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Posted: Sat Sep 18, 2010 6:17 pm
Abilities of Louis are approved, under the same pretenses that Kyle stated. Bard's ability is also approved as are Raz's
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Posted: Sat Sep 18, 2010 11:42 pm
Sousei Tatsu Pretty sure Odin is not Lightning-elemental... Raidin is, though.... As of FFXIII, Odin has been Lightning-Elemental at least once, so he's allowed to choose which embodiment his Odin takes. I approve of Anthony's current profile audition. ^^
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Posted: Sun Sep 19, 2010 9:01 am
This is a mass expansion upon my old abilities: Most notably, I added on magnetic abilities to add a subclass to Thunder (Which makes sense as the reason lightning is made in the first place is because lightning produces magnetism and such... uh... science befuddles me. I could have put all the new abilities, but instead because there are so very many, it's easier to just show the breakdown of the skills and such. Obviously not all are unlocked right now. TechniquesAttack Abilities:
Maul Tech- A set of abilities focusing on John's strength and maul.Sonic Maul- John rushes through the opponent once, striking with his maul as he does so. Unlike other "Sonic Blade"-type abilities, John can only perform one rush, but for more damage. [uses MP] Fatal Impact- John leaps into the air and drops on the opponent with a devastating hammer blow. Golf Swing- John performs an underhanded swing, launching the opponent high into the air even if they guard the actual attack. Maul Raid- John throws the maul at an opponent for ranged damage before resummoning it back to his hand. Combo Plus- John attacks with the maul and unsummons it. He quickly brings his arm back and summons the maul again, removing the recoil of his swings. Requires too much mental concentration for successive use. Arts of War- The basic skills of a warrior, used on the field of battle to give John the advantage.Rend Power- John strikes the opponent with his fist, somehow attacking their resolve and thus lowering their Attack and Guard Strength by 2. Rend Speed- John strikes the opponent with his fist, somehow attacking their mobility and thus lowering their Attack and Outright Speed by 2. Rend Perception- John strikes the opponent with his fist, somehow attacking their nervous system and thus lowering their Evasive Reflexes by 2. Rend Magic- John strikes the opponent with his fist, somehow attacking their concentration and thus lowering their Magic Strength and Defense by 2. Rend MP- John strikes the opponent with his fist, somehow attacking their energy directly, essentially damaging their MP. Body Slam- John tackles his opponent for large damage, though he suffers a small recoil himself. Greased Lightning- A sudden, powerful strike with the fist. Uncharacteristically fast of John, taking enemies off guard enough to prevent the ability to counter. Lightning Magic- John's summon grants him access to a variety of lightning-elemental spells.Thunder/Thundara/Thundaga- Basic lightning-elemental attack. Calls a bolt of lightning from the sky. Thundaja- High-level lightning-elemental attack spell. Calls an immense bolt of lightning from the sky. Electromancy- John can exhibit a limited control of electricity. Stun- John forms a medium-sized ball of lightning and whips it at his opponent. The lightning acts in a web like fashion as it gets thinner and larger the farther it is thrown. Impact would leave the opponent paralyzed according to the magic defense of the opponent. Live Wire- John grabs a hold of the enemy and sends electricity directly into them. Unavoidable if caught. Trine- John summons three triangular planes of lightning that home in on the enemy from different sides.Magnet Magic- A subdivision of John's Thunder magic, he can manipulate electric currents in order to produce magnetic force.Magnet/Magnera/Magnega/Magneja- John can cast the basic Magnet-type spell, summoning a spinning electrical glyph that pulls in all nearby opponents. Pulls in different types of targets at different levels.Ixion's Lasso- After charging the warhammer with a negative charge and coming in contact with an opponent, the warhammer changes polarity, connecting an arc of energy to the opponent. The stunned opponent can then be thrown around like a rag doll until the charge dissipates. Magnet Strike- After charging for a few seconds John attracts enemies to him with Magnet Magic, then, when the enemies are within striking distance, does a powerful 2π radian attack to all the enemies around him with one strike. Magnet Charge- John puts a magnetic home technique on his next magic attack to allow it to home in on his opponent. Thor's Hammer- A school of abilities based around charging the warhammer with electricity.Thunder Crush- John slams his maul onto the ground and from the sky a wide cylindrical pillar of lightning comes down around him but does not hurt him, just his enemies. Thunder Break- A ball of lightning is created and John smacks it with the broad side of his hammer toward his opponent fast. The ball splits into many smaller balls. Thunder Charge- John charges the head of his warhammer to deal extra damage on the next physical attack.
