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Daddy Raz

PostPosted: Tue Aug 16, 2016 5:07 pm



    RPC Name: Greed
    RPC Rank: Expert
    RPC Class: Berserker
      RPC Sub-Class:WIP


    Weapon Name: Achaemedes
    Weapon Rank: C, B, A, S (levels with mark acquisition)
    Weapon Type: God weapon Vambraces
    Weapon Description: Achaemedes are a pair of indestructible vambraces that gradually evolve in correspondence with Greed's strength. The lightning granted fuses with his electromagnetism, giving a plethora of new possibilities which will be delved further into with his subclass (WIP). This newfound refinement allows Greed to cause the electrons around him to vibrate at an extremely fast rate. These vibrations are known to be highly destructive, capable of obliterating opponents and causing catastrophes such as earthquakes, Tsunamis, and the like. Not only this but he has gained control over friction and traction; able to drastically speed up projectiles, allies and himself by removing friction in the air or severely impairing the movement of enemies by increasing airborne friction around them whilst removing any sort of traction from their feet; and even heat up any material to it's melting point from contact.

    Stage 1: The first stage of Achaemedes is merely straps around the arm of the user that jolt and flare up when emotions are on the rise. However, this does not harm the user whatsoever, and instead will often offer them an adrenaline rush to wade through the thick of combat. Anyone, and in all stages of combat, who wields these vambraces will gain a +1 to the stat of their choice that goes beyond the limitation of 15. This will only increase further as you rank up.

    Furthermore, you may begin to absorb the damage of attacks as they hit you. This is not initially all that useful for those who are not enduring enough to take multiple hits, but as you increase in favor with Raphael, so too do you increase in durability.

    At this point, Achaemedes develops to a full vambrace around one of your arms and a smaller one on the other arm. The weapon now grants you two special passives, each with the ability to greatly assist in your combat endeavors. It also now adds a +2 modifier to the stat of their choice (this applies outside of the base mark one) that continues to possibly exceed the 15 cap.

    Stage 3: The vambraces evolve into full armguards on both arms, and a brilliantly embroidered glove on your primary arm. Punches with this glove, or weapon swipes with this hand, are significantly stronger and faster than with your exposed hand. As well, you may now allocate a cap-breaking 3 to a singular stat, for a maximum of 18.

    Stage 4: Not yet released
    Weapon Passive Abilities:


      • Obstruct Will [ Passive ]
      Requires Self-Mark 2
      All abilities that impact Raphael's chosen will have a portion of their power drained. If you are hit with an ability, energy two ranks lower than the energy spent to cast it will be given to you, for a minimum of 10. This also slightly reduces impact damage.

      • Obstruct Power [ Passive ]
      Requires Self-Mark 2
      By sacrificing one of your own bloodline passives, you can nullify the effects of another bloodline's passive for as long as you are willing to sacrifice your own. This only applies to one enemy.

      • Frictional Control [ passive ] This gives Greed control of the friction immediately around him, both in the air and on the ground. Essentially it makes forcefully repositioning him unfeasible, for he can enhance airborne friction around him and/or ground bound traction to stop him from being blown away or sucked in.


    Weapon Activated Abilities:

      • Disc of the Thunderous Skies [C-SS]
      Voltage is an ability based on its exceptional mobility, as well as the speed in which it can dispatch foes. You launch an exceptionally quick disc of static lightning, larger than the average human male in size. It grows quicker with rank, and also the longer it has flown for. Its trajectory can be manipulated by the energy of the vambraces. As a bonus, you may choose to ride the lightning at any time and remove yourself from it at any time, fairly seamlessly. Impact from this disc, considering it is more like a large spinning blade of electric energy, will likely chop enemies in half if not severely shock them.
      The disc can also, interestingly enough, be held by the wielder - it will not hurt them, and can be used as a super-powerful weapon.

      • Demonic Discharge [C-SS]
      This allows you to manipulate lightning to your will. All of its variants are exceptionally quick, and highly volatile. At higher ranks, this ability can be used to create storms of unforeseen magnitude, releasing waves of electric energy to wash over hordes of foes. The lightning also has the effect that it chains to enemies that are very close to one another, which is often useful in group battles and against tamers and other such things.

