Electric Alchemy [W.I.P]
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Electric Alchemy [W.I.P]
Dependent or Independent:
Dependent/Independent: It is can be used Independently for Case as he is a seer of the truth but otherwise it needs to be used through an item with its transmutation circle on it such as a glove, boot, sword etc., Case though has the transmutation circle engraved on the inside of his automail hands in the area of his palms so it can't be seen unless taken apart.
Description: Electric Alchemy works very similar to Flame Alchemy though people who haven't studied it wouldn't be able to tell this. Usually upon activating the transmutation circle (lets just say this time its on a pair of gloves) when he snaps his fingers he creates sparks and he uses alchemy to manipulate the other elements to then manipulate the amount of electrons and protons in the elements that make up the air swapping one for the other creating an imbalance causing electricity to form in the same way how lightning is created, when tiny positively charged sparks reach up in response to negatively charges in the air or clouds forming lightning the only form of natural electricity and energy in one of its purest forms, but in this case the reaction is completely controlled by the user allowing them to make explosions or blasts of electricity of both negative and positive charges.
Case being a truth seer can use it without the use of its transmutation circle but actually has it engraved on the inside plate of palms of his hands of his automail arms so those he fights can't see the transmutation circle keeping the alchemy his father developed a secret from prying eyes, he often uses it in combat to electrify is strikes made with his automail charging it up along with firing projectile bolts at targets. From being raised in Xing he was able to learn the basics of Alkahestry and use them to improve his father's alchemy upon successfully adding the use of chi into the alchemy.
Strengths:
- The power of this alchemy is amplified to the point it is doubled in a moist atmosphere as water is a conductor of electricity. This can be seen everyday as static shocks have been recorded to be stronger on rainy days or during time after it has rained. (E.g. A rainy day, cold climates covered in ice and snow.). However in a normal land lock city/village climate the alchemy receives no amplification in power.
- This form of alchemy is extremely hard to defend against depending on the transmutation that is preformed. Metal provides little to no defense to this alchemy as it conducts electricity and will act as a lightning rod leading right to the person preforming a metal based transmutation..
- This alchemy doesn't require a psychical element it be used such as an alchemist that specializes in stone or metal transmutations would need the earth, stone, rust, steel and etc. to preform their alchemy. This alchemy can work just from the elements that make up the air.
Weakness:
- The strength of the Alchemy is halved in climates that are dry as electricity doesn't travel well in air with very little moisture in it. (E.g. The dessert/dessert villages.) However in a normal land lock city/village climate the alchemy receives no amplification in power.
- This element of this alchemy is unable to produce blots that could damage any stone object that doesn't have trances of metal in it, as it would act like a ground wire in a plug.
- This element of this alchemy is able to have its trajectory altered and even repelled/deflected by magnetic waves for magnets of equal in power to the tier of transformation that it being use.
- The element produced by this alchemy can be completely negated by rubber of any tier but rubber of a lower tier in comparison to the transformation being used will melt after being struck due to the heat of the element.
- Abilities:
- Truth Seer's Alchemy:
As a result of having passed through The Gate and witnessing the Truth, Case became one of the few alchemists who do not require a drawn Transmutation Circle to perform alchemical transmutations. By merely touching his palms together, he creates an energy circulation with his arms and transmutes by using his own will as a substitute for the necessary runes. This remarkable talent makes his transmutations both instantaneous and incredibly versatile, allowing him to use alchemy to its fullest potential in direct combat. This ability allowed him to use the basic alchemy he learned before specializing in the electric alchemy his father left behind for him though transmutations made through this ability are one tier weaker then the ability that was used to make them.
Static Touch:
This alchemy gives the user the ability to cling to solid surfaces, or to stick other solid objects to another through the use of static electricity, it also prevents objects from being snatched from out of the users hands. It works the same way when you rub a balloon against your clothes and it sticks to the wall, you are adding a surplus of electrons (negative charges) to the surface of the balloon. However this trait can only be used with objects that have the transmutation circle on it. Though the charge is known to wear off on living objects after a while (3 posts) and if this ability used on a living target repeatedly its effect will begin to lessen (-1 post of effect for each time repeated on a target). It grants the user to short circuits electric systems (such as locks) and even start engines of machines or allow his hands to be used like defibrillators for medical emergencies.