Support Abilities:Maul Tech- A set of abilities focusing on John's strength and maul.Disarm- John strikes specifically at the target's weapon. The sheer force of John's swing is easily capable of disarming even a readied opponent. Arts of War- The basic skills of a warrior, used on the field of battle to give John the advantage.First Aid- By focusing his electrical energy, John is capable of purging status effects from his body, as well as recovering a small amount of health.Thick Skin- His defense becomes as epic as epic can be without making it too cheap. [Wall Effect ; GS/MD +2] Monkey Grip- John can switch from two-handed fighting to one-handed fighting on the fly. One-handed fighting is slightly weaker, but frees a hand for Rending strikes. Lightning Magic- John's summon grants him access to a variety of lightning-elemental spells.Recharge- John is capable of sending charges of electricity to his cells, increasing their division rate and thus healing himself. Leaves him exhausted, but healthy. Can only perform this on lightning-elemental allies. Hypercharge- John courses electricity through his muscles, forcing them beyond their limit to temporarily increase his strength. [ASt +2]Shock Spikes- Generates electricity across his skin which shocks anyone or anything that comes in contact with him, either through direct contact or contact through a conductible medium. Repeated shocks can cause numbness and decrease speed.Magnet Magic- A subdivision of John's Thunder magic, he can manipulate electric currents in order to produce magnetic force.Float- John uses the abilities of magnetism to lift off the ground temporarily.Magnetic Cling- John is capable of electrically attaching himself to walls and ceilings. He is stationary to them, however, since he is magnetically connected and removing the connection to move would allow gravity to kick in.Hammer Cling- John can perform Static Cling on his maul, making it so that he cannot be disarmed. He may also use this to attach the hammer to a flat surface, offering a stable foothold.
Passive Abilities:Splatter Shock- When John attacks, in order to make up for the fact that he is slow as molasses, weak spurts of electricity cover a small area around him, dealing small amounts of damage to his foes. Shocking Endurance- John can stand his ground when under physical attack by anything less than his , and when under magical attack, he can stand his ground if it's below 6. This only means he will not be knocked off his feet; being pushed back is another story. Minor Electric Affinity- With Lightning as his element, any attacks containing the same element have their damage halved.
Limit Breaks:[Level 1] Ixion's Surge- John's body courses with electricity, increasing his Attack and Outright Speed while also making all of his normal attacks lightning-charged. [ASt/OS +4 ; Enthunder] [Level 2] Ixion's Edge- John's arm becomes charged with lightning just before firing it off at his target in a massive spear of electricity. [Single Target] [Level 3] Thunder Flood- From Valhalla comes the rain of the gods; thunder begins to rain from the skies to do a large amount of damage across the battlefield, but not to only one single target. [Splash damage] [Level 4] Master Arcana- John sacrifices his ability to use his maul, and in return increases his Magic Strength greatly, and his defenses slightly. [ASt -3 ; MS +5 ; GS/MD +2] [Level 5] Ixion's Horn- Grows an ethereal horn out of his forehead, vastly increasing the power of his lightning while also creating a magnetic field around him that lowers others' resistance to lightning. [MS +4 ; Self-Magnega ; Lightning-Imperil]
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Posted: Sun Sep 19, 2010 11:25 am
I approve of Anthony. 3nodding
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Posted: Sun Sep 19, 2010 5:58 pm
I also approve of Anthony's audition :]
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Posted: Mon Sep 20, 2010 7:24 am
I approve of Pie's abilities.
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Posted: Mon Sep 20, 2010 11:34 am
Pai's new abilities look good to me :3 Approved.
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Posted: Mon Sep 20, 2010 4:20 pm
Pie's new abilities are approved by me as well.
