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___youwillknownihilism
Captain

PostPosted: Thu Jul 07, 2016 9:52 pm


Revel in the Chaos
Approvalled.
PostPosted: Thu Jul 07, 2016 9:57 pm


Rexnov
Uh... Gimme a few to deliberate with crew.

___youwillknownihilism
Captain


U SO MAD BRO

PostPosted: Fri Jul 08, 2016 9:04 pm


[ Message temporarily off-line ]
PostPosted: Sat Jul 09, 2016 12:24 pm


REVAMP. Also, I don't actually know how powerful a claimed weapon is allowed to be so.... Yea...


    RPC Name: Damian Trevere
    RPC Rank: Expert
    RPC Class: Knight
      RPC Sub-Class: N/A


    Weapon Name: Leetha's Wrath - Ascalon
    Weapon Rank: S - Claimed Weapon
    Weapon Type: Axe
    Weapon Description: X
    Weapon Passive Abilities:
      • Powerful Attraction
      Ascalon relishes in fighting the strong, and the more challenging the opponent the better. If at a greater rank of Damian, knight attacks, reaver attacks, and/or dreadnought attacks are considered to be a rank more powerful. These do not effect buff/debuff abilities or abilities that spawn minions.
      • Strength of the Fiend
      Ascalon is connected to Damian on a level probably no other weapon is capable of, being born and molded from his original carapace. It draws strength from his strength, literally. While having the axe in his possession, the higher Damian's strength, the stronger his physical attacks are going to far as to add a concussive force behind each physical attack. This strength also effects the muscles in his body, which allows him to attack or defend in a quicker manner. His actual speed stat is not effected.
      • Hunger of the Fiend
      When striking a victim, a small amount of their life force is stolen. This does two things: replenishes his own life force that is lost from specific reaver abilities and actually enough to heal minor wounds such as cuts and scratches. This healing factor is increased the longer the blade is in contact with a victim.
      • Fit For a Juggernaut
      Though Damian is a Reaver, Ascalon is no sacrificial dagger. Leetha did mold a dagger for Damian to use for specific Reaver abilities that would require a dagger to be used, but it has no inherit magical properties. Ascalon is an axe that can be used by Damian regardless of what class he is.


    Weapon Activated Abilities:

      • Shieldbreaker [ B ]
      Energy coats Ascalon's blade. For three posts, when it collided with someone or something with Damage Reduction, that Damage Reduction is reduced by one. This stacks, and the Damage Reduction.... Reduction... returns three posts after not being effected by this ability. This stacks up to two times on a single victim.
      • Hellfire Weapon [ C ]
      Damian charges Ascalon with both Unholy and Fire energies. For four posts, attacks using Ascalon are considered either Unholy or Fire, whichever is more effective against the victim. This also overrides the 'element' used by other abilities, though any effects of those abilities remain the same.





    Armor Name: Leetha's Guard - Svalinn
    Armor Rank: A
    Armor Type: Arm Guards
    Armor Description: Demonic-looking steel guards that stretch from the top of his hands to his elbows.
    Armor Passive Abilities:
      • Indomitable Force [ A ]
      Svalinn embues Damian with power, enhancing his already capable defensive strength. While in Damian's possession, Svalinn reduces the effects of mind-altering magics and abilities by a rank. The arm guards are nigh indestructible and prevent concussive force from harming Damian when an attack is blocked by them.
      • Eye for an Eye (Charge) [ C-S ]
      Whenever Damian takes a hit, whether he guards or not, Svalinn is charged by the attack used against Damian. This charge maxes out at 100%. Below are how much charge is gained from being hit by abilities or attacks based off their rank. This charge by rank description is based off the rank of the attack used, not by the rank of damage taken.
      ~SS+ = 100%
      ~S = 80%
      ~A = 50%
      ~B = 30%
      ~C = 10%
      ~D = 5%

    Armor Activated Abilities:
      • Will of Leetha [ E ]
      Svalinn, as with many other items in Damian's possession, is an object born from his carapace's power. He is able to summon to his hands or banish the item at will.
      • Eye for an Eye [ C-S ]
      Damian uses 50% of Svalinn's charge to buff his next ability by one rank. Cannot be used on buffing abilities.

TDG Super Kami

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PostPosted: Sun Jul 10, 2016 3:44 pm


porkchopo


TDG Super Kami


Porkchopo approved

TDG, yours is approved whenever you make the edits discussed on skype
PostPosted: Sun Jul 17, 2016 10:26 pm


User Image - Blocked by "Display Image" Settings. Click to show.



    RPC Name: Icarus
    RPC Rank: Expert
    RPC Class: Alchemist
      RPC Sub-Class: None yet


    *Note: Cordonus are allowed to make better, higher-stat gear than regular alchemists, who are already allowed to make stat-boosting equipment.