      • Molecular shift [ C-SSS ] By forcing the electrons around any part of his body to vibrate at an extremely fast rate, Greed is able to wreak destruction on a wide scale. These constantly shifting particles appear as a haze extending up to one foot of the extended area, similar to that of heat radiating from blacktop on a hot summer day. Smashing the particle charge against the ground will create earthquakes of varying magnitudes, SSS enough to cause tremors widespread enough cause buildings city wide to collapse. When used on a large body of water this can create Tsunamis. Against a human body these particles can literally erase the area they come into contact with, destroying muscle, sinew and bone indiscriminately. It can be negated by a barrier of equal energy just like any other skill.

      Friction Disruption [B - A]
      By manipulating the particles upon the ground as well as in the air, Greed can slow down, speed up, and even root targets to the ground. For B rank energy he can remove any sort of friction in the air whilst adding more to the ground to create traction that can speed himself and allies up immensely, removing any sort of particle resistance that normally hinders anything upon the physical plane in Axiom. This version can aid his target of choice by +2 for up to three posts. For A rank energy he can remove all traces of friction from the ground while exponentially multiplying airborne friction, effectively rooting a target in the spot they are currently in as they have no way to gain any sort of traction or momentum. Though they may be stuck in one spot, this doesn't really prevent them from moving any part of their body, attacking, or even defending. The target is rooted in their current position for one post. This skill has a range of ten yards.

      Friction acceleration [A - S]
      With this skill, Greed takes a different perspective on frictional manipulation. By causing the molecules around something to vibrate at an extremely fast rate, he can use the friction to heat it up immensely. This can cause his strikes to leave third degree burns on impact, or bring a metal to it's melting point within a mere moment of contact. If a weapon or armor are indestructible, they will simply start to glow cherry red. This is exceptionally dangerous with armor as it can essentially cook whoever is inside the metal shell. For S rank energy, he can apply this friction anywhere within 10 meters of himself. The only warning the target has before their weapon or armor heats up to it's melting capacity is a short moment of the item in question strongly vibrating from the acceleration of electron particles.

      • Hypocenter [A - SSS] A hypocenter will form around any area on Greed's body, appearing as a translucent white bubble of energy two feet around the afflicted area. The hypocenter is similar to the charged particles in molecular shift; only much more concentrated and effective. When the hypocenter strikes something, it will emit a concussive shockwave that radiates through whatever is hit. Rather than causing a building to crumble, the particles rush through to annihilate it on a molecular level, leaving little else but dust in it's wake. When used against a mortal body, this skill will literally make an opponent pop, destroying their body on a molecular level and leaving little else but a bloody spot on the ground where they used to be. It can of course be blocked by barriers of the same rank, though it will destroy the barrier as well.


Chastiefol of Sloth
edits discussed made. The HV 'pending' made me laugh btw
PostPosted: Tue Aug 16, 2016 5:12 pm


The King of Razgard
S'all good unless i missed something which i prolly didn't. Have fun

___youwillknownihilism
Captain


Sleepy Paci

Tipsy Cultist

PostPosted: Tue Aug 16, 2016 6:27 pm



    RPC Name: Ruah
    RPC Rank: Expert
    RPC Class: Berserker

    Weapon Name: Divine Structure
    Weapon Rank: B, A, S (Levels with Ruah)
    Weapon Type: Elder Bones
    Weapon Description:
    As Elessia's bones have fused with Ruah's own his skeletal structure has become extremely versatile and the durability has increased exponentially than those of the mortal plane. Specifically the augmentation of osteoblast and osteoclast cells, which are responsible for building or breaking down bone tissue, has granted him malleability and density control. Such as, should his bones break they will reform instantly, even going so far as to replace bone ligaments in a matter of seconds for weaponization, Being a Berserker and known for having durable bodies, this has increased by not only giving him regeneration but making his body a weapon in of itself.