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Posted: Thu Sep 23, 2010 10:49 am
Strikes = not learned EDITED 10/9/10: TechniquesAttack Abilities:Lightning Magic- Timmy's summon grants him access to a variety of Lightning spells.Shock Blade- Timmy focuses a mass of lightning into the shape of a blade.Uppercut- The blade comes from the ground. Thrust- The blade comes from the side. Vertical- The blade comes crashing from the sky. Thunder Shields- Timmy is capable of imbuing his shields with lightning for a variety of attacks.Plasma Charge- Timmy puts an inducted shield in front of him and full on rams into the foe causing knock back and may stun. V.M. Twister- Timmy charges both of his shields up with electrical currents and throws them in a spiral causing the shields to create a twister that drags in enemies and damages them. Thunder/Thundara/Thundaga- Basic Thunder Magic, strikes from the sky as a bolt of lightning. Varies in strength depending on how much mana Timmy uses to cast it. Magneken- Creates magnets at the end of his fists to draw the enemy closer and then releases a small explosion of electricity that has a chance to stun his opponents (May be used in a row 3 times but must then wait before use again). Storm Coffin- Wraps his foe with lightning, creating a coffin like structure, to immobilize his for temporarily (Only works on one human sized or smaller foe). Rising Dragon- A style that focuses lighting into Timmy's fist or fists.Alpha- Timmy fires out a beam in the shape of a dragon out of his fist. He has limited control of its direction (Medium range -Long range). Beta- Timmy fires off a flurry of dragon head shaped bullet punches (Short range – Medium range) Darkness- Timmy has basic control over darkness, granting him access to a variety of skills and abilities.Dark Strike- Timmy's shields become consumed in Darkness. The darkness adds slightly destructive force to each swing. Can only keep active for 7 posts, or use 7 times. Dark Break- Timmy repeatedly jumps above enemies, dropping on top of them with shield strikes and a blast of darkness. Dark Firaga- Fires an orb of flaming darkness from his hand, the style of the attack greatly resembling a Fire spell, only azure. Causes explosive dark damage upon impact. Dark Raid- A Darkness-empowered Strike Raid. Timmy empowers one or both of his shields with darkness before throwing it/them at his opponent. Dark Shade- Timmy falls into the ground, leaving only a shadow of himself of the surface as he makes his way towards his target. Explodes to the surface beneath the target in a burst of dark energy. Dark Lance- Timmy conjures a spear made of darkness and throws it at his target. He can manipulate the speed and path of the spear in-flight. Inazuma- A unique thunder ability that combines the dark and lightning element as one.I.Armor- Focuses darkness and lightning into solid claw-like figures that can be used to attack and block. I.Burst- Timmy gathers energy and then releases a shockwave. I. Call- Calls forth 6 orbs that surround Timmy that take attacks or explode on contact. Can send them forward as projectiles. I.Counter- Timmy creates a copy of himself before he gets hit that may burn/stun the attacker (Only works on physical attacks).
Warding- A school of abilities based around self-preservation and shields.Whirl Burst- Spins around at high speeds, knocking back all surrounding enemies and allies. Shield Boomerang- Throws Shield in an arc cutting enemies in its path. Reflect Raid- Throws one or both of his Shields. Rather than immediately return, they ricochet around the area, thus striking multiple opponents multiple times.
Support Abilities:Lightning Magic- Timmy's summon grants him access to a variety of Lightning spells.Defib- Allows Timmy to stimulate his heart with an electric shock so that his physical performance is increased greatly. After a while it begins to take a heavy burden on him and may give blurred vision, fatigue, and hyper ventilation. Indu- Allows Timmy to place an electrical current on himself and objects, shocking anything that may come into contact the inducted object. Induction wears off after a while, returning the object to normal. Magnet- Creates an orb that slowly drags in opponents (Cannot draw in enemies larger than a normal human). Darkness- Timmy has basic control over darkness, granting him access to a variety of skills and abilities.Dark Portal- Timmy is capable of opening a rift into the realm of darkness, from where he can exit at any location he's been to before. Taking people with him runs the risk of tempering the darkness in their hearts. Dark Empowerment- Enhances physical prowess with the power of darkness. Scent Detection- Due to his power of Darkness, Timmy is capable of picking up on others who use the element. He is capable of picking up on residual darkness as well, though more powerful enemies are capable of masking their darkness.
Inazuma- A unique thunder ability that combines the dark and lightning element as one.I.Dash- Allows Timmy to quickly dash short distances due to imbuing his feet with electrical properties and leave behind small amounts of dark flames. I.Erase-Dispels all negative ailments on himself. Adds Inazuma’s properties onto Timmy’s physical attacks for 6 posts. (Boss Form only) Warding- A school of abilities based around self-preservation and shields.Dragon Force- Self-casts protect, shell, and faith on himself. Last Berserk- Timmy goes berserk increasing his physical strength and makes him continuously attack. Cover- Timmy can magnetize a shield and throw it to an ally, allowing it to orbit and defend his partner. He can also throw both shields to Cover an ally.