    Armor Name: Aen Elle
    Armor Rank: B
    Armor Type: Optical Fibers
    Armor Description: Aen Elle features cutting edge fiber technology. It was crafted using materials alchemically composed by the Cordonus Icarus, welding strands of enhanced chitin together with a strengthening formulae. Its production laid in the realm of chemistry, a new way of forging exceptionally powerful armor.

    Aen Elle is highly maneuverable, and is light despite maintaining the resistance of medium-heavy armor. The chain beneath his sash that acts as his leg armor is made from the shell of a turtle titan, then seared using alchemical compounds and sturdied further to offer him total protection below the torso and above the knees. This armor stores six slots for power injections on the backside, almost invisible to the eye considering they're covered by the fiber of the armor. They inject straight into the veins in Icarus' back.

    Armor Passive Abilities:

      • Ligaments of the Beast [ Passive ]
      Ligaments of the beast is an energy-infused bonus to the armor. While worn, it increases the user's speed by 2 and strength by 1.

    Armor Activated Abilities:

      • Consume and Evolve [A-S]
      An alchemical compound releases from the chest before, during or after impact. This compound will rapidly envelop whatever impacted it and dismantle it entirely, working on skills of an equal rank or foes nearby. Then, it will turn them into a compound that quickly regenerates the health of Icarus as long as he remains near it.

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Hiro the Herp

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PostPosted: Sun Jul 17, 2016 11:08 pm


I mean. I guess.
PostPosted: Wed Jul 20, 2016 11:49 am



    RPC Name: Aurelia
    RPC Rank: Mastah
    RPC Class: WM
      RPC Sub-Class:SM


    Weapon Name: Amara
    Weapon Rank: A
    Weapon Type: Grenade Launcher
    Weapon Description: This grenade launcher has a ten round barrel magazine that fires multiple different kinds of explosives depending on what is loaded by Aurelia from the HMO (her subclass.) It is semi automatic, and has airburst functionality as well.
    Weapon Passive Abilities:

      • Airburst [ A ] The Rounds can be made to fire at any point along their flight.

    Weapon Activated Abilities:

      • Fan the...Hammer? [ A ] This skill launches all ten grenades at once, while also reloading Amara, in an extremely fast manner. Can be used twice in a post.




    Weapon Name: Sabrina
    Weapon Rank: A
    Weapon Type: Assault Rifle
    Weapon Description: Sabrina is a unique variant of a SCAR-H assault rifle that has both a sniper scope and a holographic sight that can be switched with a flick of a lever on the side. It is charged with her own energy, making every round fired have an unholy effect on the bullets.
    Weapon Passive Abilities:

      • High Rate of Fire [ A ] The rifle can fire an entire clip of 30 rounds, and be reloaded, in half the time of a normal rifle.
      • Tracer rounds! [ A ] Things hit by these bullets, or near missed, will suffer double the magnefication of her subclasses effects, making it all the more dangerous and accurate.

    Weapon Activated Abilities:


___youwillknownihilism
Captain


___youwillknownihilism
Captain

PostPosted: Fri Jul 22, 2016 12:51 am



    RPC Name:Almira
    RPC Rank: Adept
    RPC Bloodline: Vampire
    RPC Class: Knight
      RPC SpecializationVanguard :^)


    Warden Spear Chastiefol.
    Weapon Description: Chastiefol is a spear made entirely of a special, rare metal procured from a demonic matieral. The Spear itself had no true owner, and thus bore no real power until Almira happened upon it and laid hands upon the sacred weapon. Immediately it latched onto her, giving her a sort of vision of it's true goal and purpose: to give power to a world fallen too deep into weakness. The weapon itself is fully indestructible and cannot be rendered inert via any skills. It is an unholy weapon, and radiates with unholy power at all times. In addition, it has a total of four forms that cost nothing to switch between, which will be explained below.




    Form Name: Warden Spear Chastiefol
    Form Description: In this form it takes the shake of the spear seen in it's image. The weapon is indestructible and immune to any form of manipulation save for that of it's passive link to Gremmy. It is a 6 ft long, broad spear with two out-turned lugs at the base of the head, that forms a guard similar to that of a boar spear.
    Form Passive Abilities:

      • Indestructible
      • Moves at +2 of Gremmy's Speed when it is being controlled, but is capable of being made to spin like a saw. Also has his strength when attacking.
      • Can use any of the spells that Gremmy can from itself.

    Form Activated Abilities:

      • Fossilization [A Rank] - If the spear manages to pierce an enemy, and the energy is paid for to use this skill, the spear will petrify the afflicted area, leading to it becoming entirely unusable unless the opponent is healed. This skill can be healed by any normal healing spell, however, preventing it from being permanently damaging. A simple hospital visit could remove it's effects, but with a petrified heart or lung, is it that simple? This also halts regeneration to the area as well, making this skill particularly nasty. The spear can also be used to remove the petrification effect.
      • Bumblebee [B Rank] - This skill makes the weapon move at a far higher speed than what one would expect, attempting to stap, slash, and bash at a target for a single post. A foe within one point of speed would be able to accurately defend against the spear at any normal time.