    Weapon Passive Abilities:
    • Mystic Embodiment Passive
    Upon fusing bone with bone, skin with skin, his own has taken on an armored attribute. This is not alloy but merely a hardening that adds additional protection while in combat or out of it. Making his strength also a viable defense; as his strength increases the more powerful his skin becomes, akin to a barrier of equal rank.

    Weapon Activated Abilities:
    • Elder Leap D-C
    This can be seen as a superior variant to Daywalk to some, though its mechanics are different. Elder Leap allows the user to quantify a pathway in any direction or angle (horizontally, vertically, etc) within 35 feet and by quantifying the space between you and that target, you may appear there within instants in a flash of green light; super-speed, of a caliber which few can compare to. This is a glance at the primary benefit of space-time manipulation, transportation.

    For C rank energy, Elder Leap can jump up to 85 feet instead of 35.

    • Condense Matter D-SS
    Appearance: Nearly invisible force-field
    Condense Matter is an ability that, well, condenses matter. While using space-time for transportation can be seen as eliminating the physical properties of a pathway for an instant, this can be seen as forcing a chosen area to become completely indestructible, save by energy. The condensed matter is often deployed as a force-field around the user, and its size cannot much exceed that. It lasts until dispelled, but can be destroyed by techniques of a higher rank. The user may pass through or move condensed matter, but all others may not. It cannot be deployed very far away from the users' body at all.

    Even the regulation of gas through this condensed matter is highly limited. Enough air will come in to enable breathing, but for example if you were to use it next to someone smoking a cigarette, you would not notice or smell the fumes whatsoever.

      Variants
      Condense Matter, Parry Deflects (or slightly reflects) attacks with physical properties, at the cost of decreasing in size to merely armor for the wielder.

      Condense Matter, Attack Changes the structure of the shield to turn it into an array of weapons, with the same durability. These can controlled telepathically, though with some difficulty, especially for early users.


    • Worlds Apart A
    Appearance: A green portal, glowing energy
    This opens a portal, in which anyone allowed by the user may leap through the space-time field. It is a tear in the Third Plane, and allows transportation to the end goal, which is but another tear. This tear may be anywhere in the world, as long as the user has been there before, and thus knows the planar coordinates.

    The tear may be small or relatively large, from the size of a mere human torso (contact will teleport regardless) or the size of a great gate standing before a crowd.

    • Charged Space D-SS
    Appearance: A vicious blast of green energy, with the user's eyes glowing brightly, and the entire body glowing in a bright green aura.
    A charged release of energy, using the caster as the focal point, with the energy expanding outward depending on the rank.

    D = 3 meters
    C = 6 meters
    B = 9 meters
    A = 12 meters
    S = 20 meters
    SS = 50 meters. Moves 1/2 radius every second
    SSS = 100 meters. Moves 1/3rd radius every second

    Depending on the rank, different effects will occur as a result of being hit by this charged spatial energy. From D to A, it will result in blunt damage (depending on the rank), with A ranked blunt force possibly resulting in being knocked unconscious or seriously wounded with bones fractured or broken entirely. This is a result of condensed matter bashing against your body, almost as if the air itself mutates into the density of a hammer.

    S+ ranked spatial blasts will quite literally jumble matter caught within them, shredding organics within to decimals of their original form, killing anyone caught in the blow. This attack will destroy but be destroyed by shields of the same rank. However, shields that do not cover the intended target at least partially from all angles may not spare them the brunt of damage.

    • Focal Space D-SS
    The same thing, except it spawns this blast on a distant location. There are indicators as to where it will appear, such as hazy green energy appearing before the blast unleashes. There is at least a few seconds to move from the location after the green haze appears.

