that is designed in a very common cone corkscrew structure that is around 5 inches in length and is 3 inches wide.
Function: Being made after Lex's Kora Missile set, this weapon can be far more precise on hover and turning control. The drill itself is as strong as titanium but light as a thin sheet of metal due to the Prentium alloy that makes it. This drill is meant to either drill through enemy defenses, quite literally, or just burrow several passageways under the ground to make the use of the Fox Hole spell much faster to take advantage of.
As a last ditch effort, Lex has set two different sets of chemicals within each drill, one making it able to burst with a very concussive force, usually trying to stun or even knock an opponent unconscious if drilling through their defenses do not work. The second chemical is that of small yield explosive, blowing up to impact a 5 meter radius to try and knock down either defenses or the opponent itself if they are hiding behind said defenses.
Link to All New Weaponry: 1st Upgrade to Lex's 0 Slot: Equipment
Custom
Programming Equipment
- Spoiler:
- Name: Galaxy Engine HUD
Description: This is the system in which Lex remotely controls his equipment, ranging from his holograms to his weaponry to his androids, this system has been designed to be accessed through Lex's wristband device known as L.A.S.T. (Lex's Advanced System Tech) and is synchronized with his X Scouter, his Phoenix Shades, and his androids in order to add more data to the central system. This HUD controls: All forms of advanced weaponry like remote controlled Jaden and Kano mines, Kora missiles, the I.S.P.A. Lenses, the X Scouter, his androids, the various hologram programs, and his Eclipse program.
Name: Hologram Programs
Description: With the various forms of holograms that Lex has invented, they have an almost endless amount of use for them during battle or even every day use. Here are some of the more crucial forms of holograms that Lex has installed for the particular battle at hand. These programs can't be implemented without a device to project the holograms, which are several in Lex's arsenal, ranging from customized mines, androids, and even ocular devices like the X Scouter, I.S.P.A. Lenses and Phoenix Shades, all being able to project both crisp and seamless image and audio after the mentioned items synchronize with each other. Only the ocular devices are exempt from projecting audio as well. The standard maximum range for all projecting and audio devices is 500 square meters, if any device tries to stretch the image or audio farther than that, then the sound will become noticeably garbled while the image will noticeably lack definition and could be figured for a fake rather easily.
Calibration: As Lex has come to learn, holograms are as only as good as they are programmed, not exceeding in performance than what they were designed to do. Because of this, a separate program needed to be created in order to account for current lighting of the area, sound acoustics of the area, and the material of the surface within the area. Once these settings are successfully scanned, they are then integrated into all hologram features (which might be ignored during some Scenario Caster programs) before all hologram projections afterwards will display the changes.
Skin Program: This program is designed to cast a hologram over a designated item, person, or structure, giving it an entirely brand new look, altering the current look slightly, or just camouflaging the aforementioned things to look completely invisible. On the rare occasion that someone has X-Ray vision or uses a device that has an X-Ray scanner, a special hologram skin will be automatically activated to all hologram personnel that shows the appropriate skeletal structure of the individuals the moment that the ability or device is used. The same concept would work for those who can see with heat vision, as soon as the ability or device is used, a special hologram skin will be automatically activated to all hologram personnel that shows the appropriate heat signatures of the individuals.
Glitch Program: This program is designed to project images of Lex in attacking or offensive poses in various locations around an opponent (Having an arm cocked back, a pistol pointed in front of him, performing a round house kick, etc.) These saved images are then displayed rapidly around the opponent in a very fast combination, progressing quickly through the different poses all around the opponent to make it seem like Lex is teleporting and really about to attack them from whichever side that the image is being projected. At the same time this is happening, the Skin Program is more than likely activated around Lex to be completely camouflaged with his surroundings, creating a devastating combination of deceit before he attacks.
Feign Program: Unlike the Glitch Program, this is a much more refined and detailed design to be repeatedly activated on a constant level. With the ten thousand movements of Lex saved into the database and over five thousand more designed from scratch, it takes one full minute (one post) to calibrate Lex's current attire, his current condition (fine, bleeding, etc.) and each one of his specific gadgets that he has on him at the time before it can successfully display images of these saved movements during a fight. Just like with the Glitch Program, the Skin Program is more than likely activated at the same time during this fight, camouflaging Lex entirely from sight or doing several bursts of camouflage on purpose while the Feign Program implements these saved images of moves during a fight (Throwing a left hook when he's preparing for a roundhouse, showing him perform an ax kick while he's throwing a haymaker, etc.) This is constant and has no time limits, the shortest amount of time between each saved image being a half of a second apart from each other. For every 3 posts during a fight while this program is activated, another charge to the network cells is required.
