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Posted: Wed Mar 20, 2013 9:05 am
LizzyMoo LizzyMoo Nysa, Squire of NeptuneSummons Creature: A large swan-like bird with very minor differences in anatomy to a swan. (She takes up the full horse-size) Summons Ability: The summon is a peaceful sort and will never outright attack. She herself can fly, but her body cannot support the weight of another individual, so she cannot be ridden. Swan Song ~ The summon sings out a beautifully sad song, but it is meant as a last resort. Any who hear the summon's song (whether ally, enemy, or even Nysa himself) will be struck with incredible grief. Those who are closest (within 10 feet) will not be able to block out the sound very readily, but those who are further away can still potentially hear it, but it is more likely that they can block out the sound as well. All who hear the song will find themselves down on their knees. The summon dismisses herself after the song, essentially "killing" herself, but those affected by the song will still remain grief-stricken for 45 seconds (stage 1-3) or for 25 seconds (stage 4) after the summon dismisses herself. (OOC Note: think of this as Pokemon's "Perish Song" in a way) Added in some minor tweaks I did not put any true range of effect because 1) Sound can travel pretty far and 2) Sound can be blocked. I am actually fine with people godmoding reasons for why their character did not hear the song, since it makes things more interesting and more realistic than having a definite set area of effect. I also believe that the ability is plenty strong and should be equally able to effect everyone up to stage 3 since this (and summons in general) is considered a stage 3 only ability. Part of the reason for the strength was because it effects Allies and Foes the same, which means everyone is at a disadvantage. That mixed with the fact that characters can simply come up with IC ways to claim their character didn't hear anything actually dulls the "strength" of the ability. If one considers all these other negative aspects, I personally feel that this is a well balanced skill. Sounds reasonable, Approved.
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Posted: Sun Mar 24, 2013 8:08 pm
Myrkvior, Page of Jupiter Current Weapon: Mouse skull New Weapon: No changes Current Magic: None New Magic: No changesSquire Weapon: Fox skull New Weapon: No changes Squire Magic: Mist/Fog leaks from the eyes of the skull and begins to spread. The longer a battle lasts, the thicker and more widely dispersed the mist gets. Opponents cannot see through the haze, but as long as Myrkviðr wears or has hold of the skull, she can. Formed mist lingers in the region where it was created. It does not follow the user. Formation of mist can be stopped at any point. The fog then begins to recede. Other magical powers, such as magic winds and blasts, can move and alter the mist, but cannot destroy it. Mist can be summoned for a maximum of one minute over a circular area with a radius of 15 feet. New Magic: No changesKnight Weapon: Eagle skull New Weapon: No changes Knight Magic: Same as Stage 2, with the addition that contact with the mist now produces hallucinations. All characters (even allies) except Myrkviðr begin to see/feel/hear things that embody their inner fears. Those with arachnophobia, for example, may see a trail of spiders crawling down their arm. An individual afraid of failure may hear a voice articulating a pluthera of ways that individual could potentially fail at a task. The intensity of the fear felt from hallucinations is dependent on rank as follows: Fourth Stage: Unsettled by hallucinations. Equal to a "spooked" feeling such as entering a haunted house. Third Stage: Will feel the normal level of fear associated with their internal conflict. Second Stage: Begin to believe that some hallucinations are real and that those fears put them in danger. First Stage: Hallucinations seem real and cause feelings akin to terror. Little to no focus can be maintained on things aside from this fear. New Magic: (Some minor word changes, to make it deal more with internal conflict and less with fear) Same as Stage 2, with the addition that contact with the mist now produces hallucinations. All characters (even allies) except Myrkviðr begin to see/feel/hear things that embody their inner conflicts. Those with arachnophobia, for example, may see a trail of spiders crawling down their arm. An individual afraid of failure will encounter illusions such as walls that look easy to climb, but go on apparently forever. The intensity of the fear felt from hallucinations is dependent on rank as follows:
Fourth Stage: Unsettled by hallucinations. Equal to a "spooked" feeling such as entering a haunted house. Third Stage: Will feel the normal level of fear associated with their internal conflict. Second Stage: A slight increase in natural emotional turmoil. Believe that some hallucinations are real and react accordingly. First Stage: Hallucinations are believed to be real and the emotion invoked is far greater than in life (ex. feelings of fear become akin to terror). Little to no focus can be maintained on things aside from the hallucination. Summons Creature: Níðhöggr - A small-horse sized, nonagressive dragon with large wings--can take one, light passenger in flight (no more than 150 pounds). Summons Ability: AoE: By beating its wings, it can create a strong gust of wind. Individuals within 10 feet are knocked off their feet. The closer they are to the source, the more injury retained from being rolled. Those at 15 feet may experience sand/debri kicked into their eyes. Wingbeats can be maintained for 15 seconds.