    • Elder Bone & Body S-SS
    Appearance: A portal appears, similar to 'Worlds Apart'. Through it, a bright titanic force of green energy harasses the target.
    Using the fundamentals of space-time disassemblement, Ruah opens a portal around the size of a large human male and unleashes a blast of green energy that follows the target. This discharges spatial energy through the focal lens, meaning it is literally leaking this energy from beyond the atmosphere, and sometimes beyond the plane. Enemies caught in the beam of energy will be completely disassembled, their matter being torn apart and scattered through space. This beam can be halted by barriers of equal rank or higher, but the portal itself must be destroyed in order to stop the beam.
PostPosted: Tue Aug 16, 2016 6:54 pm


The Sleeping Pacifist


Heyo.

Unfortunately, this is going to be denied on the basis that Elder Blood is unavailable. I originally made it for Kian but used the skillset with Elessia since it originally came from her. The power itself however is still - by the originality rule for sub-classes and character customs - bound to Kian Heralys. No one else can have Elder Blood skills because it is his custom skillset.

Not only that, but the skillset is too powerful to be condensed into merely a weapon. God Raid weapons are not supposed to be nearly as powerful as whole sub-classes. They are basically just somewhat empowered weapons.

The Wild Hunt

Shirtless Giver

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Sleepy Paci

Tipsy Cultist

PostPosted: Wed Aug 17, 2016 8:52 am


The Wild Hunt
The Sleeping Pacifist


Heyo.

Unfortunately, this is going to be denied on the basis that Elder Blood is unavailable. I originally made it for Kian but used the skillset with Elessia since it originally came from her. The power itself however is still - by the originality rule for sub-classes and character customs - bound to Kian Heralys. No one else can have Elder Blood skills because it is his custom skillset.

Not only that, but the skillset is too powerful to be condensed into merely a weapon. God Raid weapons are not supposed to be nearly as powerful as whole sub-classes. They are basically just somewhat empowered weapons.
Not sure if we can chat here I'd gladly do it over skype when Im home but to clarify I thought you said I'd be capable of gathering some of the influence or access in abilities with the bones? Little lost and curious so sorry if it was a misunderstanding ahead of time. lol
PostPosted: Thu Aug 18, 2016 11:37 pm



    RPC Name: Amias Nicht
    RPC Rank: Master
    RPC Class: Beastmaster
      RPC Sub-Class: Dragoon


    Armor Name: Eris
    Armor Rank: Scales with Amias
    Armor Type: Full-body armor [See, Black Knight armor Dark Souls 3]
    Armor Description: A nigh-unbreakable, full set of black armor, forged in the flames of hell, during a moment of spare time that Amias had within the plane. During a brief interaction with Makath--one that took a great, temporary toll on Amias' mind--he was given the inspiration to make this armor. Made in part with Omnath's metal, it does give him a slight bit of connection to the abilities of his dragon.
    Armor Passive Abilities:

      • Chaos and Horror [ Passive ]
      Opponents who stay in battle with Amias will find that--after a short while--their movements will begin to seem panicked, their minds stressed, and their abilities thusly hindered. This doesn't translate into a physical stat-lowering ability until energy is expended from the user of this armor, but it does begin to tear away at their perception and mental resistances starting at three posts of combat. After five posts, perception and mental resistances are even moreso lowered. And at ten posts of combat, they'll be greatly inhibited.
      • Influence of the Forge [ Passive ]
      While wearing Eris, An area of ten feet around Amias will be quickly converted to metal. This is the influence of Omnath's metal within his armor. In order for this ability to be truly effective, Amias must always be on the move.
      • Hell Forged [ Passive ]
      The metals used to create Eris were pulled from some of the hottest--and rarest--metal wells in Hell. An extremely rare material was used to forge this armor, and it thusly carries a level of resistance that is difficult to categorize. Nearly unbreakable by most means, the armor serves as a stalwart means of physical defense. This energy of hell also manifests itself in another way. Any object or person that comes into contact with the armor will have a strange sort of mark branded onto their person, lasting three posts. For holy creatures, this brand will feel strongly, as though a glowing branding iron were being pressed into their flesh at every moment while the brand remains. Other creatures will feel a strong burning sensation, but to nowhere near the extent. During this time, skills the armor's wielder uses will home in on the opponent at a speed faster than they would normally travel.