Hot Hands:
Due to Case's hands being made of metal he is able to charge them with electricity to heat up the metal causing them to glow and produce a heat that upon contact can melt ice, evaporate water into clouds of steam and cause 2nd degree burns upon contact with flesh. The electric charge is transferred to any metal object that the Case is holding and like the static touch ability the effect can be produced by any object bearing the transmutation circle. Though due to his hands upon heating up his hands they require 5 posts to cool-down back to its normal state. Though extended use of this ability will make his arms fragile and cause them to break down if used to much.
Magnetic Personality:
Due to Case's hands being made of metal he is able to charge them with electricity to turn them into an electromagnet, though he is never able to stop the effects of this ability he can repress it by altering the strength of current his arms use as a magnet. Though he mainly uses this to its full potential in his spell it has minor effects that he uses to is advantage which as follows:- Lifting the user off the ground by 3 inches allowing him to propel himself at speeds humans normally wouldn't be able to reach though his max speed is 431 km/h which can only be reached if there is a metal path/flooring below him such as a train track other wise his top is 150 km/h and his cool down is equal to the number of posts that his ability was used for.
- A passive ability where he ends up repelling metal objects that can be magnetized that are 3 tiers below his own, stopping them in mid air if they are 2 tiers below his own, halving the speed of objects of the same quality that are one tier below his own, objects one tier higher then his own would be be slowed down to 3/4 the speed it was travelling at and objects two or tiers higher are unaffected my his magnetism. (this would not effect objects used for attack constructed of various of metals such as auto mail though the likes of cars and water line pipes would be effected.)
Though the down side to this ability his position can always be found with a compass if they are within a radius of 200 meters of him.
Longer Reach:
A user of Electric Alchemy who has seen the truth is able to extend their reach of other Alchemy (In Case's situation look above to the Truth seers ability) by the use of making electric currents to compose, deconstruct and reconstruct objects from a distance and from mid air by altering the electrons of the atoms that make up the matter to change and reform this. Though this can only be applied to no truth seer users if they have studied the alchemy of the material at a distance and use electric alchemy to make the respected element's transmutation circle in advance. - Lifting the user off the ground by 3 inches allowing him to propel himself at speeds humans normally wouldn't be able to reach though his max speed is 431 km/h which can only be reached if there is a metal path/flooring below him such as a train track other wise his top is 150 km/h and his cool down is equal to the number of posts that his ability was used for.
- Tier 1:
Skill Name: Mark! Set!
Tier: 1
Type: Supportive.
Element: Electric
Effects: Case fires a blot of lightning at a target that leaves a burn mark with the electric transmutation hidden in the black suet being held in place by a static charge. This spell has no offensive or defensive properties as it is mainly to set up traps or counters for later transmutations. Though the transmutation mark can be placed on objects to allow his comrades to gain his powers for a short while as when on a object they act independently. The effect of this spell can be combined with another transmutation that can deal damage and have a higher range and speed. The bolt of electricity has a range of 15 meters, the bolt travels at a default speed of 30 km/ph and has virtually no endurance has it's only function is to mark objects, and mark the first object it strikes. The max number of marks produced at tier 1 is four the number goes by two with each tier.
Duration: The bolt of electricity dissipates after one post or striking an object. If the mark is made on on any form of equipment the transmutation will dissipate after four posts. Though if the mark is left on the environment such as the ground or a wall and etc. (vehicles included) the mark will remain till it is used.
Cooldown: when used on a piece of equipment it has a 6 post cool-down but when marked on the environment the cool down is decided by the number of marks made/used for every 2 marks a post is added to the cool-down. When combined with another transmutation it adds 2 more posts to the cool-down.
Skill Name: Core!
Tier: 1
Type: Supportive
Element: What element is it? Or does it not have a specific element?
Effects: What does it do? Remember to state [i]every possible detail you can think of, such as spell range, are of effect, decribe the spell in depth, etc, so we can have a good idea of what the skill does and we can correct the app after that correctly. Please remember to write the range, speed, and endurance of a skill, if it needs them.
Duration: During how many posts can this spell remain activated?
Cooldown: Must be one post longer than the duration. During how many posts will this spell be unable to use?