    Form Name: Form 2: Guardian
    Form Description: In this form the spear becomes a rather large bear that is nigh impervious to damage, or so it appears to those not strong enough to hurt it. It is a large green bear, radiated with electricity like any warden weapon is, and appears quite angry by it's face.
    Form Passive Abilities:

      • Indestructible, but if hit by an attack of B rank, or even punched by something of higher than 13 strength it will be turned back into the spear and unable to return for 3 posts. It's still susceptible to being knocked around by attacks, however.
      • Moves at Gremmy's Speed when it is being controlled, but is capable of being made to spin like a saw. Also has +2 of his strength when attacking.
      • Can use any of the spells that Gremmy can from itself.

    Form Activated Abilities:





    Form Name: Form 3: Increase
    Form Description: The spear becomes a mass of a small army of kunai like daggers that move as a single, relentlessly angry unit. While not as powerful as the Spear itself, when they attack together their destructive potential is far higher.
    Form Passive Abilities:

      • Indestructible.
      • Moves at +3 of Gremmy's Speed when it is being controlled, but also has -2 of his strength when attacking.
      • Can use any of the spells that Gremmy can from any one dagger, or in some cases different daggers.

    Form Activated Abilities:

      • Rain of Fire [E-SS Rank] This Attack sends an absolute hellish assault of daggers at an opponent. Like an innervate, it sends all the daggers flying towards an opponent at once, fueled by the rank of energy put in. The full brunt of the attack may be a rank, but that is just to ensure they hit. If not defended against, the daggers could rend and destroy an opponents entire body under the tremendous pressure. The attack is also incredibly precise and focused, able to not do harm to anything besides the target, even if something were to intercept their line so long as they can be sensed by Gremmy.



    Form Name: Form 4: Sunflower
    Form Description: The Spear will take the shape of a cannon, surrounded by sunflower petals that can float anywhere desired by Gremmy. It doesn't move faster, and is not strong, but it has a specific use.
    Form Passive Abilities:

      • Indestructible, unless it were to be hit by a spell of at least one rank higher than the energy it has stored within.
      • Absorbtion: As long as the cannon is on the field it draws in the energy of all within the thread. It takes a rank of energy from every spell, subtracting the difference in energy between the spell used and it's next lowest rank (Ie the difference between a D rank skill and an E rank) and holds onto it. Even the Skills used by Gremmy are siphoned from as the flower's petals grow and the energy inside of the cannon seems to glow. (Only continues until it absorbs up to one rank higher than Gremmy in energy.)

    Form Activated Abilities:

      • Solar Cannon [Based on energy stored]- This Attack send all the stored energy soaring out from the cannon towards an opponent. After it fires, it loses the stored energy and returns to spear form, unable to return until one post for every rank of energy used passes.




[Hiro Approved this as a Talent, but it's just a weapon now from my Claimed Weapons as a Knight.

PostPosted: Fri Jul 22, 2016 9:37 am


I mean. I guess.

Hiro the Herp

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A faint smile

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PostPosted: Fri Jul 22, 2016 10:14 pm



    RPC Name: Auriel
    RPC Rank: Expert
    RPC Class: Templar
      RPC Sub-Class: -


    Weapon Name: Eaë, the Banisher
    Weapon Rank: Claimed Knight Weapon
    Weapon Type: War-Axe
    Weapon Description: Crafted in the forges of heavens by masterful hands, Eaë is a war-axe that was imbued with divine power. The hilt, shaft, and frame are wrought of something similar to gold, but far sturdier. There are angelic runes near the end of it, an inscription that reads Banish the Wicked. Magnificent gems are embedded throughout the axe, which act as catalysts for energy-based abilities. Near the middle of the shaft is a small notch where a magical chain can be released, turning the axe in to a flail. The head of the axe, which holds the two blades, curve and reach skyward while flanges shoot downward. Both of the blades on either side resemble angelic wings. They are ethereal in their likeness, even occasionally shedding a 'feather' and flapping gently in the breeze. When they cut, they are incredibly sharp and deadly. Their habit of shifting constantly make wounds that are not linear, often jagged and crude.

    Weapon Passive Abilities:

      • Banish [ S ]
      Wounds inflicted by Eaë are impossible to heal. The nature of the wound it inflicts is never the same, and laced with magic that stops regeneration from taking place. It will continually banish the area that was inflicted in the exact same way the wound was given. A lopped off arm remains cut off, regardless of the level of regeneration available to an enemy.