Passive Abilities:Aura- Grants Timmy a second chance in battle if he’s knocked out and gives him regen. Tiamat's Heart – Timmy receives a permanent +1 to Magic Defense. Major Electric Affinity- With Lightning as his element, any attacks containing the same element have their damage entirely negated.
Limit Breaks:(Lv.1) All Set!- Auto-casts all of Timmy’s buffs for 6 posts (Lv.2) Rain of the Storm Dragons - Summons Tiamat to his aid and concentrates all energy into his fists, he then releases a flurry of electrical dragons into the air that come crashing back down. Any dragons that hit the ground explode and spread out into lightning bolts that bounce off the ground for lesser damage. (Lv.3) End of the Storm – Releases an electrical charge through the ground that immobilizes any enemy on the ground followed up by an opposite electrical charged storm that won’t miss those affected by the first charge. (Lv.4) Tiamat's Scale - Timmy receives a permanent +1 to Guard Strength.
Drive Contributions: Thunder Dragon's Heritage- The person infused with Timmy has access to Timmy's basic Elemental abilities, namely: Shock Blade, Indu, Thunder/Thundara/Thundaga. Inazuma's Infection- The user gains access to Timmy's black lightning, Inazuma, if they do not instead receive a weapon alteration. Attribute Boost- The person infused with Timmy has the following stats boosted additionally : Magic Defense, Guard Strength, Constitutional Endurance.
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Posted: Thu Sep 23, 2010 1:19 pm
Things I immediately noticed: Dark Lance seems a bit random. I can't really see anything wrong, but if I may ask, why a lance when you're a shield wielder? Defib should only work on physical performance, though I'm sure you know that. I'm assuming italics means not yet unlocked? If that's the case, then I'd say you could have Scent Detection. I.Erase seems to be a bit much for a single ability. Esuna and Enthunder/Endarkness in a single spell? I'd prefer if you split the two up somehow. I notice you've changed Dragon Force from Bravery to Faith. Are you sure? Cover shouldn't actually drop your stats, I don't think. Our stats and our weapons are separate, or should be. If Last Berserk and Aura activate automatically, then that would make them Passives. I know, I've looked on your profile and seen that we already (for some reason) approved of them as Supports, but the way you word them makes them Passives. So, here are my (personal) suggestions (not conditions, but suggestions):
Make both of them abilities that can only be (manually) activated in critical condition. Make Aura a passive, and make Last Berserk an ability that he can only activate if in a critical state. Combine the two into a passive that grants him Regen and Berserk if he's ever knocked into Critical condition.
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Posted: Mon Sep 27, 2010 7:14 pm
Applying for some Drive Forms, since it is increasingly possible for Cory to Drive in this current conflict. Sorry for the large number of Drive Forms, but since Cory can Drive with anyone... That leaves a lot of options. stressed Quote: Tiamat's Gift [Cory + Timmy]:Weapon Enhancement: Twin Cylinders (Cory gains an additional Revblade) Additional Attributes: Attack Strength +2, Attack Speed +2, Magic Strength +2, Magic Defense +3, Guard Strength +3, Evasive Reflexes +2, Outright Speed +2, Constitutional Endurance +3, Energy +2 Additional Abilities: Cataclysm Mk.Σ- Also known as "Juicin' It". Cory combines his Cataclysm energy with electricity and tempers his synapses, increasing his perception and reaction times far above normal human ability. He becomes more capable of reading combat maneuvers, and his Evasive Reflexes, Outright Speed, and Attack Speed are all increased by 2. Can be disrupted and brought to an end with an electrical attack. The ability will automatically end after 3 posts. Burst Count Up- Cory's Burst Count is increased by 5. Indomitable Thunder/Thundara/Thundaga- Conjures a bolt of black and blue lightning. Strength dependent on level and amount of energy put into the attack. Engine Storm- Cory fires off Engine Forces one after another, using the dual Revblades and his already high attack speed to create a veritable "storm" of Engine Forces. Bulwark- Goes into defensive stance, blocking all incoming damage. However, all status effects have 100% chance of success while in this state. Thunder REZ- Cory's Thunder Resistance is raised by one level. Fire Bird's Gift [Cory + Alan]:Weapon Enhancement: Front-End Suspension (Telekintically controls the Revblade) Additional Attributes: Attack Strength +2, Attack Speed +2, Magic Strength +3, Magic Defense +2, Guard Strength +3, Evasive Reflexes +2, Outright Speed +2, Constitutional Endurance +3, Energy +3 Additional Abilities: Cataclysm Mk.