    Armor Activated Abilities:

      • Hell's Deal [ Varies ]
      An activated skill with a particularly interesting purpose. Up to two times per battle, the armor may automatically react to an attack that Amias himself hasn't responded to, deploying an aura of energy of just enough power to block whatever attack is coming at him. This does--however--come at an additional cost of 20% extra to whatever rank of energy it deployed. [A defense that would normally cost 500 would cost 600, etc.]
      • Hell's Nail [ B ]
      Any physical contact an opponent makes with the armor--including with their weapon--allows Amias to expend energy to attack their body, lowering their physical abilities by -1/-1 for the next three posts. This ability may only be used once per physical contact, but may bring the opponent all the way down to 0/0 if they're foolish enough to keep striking the armor.
      • Red Knight of Hell [ S - SS ]
      Upon using this skill, Amias will seem to be enveloped in a strange, red sphere. When he chooses to emerge, a vibrant, scarlet aura will flare around the user. While this skill is active, a strange, visage of red armor will surface at their side, actively blocking skills of lower rank and aiding the user in counter-attacking for five posts, with a five post cooldown. Strikes made by the user during this time will also be lengthened by a total of two feet with the same, red aura taking physical form around their weapon.

Sorgaren
Crew

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Captain

PostPosted: Fri Aug 19, 2016 1:53 am


Sovngarde Awaits
Sure
PostPosted: Fri Aug 19, 2016 4:05 am



    RPC Name:Almira
    RPC Rank: Expert
    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 Almira. 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 her 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 Almira 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 Almira'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 Almira 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 Almira's Speed when it is being controlled, but also has -2 of his strength when attacking.
      • Can use any of the spells that she 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: Orchid
    Form Description: The Spear will take the shape of a cannon, surrounded by white flower petals that can float anywhere desired by Almira. 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 Almira 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:

      • Petal 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.


    Form Name: Form 5: Moonglaive
    Form Description: The Spear becomes a long glaive with a white Magnolia where the blade meets the staff. The total length of the weapon is a bit longer than Almira, with the business end being a single sided blade that is 3 feet long on it's own, and curved in a slight crescent towards the tip, which is also bladed. The opposite side of the blade is actually pointed along a sort of wave like pattern, which can be used as a bludgeoning tool. When Moonglaive is activated, the weapon glows with a faint, dark hue.
    Form Passive Abilities:

      • Indestructible, capable of being manipulated with the same jurisdiction as the first form.
      • Caller of the Night: The weapon calls every shadow not being controlled with another skill to itself passively, akin to her summon, and can freely transfer these shadows between herself and him. When the weapon is in possession of these dark, murky shadows it it becomes capable of carving through even things normal immune to physical attacks. The weapon can cut anything not of at least B rank like butter.

    Form Activated Abilities:

      • Shadow Queen's Innovation [C-SSS] - This skill allows Almira to use the shadows stored to do anything her imagination can think of provided that the shadowed skills are born of the weapon, and remain connected to it. She can, for instance, form a large golem from shadows to wield it, or increase the length of the weapon using the shadows. It can make a shield around the weapon, or even reach out with long, writhing tentacles to snatch at an opponent and envelop them. The creations last until destroyed, or the weapon changes forms, and they can grow from something akin to a five foot tendril at C rank to something as huge as a fully grown dragon at SSS, though something living that is created can only be as strong and fast as Almira, notwithstanding buffs.



Just leveling up my claimed weapon since im expert now.


___youwillknownihilism
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HeadlessKoko

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PostPosted: Thu Aug 25, 2016 3:30 am



    RPC Name: Nai
    RPC Rank: Master
    RPC Class: Weapon Master - Assassin
      RPC Sub-Class: n/a


    Armor Name: Kaminae's Scale
    Armor Rank: S
    Armor Type: Aura
    Armor Description: While not actually a scale from Kaminae, the armor is made from Kaminae's weapon, which is close enough. In appearance, the core of the armor is little more than one of the three prongs of Kaminae's trident cleaned and embellished simply with a metal frame and some jewels that represented a minuscule fraction of the sea's many hues. While arranged in a manner pleasing to the eye by the work of a skilled artisan, there isn't a single part of the core that is purely decorative. The frame creates a base for the jewels, which channel and shape the power of the trident, to be set in. Spell inscriptions weave over gems and metal alike but not over the actual trident shard, which proved too hardy for any sort of carving and chiseling.