      • Charity [ - ]
      Every skill used whilst channeling through Eaë or banished by it will store energy equal to 75% of the energy used to initially cast the skill. The energy can only be used to cast Mercy. The energy can be held for the duration of a battle and cannot be used to prepare hundreds of spells beforehand.

      • Heavenly Might [ S ]
      Eaë swings as if it is no heavier than a dagger but hits with the force of a truckload. Those unworthy of it are unable to lift or touch it. Creatures that were not chosen are damaged by a blast of holy energy equal to their rank upon contact should they try to grasp it.


    Weapon Activated Abilities:

      • Divine Punishment [ S-SSS ]
      Any time something comes in to violent contact with Eaë can be expelled from the existence of the third plane. It is banished to the stomping grounds of the angels. This can be items, structures, attacks, people's body parts, etc. The price must be paid per banishment.

      • Mercy [ SS ]
      The kindest mercy one can show the wicked is a swift death. By expelling the energy conserved via charity all at once by lifting Eaë in to the skies and uttering its inscription, a wash of divine power will cover their area. It charges in the skies for a single post before one resounding boom sounds and a flash of light happens. The flash will wash over the lands and everything it touches is judged in an instant. Those who are enemies (as deemed by the wielder) will be consumed with the holiest of powers that obliterates things from existence. It banishes them to the same realm as stated before, upon which they will be curb stomped by godly level beings.

      • Salvation [ A ]
      Eaë can change the morality of a being. Through its connection to the first plane combined with the good intentions of the wielder's energy a lethal blow can be landed. The target will not die though. Instead their mind, body, and soul will be consumed with righteous glory. This will guide them to morality, and turn their souls from wickedness and evil.

      • Damnation [ A ]
      Eaë can change the morality of a being. Through its connection to the first plane combined with the good intentions of the wielder's energy a lethal blow can be landed. The target will not die though. Instead their mind body and soul will be consumed with righteous glory. This causes them to feel the weight of every evil thing they have done. Every kill, every lie, every single thing will crash down on them and force them to their knees, unwilling to continue their wickedness.

PostPosted: Sat Jul 23, 2016 1:15 am


A faint smile


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Daddy Raz

PostPosted: Sun Jul 24, 2016 9:29 am



    RPC Name: Azra'el Sinbad
    RPC Rank: Adept
    RPC Class: WeaponMaster/Siegemaster
      RPC Sub-Class:


    Weapon Name: Michael and Kala
    Weapon Rank: Adept
    Weapon Type: .45 caliber dual pistols
    Weapon Description: Twin pistols paradoxical in nature. Michael has a glossy stygian finish, whilst Kala is polished to an ivory sheen. Each gun has a seven inch barrel, much longer than that of most conventional pistols to aid in accuracy at further ranges. Made of a mixture of Polymer, carbon fiber, and tungsten carbide, these firearms are nonferrous in nature. Underneath each primary barrel is a secondary barrel, each loaded up with a chain attached to a barbed point.
    Weapon Passive Abilities:


      • Pick Your Poison [ C ] Michael was forged and blessed by a Nepilim, and Kala by a dreadnought. As such Michael holds an elemental affinity towards light, and Kala towards darkness; playing upon respective weaknesses depending on which gun is fired. These affinities are not interchangeable in between the weapons.

      • Full Auto Destruction [ C ] These guns do not possess a safety switch, but instead a switch between firing modes. It can freely switch between semi automatic, three round burst, and full auto fire to effectively keep the pressure on his targets. As a siegemaster, he suffers no penalty to accuracy regardless of the firing mode.

      • Oppressive Fire [ B ] The rounds fired from these guns have extremely high impact rates, often shredding armor. If armor is durable enough to withstand the impact, targets are oftentimes knocked back from the concussive force; this holds exceptionally true in automatic firing mode.


    Weapon Activated Abilities:

      • Selective Reload [ D ] Upon a clip running empty, the wielder may sacrifice energy as an alternative to reloading their weapons. They can choose to load it with normal ammunition, or any custom rounds they have access to.

      • Evasive fire [ C ] By applying C rank amount of energy to the chain shots underneath the barrels, they fire at the speed of a bullet before smashing through whatever they come into contact with, even steel walls. The barbs then immediately fan out to secure their position before the chain reels the wielder in at the speed of an arrow. Excellent for removing oneself from sticky situations. Each hook shot has a cool down of one post, so it may be used a maximum of two times in a single post before cool down ensues.

      • Galactic Cannons [ D-SS ] By imbuing these weapons with energy, he is able to release a thick beam type blast at the speed of a normal bullet fired from each barrel capable of destroying defenses on par with their rank or lower. The beam has a default width of six feet, and will increase by three feet for every additional rank of energy applied.
PostPosted: Mon Jul 25, 2016 3:33 am


[ Message temporarily off-line ]

U SO MAD BRO

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