Ψ- Also known as "Twinrova". Cory combines his Cataclysm energy with fire to create a large, red and blue maelstrom of fire. He can direct the fire in whatever way he wants and it attacks with both hot and cold fires, making resistance to it a tricky thing to achieve. Requires a charge up. Cory is unable to attack or defend while controlling Twinrova, and releasing his control dismisses the technique. Burst Count Up- Cory's Burst Count is increased by 5. End Game- Cory thrusts the Revblade on a single target from multiple angles at incredible speed. Indomitable Purification- Cory uses a blue, red, and black fire to heal wounds and remove status effects. Indomitable Firaja- Cory fires a massive blast of red, blue, and black fire at the enemy. Fire REZ- Cory's Fire Resistance is raised by one level. World Serpent's Gift [Cory + Kyle M.]:Weapon Enhancement: Hybrid: "Dual Pistons" (Gains a pair Rev-Katar) Additional Attributes: Attack Strength +2, Attack Speed +3, Magic Strength +2, Magic Defense +2, Guard Strength +3, Evasive Reflexes +3, Outright Speed +2, Constitutional Endurance +2, Energy +2 Additional Abilities: Cataclysm Mk.Δ- Also known as "Dark Matter". Cory combines his Cataclysm energy with earth to create 3 golf-ball-sized black orbs of superdense material. He can manipulate these orbs mentally, and each one carrying with it 1000 pounds of compacted material. Requires a charge up. Cory is unable to attack or defend while controlling Dark Matter, and releasing his control dismisses the technique. Burst Count Up- Cory's Burst Count is increased by 5. Road Trip- Cory uses basic terramancy to slide the earth under his feet, adding additional speed to his footwork. Sword Bills- Cory repeatedly strikes with thrusts from his Rev-Katar, giving off a blurred speed in which over half of the strikes are not visible to the naked eye. Shadow Fang- Kneeling down, Cory plants both his katar in the ground, then steps forward and up, swinging his katar up out of the earth. From the point where his katar were in the ground springs many razor-sharp spikes of earth. They are not straight up, but slightly diagonally. Each spike is also laced with darkness. Earth REZ- Cory's Earth Resistance is raised by one level. High Seraph's Gift [Cory + Kyle V.]:Weapon Enhancement: Hybrid: "Divine Clutch" (Gains a Rev-Swallow) Additional Attributes: Attack Strength +2, Attack Speed +2, Magic Strength +3, Magic Defense +2, Guard Strength +2, Evasive Reflexes +3, Outright Speed +2, Constitutional Endurance +3, Energy +2 Additional Abilities: Cataclysm Mk.Λ- Also known as "Aether Break". Cory combines his Cataclysm energy with Holy magic to augment his magical ability, increasing his Magic Strength and Magic Defense by 5 while lowering his Attack Strength and Guard Strength by 10. While there is no initial way to force Cory out of Aether Break, his physical stats take a drop. After releasing Aether Break, there is a delay on the return of his physical strength. Burst Count Up- Cory's Burst Count is increased by 5. Duality Spark- Cory fires a Retribution at the enemy, a double helix of darkness spiraling around the beam of light. Twilight Force- Cory fires off an Engine Force laced with Light and Darkness. Twilight Storm- Spinning the Rev-Swallow, Cory fires off a storm of Engine Forces, each one laced with both light and darkness. Light REZ- Cory's Light Resistance is raised by one level. Ixion's Gift [Cory + John]:Weapon Enhancement: Hybrid: "Jet Drag" (Gains a rocket-powered maul) Additional Attributes: Attack Strength +3, Attack Speed +2, Magic Strength +2, Magic Defense +2, Guard Strength +3, Evasive Reflexes +2, Outright Speed +2, Constitutional Endurance +3, Energy +2 Additional Abilities: Cataclysm Mk.