Skill Name: Railgun: Charge Lv.1
Tier: 1
Type: Offensive
Element: Lightning/Metal/Air
Effects: Case turns one of his automail arms into what looks like an over sized barrel of a gun with two parallel rail inside measuring at 47 1/2 inchs long, with his hand sticking out from underneath along with a six bullet chamber. From forging the bullets from another skill or using any small piece of metal such as a coin to be used as the projectile. Case charges up his arm turning it into a electromagnet both of the magnetic fields due to the rails points in the same direction and make a stronger magnetic field. This magnetic field then pushes on the projectile with the current running through it to propel it out of the railgun as a normal at the speed of 65 km/ph and with a range of 20 meters. The projectile creates a shock-wave upon contact with the target which will knock the target a meter back which will also break through an earth based barrier (e.g. a brick/stone wall) of equal tier in one hit while breaking through a metal one with two shots. The user can only fire shoot two shots per post due to the gun overheating.
Duration: The arm will turn back to normal if the user doesn't provide a reload of ammo, so the gun lasts for six shots at least.
Cooldown: It has a default cool-down period of 6 posts after 6 shots are made, the cool-down is postponed and as another 6posts to the cool-down each time the user reloads the gun.[/i]
Skill Name: Vapor
Tier: 1
Type: Supportive.
Element: What element is it? Or does it not have a specific element?
Effects: What does it do? Remember to state every possible detail you can think of, such as spell range, are of effect, decribe the spell in depth, etc, so we can have a good idea of what the skill does and we can correct the app after that correctly. Please remember to write the range, speed, and endurance of a skill, if it needs them.
Duration: During how many posts can this spell remain activated?
Cooldown: Must be one post longer than the duration. During how many posts will this spell be unable to use?[/i]
- Tier 2:
Skill Name: Bolt Boom!
Tier: 2
Type: Offensive
Element: What element is it? Or does it not have a specific element?
Effects: What does it do? Remember to state every possible detail you can think of, such as spell range, are of effect, decribe the spell in depth, etc, so we can have a good idea of what the skill does and we can correct the app after that correctly. Please remember to write the range, speed, and endurance of a skill, if it needs them.
Duration: During how many posts can this spell remain activated?
Cooldown: Must be one post longer than the duration. During how many posts will this spell be unable to use?[/i]
Skill Name: Railgun: Charge Lv.2 (Shotgun)
Tier: 2
Type: Offensive
Element: Lightning/Metal/Air
Effects: Case turns one of his automail arms into what looks like an over sized barrel of a gun with two parallel rail inside measuring at 47 1/2 inchs long, with his hand sticking out from underneath along with a six bullet chamber. From forging the bullets from another skill or using any small piece of metal such as a coin to be used as the projectile. Case charges up his arm turning it into a electromagnet both of the magnetic fields due to the rails points in the same direction and make a stronger magnetic field. This magnetic field then pushes on the projectile with the current running through it to propel it out of the railgun as a normal at the speed of 65 km/ph and with a range of 20 meters. The projectile creates a shock-wave upon contact with the target which will knock the target a meter back which will also break through an earth based barrier (e.g. a brick/stone wall) of equal tier in one hit while breaking through a metal one with two shots. The user can only fire shoot two shots per post due to the gun overheating.
Duration: The arm will turn back to normal if the user doesn't provide a reload of ammo, so the gun lasts for six shots at least.
Cooldown: It has a default cool-down period of 6 posts after 6 shots are made, the cool-down is postponed and as another 6posts to the cool-down each time the user reloads the gun.[/i]
Skill Name: Bridge Arc!
Tier: 2
Type: Deffensive, Offensive, Supportive
Element: What element is it? Or does it not have a specific element?
Effects: What does it do? Remember to state every possible detail you can think of, such as spell range, are of effect, decribe the spell in depth, etc, so we can have a good idea of what the skill does and we can correct the app after that correctly. Please remember to write the range, speed, and endurance of a skill, if it needs them.
Duration: During how many posts can this spell remain activated?
Cooldown: Must be one post longer than the duration. During how many posts will this spell be unable to use?[/i]
Skill Name:
Tier: Sticky Feet!
Type: Deffensive, Offensive, Supportive.
Element: What element is it? Or does it not have a specific element?
Effects: What does it do? Remember to state every possible detail you can think of, such as spell range, are of effect, decribe the spell in depth, etc, so we can have a good idea of what the skill does and we can correct the app after that correctly. Please remember to write the range, speed, and endurance of a skill, if it needs them.
Duration: During how many posts can this spell remain activated?
Cooldown: Must be one post longer than the duration. During how many posts will this spell be unable to use?[/i]
- Tier 3:
Skill Name: Vectors!
Tier: What rank is it?
Type: Deffensive, Offensive, Supportive.