Scenario Caster: This program is designed to implement one of many types of scenarios that Lex has already crafted and preset into the program. This can range from two to five people having an hour long normal conversation with each other to an entire town of people going about their own lives (with alterations if necessary of course) to an entire hologram city full of people being hit by either a tsunami, being wiped out by a shot from Lex's satellite, or from raining fireballs from the sky. This program is designed to bewilder and intimidate the opponent, as Lex wants to end the fight as fast as possible and make them lose their will to battle him.
Name: Eclipse Program
Description: With the desire to try and control people's bodies or at least have their accuracy skewered dramatically, Lex invented a means to acquire this by designing nanobots that latch onto various forms of an organic person's network system after infiltrating their body, being able to remotely hinder and critically damage or at least alter the infiltrated person's system, primarily their brain functions and neural system. The nanobots by themselves aren't what produce any effects however, Lex knowing that there needed to be a fail safe in case this very dangerous invention was ever turned on him or those he cared about. Several programs were created in order to simplify things, letting the nanobots do various tasks depending on which program is used.
System Lag: Activating this task causes the nanobots to attack the brain that controls what the eye can see. After 3 posts, the nanobots will succeed at attacking the brain and will cause severe problems with receiving what the infected person is seeing, most likely causing them to see very glitchy and lagged perceptions of everything around them.
Console Control: Activating this task causes the nanobots to latch onto the brain, in which it tries to integrate as much of its small neural fibers into the core and frontal lobe of the brain to try and take control of it. After 7 posts of this process without any interruptions or significant resistance to it, the nanobots will succeed to 'hack' the brain of the opponent, allowing Lex to remotely control the opponent for 1 post before the nanobots are then fried from overuse.
Name: Eclipse Fox
Description: A silver metal back pack device that covers half of the person's back.
Function: This backpack is a device that can transmit signals to any nanobots that are currently out on the field. After an opponent consumes, inhales, or injects the nanobots into themselves, the Eclipse Fox device serves as a remote control that can access all forms of the body's network systems, in particular brain functions and the nervous system with the Eclipse Program. This is loosely a form of 'hacking' organic bodies, allowing Lex to either make them see skewered or lagged actions going on around the victim or to fully control the person's body entirely for several minutes before the body shuts down temporarily.
Name: L.A.S.T.
Description: Lex's Advanced System Tech. A silver and blue wristband device that models after the Time Bounty Hunter's APOD (Advanced Program Omitting Device) in custom interface and design.
Function: Unlike the APOD however, Lex's wristband is suited more towards his solo needs and doesn't have any time altering effects. It serves as his GPS, information displayer (visual and audio alike) a remote controller for all of his advanced equipment, and a scanner. This helps Lex keep track of a lot of information on the go when his X Scouter is unavailable. It can sync up with the X Scouter, as well as a lot of his devices and equipment that are stationary or out on the field.
Name: Duplex's Perfect Monitor
Description: a small microchip that can be integrated in several forms of technology, this device is used to notice the movements of an opponent before it happens through nerve recognition and computer simulators in the chip for a more accurate image of what the scenario will play out to become. The chip can be installed into the user's nervous system in order to recognize movements of other people. The higher to the brain, the more successful the computer can simulate a more accurate scenario to their movement before it happens. This can be seen through the person's eyes if instilled to the brain, but if put into a form of a scouter or a wristband device, than the lens of the scouter or the screen of the wristband device can instead show the same thing as a means to be assembled and disassembled with little effort. The user can only use this effect once per post, and must wait 3 posts before using this device again.
Origins: After one of his more ruthless fights with the one known as Duplex, he noticed a new ability of Duplex's that allowed him to evade an attack that he supposedly would have gotten caught by, the result of this showing by a rapidly blinking form of him reacting in the proper way that the attack would have affected him, whether it be cringing or flinching or falling to the ground, while he himself would still be standing untouched and unfazed.