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Posted: Sun Mar 24, 2013 8:14 pm
Kaelyndra Myrkvior, Page of Jupiter Current Weapon: Mouse skull New Weapon: No changes Current Magic: None New Magic: No changesSquire Weapon: Fox skull New Weapon: No changes Squire Magic: Mist/Fog leaks from the eyes of the skull and begins to spread. The longer a battle lasts, the thicker and more widely dispersed the mist gets. Opponents cannot see through the haze, but as long as Myrkviðr wears or has hold of the skull, she can. Formed mist lingers in the region where it was created. It does not follow the user. Formation of mist can be stopped at any point. The fog then begins to recede. Other magical powers, such as magic winds and blasts, can move and alter the mist, but cannot destroy it. Mist can be summoned for a maximum of one minute over a circular area with a radius of 15 feet. New Magic: No changesKnight Weapon: Eagle skull New Weapon: No changes Knight Magic: Same as Stage 2, with the addition that contact with the mist now produces hallucinations. All characters (even allies) except Myrkviðr begin to see/feel/hear things that embody their inner fears. Those with arachnophobia, for example, may see a trail of spiders crawling down their arm. An individual afraid of failure may hear a voice articulating a pluthera of ways that individual could potentially fail at a task. The intensity of the fear felt from hallucinations is dependent on rank as follows: Fourth Stage: Unsettled by hallucinations. Equal to a "spooked" feeling such as entering a haunted house. Third Stage: Will feel the normal level of fear associated with their internal conflict. Second Stage: Begin to believe that some hallucinations are real and that those fears put them in danger. First Stage: Hallucinations seem real and cause feelings akin to terror. Little to no focus can be maintained on things aside from this fear. New Magic: (Some minor word changes, to make it deal more with internal conflict and less with fear) Same as Stage 2, with the addition that contact with the mist now produces hallucinations. All characters (even allies) except Myrkviðr begin to see/feel/hear things that embody their inner conflicts. Those with arachnophobia, for example, may see a trail of spiders crawling down their arm. An individual afraid of failure will encounter illusions such as walls that look easy to climb, but go on apparently forever. The intensity of the fear felt from hallucinations is dependent on rank as follows:
Fourth Stage: Unsettled by hallucinations. Equal to a "spooked" feeling such as entering a haunted house. Third Stage: Will feel the normal level of fear associated with their internal conflict. Second Stage: A slight increase in natural emotional turmoil. Believe that some hallucinations are real and react accordingly. First Stage: Hallucinations are believed to be real and the emotion invoked is far greater than in life (ex. feelings of fear become akin to terror). Little to no focus can be maintained on things aside from the hallucination. Summons Creature: Níðhöggr - A small-horse sized, nonagressive dragon with large wings--can take one, light passenger in flight (no more than 150 pounds). Summons Ability: AoE: By beating its wings, it can create a strong gust of wind. Individuals within 10 feet are knocked off their feet. The closer they are to the source, the more injury retained from being rolled. Those at 15 feet may experience sand/debri kicked into their eyes. Wingbeats can be maintained for 15 seconds. The magic changes and the summon look good to me. APPROVED
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Posted: Fri Apr 05, 2013 12:58 am
Camelot, Knight of Earth
Current Weapon: Shield. New Weapon: No changes.
Current Magic: Magical extension to shield. New Magic: Nothing changed.