    Rather than a traditional armor, Kaminae's Scale benefits its bearer with an aura rather than a shell composed of physical elements. It is worn by bringing the armor core close to a part of the intended wearer's body, into which the core embeds itself and so grants its abilities. The ocean was Kaminae's kingdom, and even though she is now dead, her influence still lingers in the shard of her weapon.

    Armor Passive Abilities:

      • Gatekeeper's Breath [ Passive ]
      The bearer can breathe and speak underwater freely.
      • Gatekeeper's Fins [ Passive ]
      The bearer can freely move through the water, much like a mer or any other aquatic species. However, they do not benefit from any stat boosts while underwater.
      • Gatekeeper's Eyes [ Passive ]
      The bearer can see clearly while underwater. Even the darkest depths of the ocean appears in crystal clear color to the bearer.
      • Gatekeeper's Scales [ Passive ] The bearer gains +1 damage reduction against the water and ice elements. They are affected by neither the natural water pressure nor temperature of the ocean's depths.

    Armor Activated Abilities:

      • Sea Queen's Weapon [ Passive ]
      The bearer can choose to imbue their attack with the water and/or ice elements. An attack imbued with an element deals magic damage and can be used to exploit elemental weaknesses. This does not directly increase the power of imbued attacks.
      • Sea Queen's Shadow [ Passive ]
      Water and ice can be used in the place of a shadow for assassin skills so long as it is either uncontrolled or controlled by someone willing to let the assassin use their water/ice.
      • Sea Queen's Claim [ C ]
      All attacks made by the bearer this round release a burst of ice in addition to their normal effects/damage. The ice freezes/sticks whatever is in contact in place with power equal to the rank of the attack used to cause it.
PostPosted: Thu Aug 25, 2016 3:34 am


Sure

___youwillknownihilism
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shinzo_husky

Man-Hungry Man-Lover

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PostPosted: Tue Sep 13, 2016 12:50 am


Chastiefol of Sloth

The Wild Hunt



    RPC Name: Astrid Naudr
    RPC Rank: Novice
    RPC Class: Magnus
      RPC Sub-Class:n/a


    Weapon Name: The conduit
    Weapon Rank: D
    Weapon Type: Staff
    Weapon Description: A magic staff that channels, manipulates and projects magical energy like a normal magic staff. Magic can be channelled and focused through this staff by the wielder. No runes have been etched into the staff implying that enchantments can be added on.

    Weapon Passive Abilities:

      • Name [ Ranks ]
      • Name [ Ranks ]
      • Name [ Ranks ]


    Weapon Activated Abilities:

      • Name [ Ranks ]
      • Name [ Ranks ]
      • Name [ Ranks ]
PostPosted: Sat Nov 19, 2016 8:55 pm



    RPC Name: Zaxel Ross
    RPC Rank: Novice
    RPC Class: Weaponmaster - Marksman
      RPC Sub-Class:


    Weapon Name: Variety Bow
    Weapon Rank: C
    Weapon Type: Bow
    Weapon Description: This bow made by Zaxel is a relatively simply looking bow. It is obviously mostly mechanical in nature, with signs of magical energy moving along through glowing portions of the bow. In the middle of the bow where one typically holds it there are three buttons that can be pressed, each putting the bow into a different mode of use.
    Weapon Passive Abilities:

      • Physical Mode - In this mode a bow string is deployed from the ends of the bow's limbs to each. This very simply allows the pulling of the string as if it were a normal bow. Thus this allows the wielder to fire normal arrows.
      • Laser Mode - In this mode the bow string is not deployed but at the ends of the bow's limbs on the outer portion two slots open up. These slots are for specially designed laser cartridges. When two of these cartridges are placed in the slots the bow generates a laser-like light between the two ends of the bow limbs. This light can be pulled back as if it were a normal bow does not interact as a normal bowstring thus it is incapable of firing normal arrows. However when the laser-like light is pulled back it generates a laser in the shape of an arrow that when the laser light bowstring is released is fired from the bow. Each cartridge pairing has enough charge for 50 laser arrows.
      • Magic Mode - In this mode the bow string is not deployed and the outer slots are not displayed. The glowing portions of the bow blow brighter however. This mode is to be paired with an abilities that allow the creation of arrows through magical means. When a magical arrow is place in position for the bow as if ready to be fired the bow uses excess energy from the magical arrow to generate a bowstring of magical energy. Thus allowing the user to fire their magical arrow using this bow.

    Weapon Activated Abilities:

      • Mode Change: Pressing one of the buttons on the bow changes the bow into one of the three above modes.

Ichengo Angelus

Man-Hungry Kitten

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Somnus Aeternam

Adorable Trendsetter

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PostPosted: Sun Nov 20, 2016 12:06 am



    RPC Name: Sophia
    RPC Rank: Novice
    RPC Class: Knight Vanguard
      RPC Sub-Class: N/A


    Weapon Name: Resolve
    Weapon Rank: Novice
    Weapon Type: Vanguard Claimed Weapon (Shield)
    Weapon Description: A large tower shield emblazoned with a relief of a large eagle. Image
    Weapon Passive Abilities:

      Take Some, Give Some [ Passive ]: When using Resolve to block attacks, the shield absorbs the kinetic energy of the impact, storing it for later use. This builds a charge, up to a maximum of ten charges. These charges form the basis of some of Resolve's abilities. (Blocked attacks can include spells and techniques.) Resolve starts combat with 2 Charges. Charges built last until the end of battle.
      Resolve [ Varies ]: Resolve's signature ability, this shield is nearly unbreakable, and for equal cost, can block any attack from the front, protecting not only the wielder but anyone standing behind them. Using energy to block an attack still generates a charge.
      Vigilance [ Passive ]: With such a large shield, it is difficult for any tank to have good visibility on the battlefield, and it is nigh impossible for them to see everything. Instead, the Eagle on the shield will detach itself, taking flight to circle above the user, granting them 360 degree vision. While the Eagle is in flight, everything it sees is transmitted to the user's mind through Resolve.

    Weapon Activated Abilities:

      Shockwave [ 2-4 Charges - C-A Rank ]: The user releases a concentrated wave of kinetic energy from their shield, knocking back anything in front of them with enough force to shatter bones.
      Stomp [ 1 Charge - D Rank ]: The user slams the shield on the ground, releasing kinetic energy into the ground, causing any enemy within 15 feet to be knocked down and staggered for a brief moment while they stand back up.
      Intercept [ 1 Charge ]: Instead of using the kinetic energy of the shield offensively, the user releases it like a jet of propulsion, accelerating them forward at +2 speed.
      Stand Fast [ 1 Charge ]: By expending a charge, the user can resist any technique that would otherwise push them back, stagger them, knock them over, or stun them.
      Slam [ 1-5 Charges C-SS Rank ]: The user swings Resolve forward, slamming it into their target, unleashing a massive amount of kinetic energy upon impact. Each charge spent increases the user's strength by 1 for this single motion.
PostPosted: Sun Nov 20, 2016 12:02 pm


Avedis Angelus
Do the arrows pull from your ammunition? Because if not it needs a cost.


Underappreciated Aaron
Im down. Approved.

___youwillknownihilism
Captain


Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100
PostPosted: Sun Nov 20, 2016 12:20 pm


Chastiefol of Sloth
Avedis Angelus
Do the arrows pull from your ammunition? Because if not it needs a cost.


Laser Arrows and Physical Arrows pull from Ammunition.

For magic arrows I will be making a spell that works in conjunction with this weapon, so the magic arrows will have a cost associated with it from that.
Reply
Custom Approval

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