Lex came to realize that Duplex's secret was the integration with the Time Bounty Hunters' technology with the Eternal's monitors within the Neutral Zone, allowing Duplex to perfectly see the future while an event was happening then and there, the blinking form of him would be what should have happened, but didn't due to Duplex simply knowing that the attack was coming and his real movements not being able to register with reality (his real self just standing there or doing some other action while the attack phases right through him)
After much thought given in conclusion to that fight with Duplex, Lex realized just how useful it would be to literally read an opponent during a fight, so using all of the technology at his disposal, he created the microchip to be able to have a full second lead on an opponent's actions due to their muscle movement.
Attire Equipment
- Spoiler:
- Name: X Scouter
Description: A chrome piece of metal that is like an ear muff and links a thin metal wire around one ear and towards the eye, where a thin piece of faint blue lens rests over.
Function: This scouter has multiple purposes, from reading data, to projecting data, to displaying videos and images, to even scanning objects. This scouter device can do numerous things, and is still a work in progress as far as Lex is concerned. It can currently scan objects due to laser projection, heat sensors, and sound waves. This can recognize what the object is made out of and take digital images of that object to study for later use.
It can also copy and save data, like text files and other images and videos, as well as project these multiple things on the lens of the scouter. It can play and record things that are happening in real time. The scouter holds 500 terabytes worth of memory and has a database that needs to be filled manually (personally logging information into it like city maps, object descriptions, facial pictures, etc.) Any external database can be connected to the scouter, it just needs to be set up through a Wi-Fi connection before being able to be accessed.
If integrated with Duplex's Perfect Monitor, it can also display a person's actions based off of their muscle movement and accurate computer simulation on the lens. Lastly it has the X Vision scanners on it, allowing Lex to use the different modes of visions with the lens.
Name: Platinum Fox Gloves
Description: Light grey and royal blue leather gloves that have a magical symbol set on the palms of the gloves.
Function: These gloves allow Lex to amplify grey magic, a style of magic that could teleport small items to and from his location. With the amplification however, it allows him to teleport medium, large, and even extremely large items as well. The extremely large items take up a lot of his stamina however, so he tries to keep it small if possible.
Origins: After creating grey magic with the Niosha Stone, Lex found it difficult to conjure up the spell during battle, despite its usefulness. Upon more research on the specific codes of magic that the grey magic followed, he found out that if a seal was placed on any item, he could teleport other objects from that very item that had the seal on it. Because the item with the seal had to be touched every time for the activation, it was safe to say that an article of clothing was the safest bet to put the seal, causing the creation of both the Platinum Fox Gloves and the Platinum Fox Boots.
Name: Magnetic Gauntlets
Description: A silver pair of metal gloves that reach a bit up his arm.
Function: These gauntlets release a cloud of metal particles in a powerful spray to cover nearby opponents. Once covered, they can be magnetized, being pushed or pulled easily by control of the gauntlets.
Name: Earth Gauntlets
Description: A dark green pair of metal gloves that reach a bit up his arm.
Function: These gauntlets are a magical enhancement to the Magnetic Gauntlets. This allows Lex to control any nearby earth (dirt, stone, metal, grass, etc.) and cover an opponent in such debris, hindering movement and creating a type of telekinesis effect.
Name: Grey Pheonix Jacket
Description: It is a grey leather jacket with several bendable tubes and pipes inside the jacket. There are also tanks that hold several different forms of liquids that are used to coincide with the pipes and tubes in the jacket. Both the tanks and the pipes are not noticeable from a set of eyes on the outside. These tanks are designed to hold acidic, poisonous, burning, and freezing liquids and gases. They can also be refilled through the use of grey magic.
Origins: After one of his more ruthless fights with the one known as Duplex, he managed to kill him and take the remains of Duplex's jacket. Finding the design to be rather ingenious, Lex took the design for himself, recreating the jacket from scratch and placing grey magic seals on the tanks in order for them to be refilled instantly so he didn't have to concentrate on its whereabouts during a fight.
Name: Platinum Fox Boots
Description: Light grey and royal blue steel toe boots that have a magical symbol set on the soles of the boots.
Function: These boots allow Lex to amplify grey magic, a style of magic that could teleport small items to and from his location. With the amplification however, it allows him to teleport medium, large, and even extremely large items as well. The extremely large items take up a lot of his stamina however, so he tries to keep it small if possible. Usually however it is used to teleport small sheets of metal for him to step off of so he can reach higher places or 'conjure' up weapons during intense fights while kicking to kill the opponent by surprise.