Element: What element is it? Or does it not have a specific element?
Effects: What does it do? Remember to state every possible detail you can think of, such as spell range, are of effect, decribe the spell in depth, etc, so we can have a good idea of what the skill does and we can correct the app after that correctly. Please remember to write the range, speed, and endurance of a skill, if it needs them.
Duration: During how many posts can this spell remain activated?
Cooldown: Must be one post longer than the duration. During how many posts will this spell be unable to use?[/i]
Skill Name: Repel!
Tier: What rank is it?
Type: Deffensive, Offensive, Supportive.
Element: What element is it? Or does it not have a specific element?
Effects: What does it do? Remember to state every possible detail you can think of, such as spell range, are of effect, decribe the spell in depth, etc, so we can have a good idea of what the skill does and we can correct the app after that correctly. Please remember to write the range, speed, and endurance of a skill, if it needs them.
Duration: During how many posts can this spell remain activated?
Cooldown: Must be one post longer than the duration. During how many posts will this spell be unable to use?[/i]
Skill Name: Shockwave!
Tier: What rank is it?
Type: Deffensive, Offensive, Supportive.
Element: What element is it? Or does it not have a specific element?
Effects: What does it do? Remember to state every possible detail you can think of, such as spell range, are of effect, decribe the spell in depth, etc, so we can have a good idea of what the skill does and we can correct the app after that correctly. Please remember to write the range, speed, and endurance of a skill, if it needs them.
Duration: During how many posts can this spell remain activated?
Cooldown: Must be one post longer than the duration. During how many posts will this spell be unable to use?[/i]
Skill Name: Railgun: Charge lv.3 (Sniper Rifle)
Tier: 3
Type: Offensive
Element: Lightning/Metal/Air
Effects: Case turns one of his automail arms into what looks like an over sized barrel of a gun with two parallel rail inside measuring at 47 1/2 inchs long, with his hand sticking out from underneath along with a six bullet chamber. From forging the bullets from another skill or using any small piece of metal such as a coin to be used as the projectile. Case charges up his arm turning it into a electromagnet both of the magnetic fields due to the rails points in the same direction and make a stronger magnetic field. This magnetic field then pushes on the projectile with the current running through it to propel it out of the railgun as a normal at the speed of 65 km/ph and with a range of 20 meters. The projectile creates a shock-wave upon contact with the target which will knock the target a meter back which will also break through an earth based barrier (e.g. a brick/stone wall) of equal tier in one hit while breaking through a metal one with two shots. The user can only fire shoot two shots per post due to the gun overheating.
Duration: The arm will turn back to normal if the user doesn't provide a reload of ammo, so the gun lasts for six shots at least.
Cooldown: It has a default cool-down period of 6 posts after 6 shots are made, the cool-down is postponed and as another 6posts to the cool-down each time the user reloads the gun.[/i]
- Tier 4:
Skill Name: Discharge Rain!
Tier: What rank is it?
Type: Defensive, Offensive, Supportive.
Element: What element is it? Or does it not have a specific element?
Effects: What does it do? Remember to state every possible detail you can think of, such as spell range, are of effect, decribe the spell in depth, etc, so we can have a good idea of what the skill does and we can correct the app after that correctly. Please remember to write the range, speed, and endurance of a skill, if it needs them.
Duration: During how many posts can this spell remain activated?
Cooldown: Must be one post longer than the duration. During how many posts will this spell be unable to use?[/i]
Skill Name: Static Forge!
Tier: What rank is it?
Type: Defensive, Offensive, Supportive.
Element: What element is it? Or does it not have a specific element?
Effects: What does it do? Remember to state every possible detail you can think of, such as spell range, are of effect, decribe the spell in depth, etc, so we can have a good idea of what the skill does and we can correct the app after that correctly. Please remember to write the range, speed, and endurance of a skill, if it needs them.
Duration: During how many posts can this spell remain activated?
Cooldown: Must be one post longer than the duration. During how many posts will this spell be unable to use?[/i]
Skill Name: Spike!
Tier: What rank is it?
Type: Offensive, Supportive.
Element: What element is it? Or does it not have a specific element?
Effects: What does it do? Remember to state every possible detail you can think of, such as spell range, are of effect, decribe the spell in depth, etc, so we can have a good idea of what the skill does and we can correct the app after that correctly. Please remember to write the range, speed, and endurance of a skill, if it needs them.
Duration: During how many posts can this spell remain activated?