β- Also known as "The Big Magnet in the Sky". Cory combines his Cataclysm energy with Magnet magic to conjure a phenomenally large orb of electricity in the sky. The orb will pulls everything into it; the ground, enemies, large enemies, and even Cory himself. After a sufficient amount of time to absorb material the orb will explode in a massive surge of electricity, damaging all who were pulled into it. Requires a charge up. Burst Count Up- Cory's Burst Count is increased by 5. Indomitable Thunder/Thundara/Thundaga- Conjures a bolt of black and blue lightning. Strength dependent on level and amount of energy put into the attack. Jet Bullet- A modified Engine Force. Cory fires a piercing force of pressure from the rocket maul. C'Mere- Cory plants a Magnet spell on the rocket maul, pulling enemies into his swings. Thunder REZ- Cory's Thunder Resistance is raised by one level. Carbuncle's Gift [Cory + Kyla]:Weapon Enhancement: Front-End Suspension (Telekintically controls the Revblade) Additional Attributes: Attack Strength +2, Attack Speed +2, Magic Strength +3, Magic Defense +3, Guard Strength +2, Evasive Reflexes +2, Outright Speed +2, Constitutional Endurance +2, Energy +3 Additional Abilities: Cataclysm Mk.Φ- Also known as "Celestial Brush". Cory coagulates Cataclysmic energy on the edge of the Revblade, giving off the appearance of a luminous blue paint. When swung, the Revblade throws this "paint" on the enemies, causing Cataclysmic explosions wherever the paint lands. The technique spawns enough paint for 10 swings. Burst Count Up- Cory's Burst Count is increased by 5. Lotus Float- A pair of ethereal Lotus wings sprout from Cory's back, granting him the ability to float as long as he has energy. End Game- Cory thrusts the Revblade on a single target from multiple angles at incredible speed. Meta Strike- Cory's Revblade attacks become shadowed by a Meta Slash, giving each attack a double-strike. Birn Slash- Cory swings the Revblade, launching a group of Birn Strikes from it's edge. Dragon King's Gift [Cory + Kichi]:Weapon Enhancement: Hybrid: "Twin Drills" (Gains a pair of Tonfa-esque drills) Additional Attributes: Attack Strength +3, Attack Speed +3, Magic Strength +2, Magic Defense +2, Guard Strength +2, Evasive Reflexes +2, Outright Speed +3, Constitutional Endurance +2, Energy +2 Additional Abilities: Cataclysm Mk.Ω- Also known as "Twin Spirals". Cory combines his Cataclysm energy with Flare energy to create a torrent of white and blue fire around each of his drills. These torrents can be fired from the drills as projectiles, boring holes into whatever they come into contact with. While charged, Twin Spirals can also be used to increase Glide speed without using more energy. Requires a charge up. Burst Count Up- Cory's Burst Count is increased by 5. Indomitable Flare- Cory's entire body becomes engulfed in blue and white fire before releasing it into the surrounding area, causing non-elemental magic damage to all enemies. Glide- Cory is capable of floating and gliding through the air. Giga Drill Buster- Cory concentrates a massive amount of Flare energy in his right Drill and a massive amount of Indomitable Will in the left before rushing through the enemy, inflicting the drill damage as well as explosive non-elemental magic damage. "Who the Hell Do You Think I Am?!" Kick- Cory uses Burst Momentum to pick up speed instantly before kicking the enemy with both feet. Contains enough force to launch an enemy several dozen yards, though it isn't as damaging as one would think, as most damage inflicted it from the environment. Counts as a single burst.
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Posted: Thu Sep 30, 2010 7:09 pm
Raiden [John + Cory]:Weapon Enhancement: Hybrid: "Jet Drag" (Gains a rocket-powered maul) Additional Attributes: Attack Strength +3, Attack Speed +3, Magic Strength +2, Magic Defense +2, Guard Strength +2, Evasive Reflexes +2, Outright Speed +2, Constitutional Endurance +3, Energy +2 Additional Abilities:Big Pull- John is capable of utilizing Cataclysmic energy to enhance his Magnet Magic, increasing the pull of each spell.Combo Plus Up- John is capable of performing Combo Plus five times in a row. Indomitable Thunder/Thundara/Thundaga- Conjures a bolt of black and blue lightning. Strength dependent on level and amount of energy put into the attack. Engine Force – the effects of the rocket maul greatly increase the damage and speed of John’s Art’s of War abilitiesIai Smash- John performs an attacking the blink of an eye, striking with his maul. Has a 50% chance to do double damage and a 50% chance to do zero damage.Darkness REZ – John gains darkness resistance up to 1/4.