Origins: After creating grey magic with the Niosha Stone, Lex found it difficult to conjure up the spell during battle, despite its usefulness. Upon more research on the specific codes of magic that the grey magic followed, he found out that if a seal was placed on any item, he could teleport other objects from that very item that had the seal on it. Because the item with the seal had to be touched every time for the activation, it was safe to say that an article of clothing was the safest bet to put the seal, causing the creation of both the Platinum Fox Gloves and the Platinum Fox Boots.
Items
- Spoiler:
- Name: Niosha Stone
Description: This is a faded rainbow mineral that has a very light misty hue, found only in the caves of mountains of Niosha Forest, coming in various shapes and sizes depending on what is found.
Function: The Niosha Stone allows any wielder to be able to use any of the color coded magic outside of the Niosha Forest, otherwise all forms of this magic excluding silver magic and purple magic to not be used whatsoever. This stone also draws out the maximum potential that the individual wielder has to cast magic.
- CPKalldayThe KFC of PH
-
Joined : 2013-11-18
Posts : 1436
Age : 32
Member Info
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(25/100)
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Re: Lex Prailius[APPROVED 2-1++]
Fri Mar 20, 2015 11:06 pm
Application Checklist
- Name [X]
- Appropriate Age [X]
- Gender [X]
- Appearance Present [X]
- Appearance Described in Appropriate Length OR Picture is Visible [X]
- Appearance is Not Claimed [X]
- 10 sentences for personality [X]
- History is of appropriate length [X]
- Powers are not Godmod/Overpowered [X]
- Powers are described reasonably enough [X]
- Application/RP Sample is not in First Person [X]
- Skills are not filled in (Omit if a Hollow)[X]
- RP Sample Present (Omit if this is not the first character) [X]
- RP Sample is 10 sentences [X]
Will Skills
- Willpower/Determination: Advance
- Mental Deduction: Advance
- Pain Endurance: Advance
- Focus: Master
Comments/Notes: Alright, I have been given permission from Frost to give you a trial. I am going to give you this tier and skill sheet at this level for a month. If you show that you are active and able to play this character without causing a shit ton of confusion or conflict amongst players, then we'll be fine. So just don't abuse what you have and you will be good. If anyone has a problem with this then please direct your attention to myself, mainly, or the rest of staff.
As for any member on this we reserve the right to strip your character from being RPable on this site. Therefore, don't do anything a veteran member of this site wouldn't do. If there is a problem word gets around fast, so yeah. We'll chop the head off the beast real quick.
Have fun and enjoy your character with the ton of amounts of pressure I just placed on your back for the long period of time. Lol jk, have fun man RP like you always do. XD
At the end of your month's trial I may PM you to follow up and have you show me your completed threads, just to read things over and see how well they go. That is, if I don't get the chance to RP with you for an entire thread.
https://www.platinumhearts.net/t13-power-tier-important
https://www.platinumhearts.net/t148-major-updates-skill-sheet-system-put-this-in-your-application-when-your-finished-and-accepted
You may need these as well.
Tier: 0-5
Re: Lex Prailius[APPROVED 2-1++]
Mon Mar 23, 2015 7:29 pm
Here is Lex's currently approved various things, including his melee weapons, grenades, missiles, landmines, various weaponry, custom attire and equipment, and various items: https://www.platinumhearts.net/t13573-lex-prailius-various-belongings
- Sᵃ ᶥ ᶦ ˣ ♚Veteran Member
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Joined : 2014-08-06
Posts : 2376
Age : 29
Location : The Land of Canabu' (Canada)
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Re: Lex Prailius[APPROVED 2-1++]
Wed Jul 01, 2015 11:06 am
✖| Kuma Shock! |✚
┣▇▇▇═─ ▸ ☠ ◂ ─═▇▇▇┥
InactiveCharacters Upon Inactivity!
Re: Lex Prailius[APPROVED 2-1++]
Mon Jul 27, 2015 10:21 pm
✧EVERYTHING LOOKS GOOD TO ME✦
Alright, I recently got back in contact with this member. And, having done so, he is interested i n moving his character from inactive to active. So, I'll be moving him to approved humans now.
- RawkGod of Love
- Joined : 2017-05-11
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Re: Lex Prailius[APPROVED 2-1++]
Thu Dec 28, 2017 4:15 pm
[mod]Archiving for inactivity. Contact staff for unarchival.[/mod]
- TsubineYe Olde Guarde
- Joined : 2010-07-09
Posts : 3923
Age : 30
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Re: Lex Prailius[APPROVED 2-1++]
Thu Jan 18, 2018 8:12 pm
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