Cooldown: Must be one post longer than the duration. During how many posts will this spell be unable to use?[/i]
Skill Name: Railgun: Charge lv.4 (Minigun)
Tier: 4
Type: Offensive
Element: Lightning/Metal/Air
Effects: Case turns one of his automail arms into what looks like an over sized barrel of a gun with two parallel rail inside measuring at 47 1/2 inchs long, with his hand sticking out from underneath along with a six bullet chamber. From forging the bullets from another skill or using any small piece of metal such as a coin to be used as the projectile. Case charges up his arm turning it into a electromagnet both of the magnetic fields due to the rails points in the same direction and make a stronger magnetic field. This magnetic field then pushes on the projectile with the current running through it to propel it out of the railgun as a normal at the speed of 65 km/ph and with a range of 20 meters. The projectile creates a shock-wave upon contact with the target which will knock the target a meter back which will also break through an earth based barrier (e.g. a brick/stone wall) of equal tier in one hit while breaking through a metal one with two shots. The user can only fire shoot two shots per post due to the gun overheating.
Duration: The arm will turn back to normal if the user doesn't provide a reload of ammo, so the gun lasts for six shots at least.
Cooldown: It has a default cool-down period of 6 posts after 6 shots are made, the cool-down is postponed and as another 6posts to the cool-down each time the user reloads the gun.[/i]
Skill Name: Rajin Armor!
Tier: What rank is it?
Type: Defensive, Offensive, Supportive.
Element: What element is it? Or does it not have a specific element?
Effects: What does it do? Remember to state every possible detail you can think of, such as spell range, are of effect, decribe the spell in depth, etc, so we can have a good idea of what the skill does and we can correct the app after that correctly. Please remember to write the range, speed, and endurance of a skill, if it needs them.
Duration: During how many posts can this spell remain activated?
Cooldown: Must be one post longer than the duration. During how many posts will this spell be unable to use?[/i]
- Tier 5:
Skill Name: A.E.M.P.O.F. Strike!
Tier: What rank is it?
Type: Defensive, Supportive.
Element: What element is it? Or does it not have a specific element?
Effects: What does it do? Remember to state every possible detail you can think of, such as spell range, are of effect, decribe the spell in depth, etc, so we can have a good idea of what the skill does and we can correct the app after that correctly. Please remember to write the range, speed, and endurance of a skill, if it needs them.
Duration: During how many posts can this spell remain activated?
Cooldown: Must be one post longer than the duration. During how many posts will this spell be unable to use?[/i]
Skill Name: Black Thunder Shell!
Tier: 5
Type: Defensive, Supportive.
Element: What element is it? Or does it not have a specific element?
Effects: What does it do? Remember to state every possible detail you can think of, such as spell range, are of effect, decribe the spell in depth, etc, so we can have a good idea of what the skill does and we can correct the app after that correctly. Please remember to write the range, speed, and endurance of a skill, if it needs them.
Duration: During how many posts can this spell remain activated?
Cooldown: Must be one post longer than the duration. During how many posts will this spell be unable to use?[/i]
Skill Name: Railgun: Charge lv. MAX
Tier: 5
Type: Offensive
Element: Lightning/Metal/Air
Effects: Case turns one of his automail arms into what looks like an over sized barrel of a gun with two parallel rail inside measuring at 47 1/2 inchs long, with his hand sticking out from underneath along with a six bullet chamber. From forging the bullets from another skill or using any small piece of metal such as a coin to be used as the projectile. Case charges up his arm turning it into a electromagnet both of the magnetic fields due to the rails points in the same direction and make a stronger magnetic field. This magnetic field then pushes on the projectile with the current running through it to propel it out of the railgun as a normal at the speed of 65 km/ph and with a range of 20 meters. The projectile creates a shock-wave upon contact with the target which will knock the target a meter back which will also break through an earth based barrier (e.g. a brick/stone wall) of equal tier in one hit while breaking through a metal one with two shots. The user can only fire shoot two shots per post due to the gun overheating.
Duration: The arm will turn back to normal if the user doesn't provide a reload of ammo, so the gun lasts for six shots at least.
Cooldown: It has a default cool-down period of 6 posts after 6 shots are made, the cool-down is postponed and as another 6posts to the cool-down each time the user reloads the gun.[/i]
Railgun- Posts : 15
Join date : 2015-03-18
Age : 27
Location : I don't stay in one place for long...but I do like to lurk around Central
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