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Posted: Sat Oct 02, 2010 12:21 pm
@Cory:
Tiamat's Gift: Cataclysm Mk.Σ needs either a different way to end, or an additional way to end. Perhaps give it a time limit?
Fire Bird's Gift: Only three stats may be boosted by +3 instead of +2. You currently have 4: Magic Strength, Guard Strength, Endurance, and Energy. Alan, being the contributor, gets to decide which three.
World Serpent's Gift: I see no issues with this one; approved by me.
High Seraph's Gift: Approved by me.
Ixion's Gift: Approved by me.
Carbuncle's Gift: Approved by me.
Dragon King's Gift: Approved by me.
@John: Approved by me.
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Posted: Sat Oct 02, 2010 2:55 pm
Changed Cataclysm Mk.Σ so that it only lasts 3 posts if uninterrupted. I'll wait to change the stats until I can talk to Alan about which one it should be (or if he just wants to go ahead and pick one right now and let us know here in the Audition thread?)
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Posted: Sat Oct 02, 2010 3:20 pm
STARLIT STRUGGLE > I GRAH. I hope this profile is accepted. Stupid Gaia logged me off while I was building it, and NOW I HAVE TO BUILD IT AGAIN. Should this require the SWEET TEA SO TOTALLY AWESOME THING. There it is. I'm reading over for any possible misses now. : O What Goes Here?Name: Rei Nickname/Alias: Rei Age: 21 Gender: Female
Appearance:
Height: 5'5 Weight: 120lbs Body Type: Lean Skin type: Pale Eye Color: Yellow Hair Color: White Hair Style: Shoulder length, straight. Clothing: Kimono's. Unusual Body Art/Parts: None. Yurei Race:
Theme Song(s):
Significant Trait: Deep and pitiless eyes. Quotes: "Not very elegant." "Nobodies and Heartless don't really seem that different." "Just because we are not complete, doesn't mean we are not as strong."
Good/Evil: Neutral Evil Homeworld: Land of Dragons Main Weapon: Chain claws. Additional Equipment: Job Class: Nobody Element, Dancer.
Attack Abilities: Learn- Rei can learn techniques used against her and temporarily fight back with them. Lethal Dance- Rei attempts to grab hold, either with her chain claws or her hands, and pull the enemy into a frenzied dance. Wreck Twister- Rei goes into a spin, accelerating to swing with chains or daggers. Support Abilities:Charge- Rei gathers energy and pushes it into her weapons to increase attack damage. Obscurity Reversal- Rei is immune to effects that obscure or blind vision. Slow dance- An ability that slowly heals Rei as long as she is able to dance uninterrupted. Passive Abilities: Gentle Song- An ability used to slightly restore health. Weaving- Rei can create clothing.
Limit Breaks: Dragoon Dance - A limit involving a series of dancing moves and downward lunges, taking the attacks of Dancers and Dragoons into one. Explosion - A flurry of dance attacks, ended by a concussive thrust to push the enemy far away.
Strengths: Nimble and agile, hard to hit and quick. Weaknesses: Low health and defense, and susceptible to Reversal when in close combat.
Personality: Rei is gentle and kind for a nobody, though she shares the Nobodies lack of understanding to love and stronger heart emotions. Rei is merciful and outspoken, always voicing her opinions when they differ, and letting her actions speak as loudly as her words, when necessary. Rei is easily flustered and embarrassed by compliments and teasing, often the best way to break her calm demeanor. Likes: Rei loves tea, dancing, and the rain. She enjoys dark and cool places. Dislikes: Rei doesn't like sour or bitter things, being bonded or confined, or dry and bright places. Fears: Rei fears the keyblades, and is terrified of being bound or confined.
Family: Rei shares a very loose relationship to Fuu, in Twilight Town. She remembers that they are cousins, somehow. They rarely talk, however.
Bio: Rei was assaulted and slain by Heartless after a dance for the Emperor, while in a caravan back to her home town. The caravan was massacred by Dusks and Creepers, in which everyone was slain. Rei was one of the last to remain, fighting with a soldiers dropped chain claws. Soon after becoming a Nobody, Rei used the weapons and incorporated them in her dances, learning how to use the dark corridors in order to travel. Though Rei had a strong enough heart to retain her human form and state of mind even as a nobody, she is not much stronger then average nobodies, and equal to Demyx in combat.
Sample Post:Sample!
Slightly shortened compared to the original. > I
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