Summons Creature: A dragon large enough to ride on when in battle. Summons Ability: Because Camelot is a defensive sort, the dragon picks up where he lacks in strength. It breathes fire, yo. It's magical fire, though, and much like Camelot's crystal, it causes pain without leaving wounds. (I liked the thought of tying the two together, since the Crystal makes the eye of the dragon on Camelot's shield and also I am lame.) Mostly, though, the dragon doesn't even use its magic as it's really good at something else that Camelot is terrible at, and that's running away. More often than not, summoning it would be a last ditch effort to get out of dodge, the fire a distraction as they fly away. Would it be possible for it to change sizes/be different sizes or would that count as a secondary magic?
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Posted: Fri Apr 05, 2013 8:13 am
Lithia_Brandon Camelot, Knight of EarthCurrent Weapon: Shield. New Weapon: No changes.Current Magic: Magical extension to shield. New Magic: Nothing changed.Summons Creature: A dragon large enough to ride on when in battle. Summons Ability: Because Camelot is a defensive sort, the dragon picks up where he lacks in strength. It breathes fire, yo. It's magical fire, though, and much like Camelot's crystal, it causes pain without leaving wounds. (I liked the thought of tying the two together, since the Crystal makes the eye of the dragon on Camelot's shield and also I am lame.) Mostly, though, the dragon doesn't even use its magic as it's really good at something else that Camelot is terrible at, and that's running away. More often than not, summoning it would be a last ditch effort to get out of dodge, the fire a distraction as they fly away. Would it be possible for it to change sizes/be different sizes or would that count as a secondary magic? A dragon is perfectly fine, but you are correct: you'll need to specify a certain size for the dragon unless you want size shifting to be it's special power (which might not really fit the earth themes anyway). If you want it to be ridden it's probably best towards the largest option - horse sized. Being able to escape on it is definately acceptable!
As to the fire attack, that meshes more with Mars knights then it does with earth ones. Some suggestions I can possibly offer are: 1) Breathing mud as opposed to fire - could offer minimal abrasive damage and slow up the opponent's motion. 2) Some kind of a earthquake/rumbling attack when it stomps. 3) Some vegetation related attack. Whether it cause vines to snap at a person and whip them a little or if it's an attack that restrains the other person.
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Posted: Fri Apr 05, 2013 8:46 am
Iris_virus Lithia_Brandon Camelot, Knight of EarthCurrent Weapon: Shield. New Weapon: No changes.Current Magic: Magical extension to shield. New Magic: Nothing changed.Summons Creature: A dragon large enough to ride on when in battle. Summons Ability: Because Camelot is a defensive sort, the dragon picks up where he lacks in strength. It breathes fire, yo. It's magical fire, though, and much like Camelot's crystal, it causes pain without leaving wounds. (I liked the thought of tying the two together, since the Crystal makes the eye of the dragon on Camelot's shield and also I am lame.) Mostly, though, the dragon doesn't even use its magic as it's really good at something else that Camelot is terrible at, and that's running away. More often than not, summoning it would be a last ditch effort to get out of dodge, the fire a distraction as they fly away. Would it be possible for it to change sizes/be different sizes or would that count as a secondary magic? A dragon is perfectly fine, but you are correct: you'll need to specify a certain size for the dragon unless you want size shifting to be it's special power (which might not really fit the earth themes anyway). If you want it to be ridden it's probably best towards the largest option - horse sized. Being able to escape on it is definately acceptable!
As to the fire attack, that meshes more with Mars knights then it does with earth ones. Some suggestions I can possibly offer are: 1) Breathing mud as opposed to fire - could offer minimal abrasive damage and slow up the opponent's motion. 2) Some kind of a earthquake/rumbling attack when it stomps. 3) Some vegetation related attack. Whether it cause vines to snap at a person and whip them a little or if it's an attack that restrains the other person. I'd rather it not have non-arthurian type powers, and classic dragons breathe fire. If it can't do that, I'd rather it just have the ability to change sizes from large to small to help in escape. It will just be a physical fighter if necessary.
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Posted: Sat Apr 06, 2013 2:51 pm
Lithia_Brandon Iris_virus A dragon is perfectly fine, but you are correct: you'll need to specify a certain size for the dragon unless you want size shifting to be it's special power (which might not really fit the earth themes anyway). If you want it to be ridden it's probably best towards the largest option - horse sized. Being able to escape on it is definately acceptable!
As to the fire attack, that meshes more with Mars knights then it does with earth ones. Some suggestions I can possibly offer are: 1) Breathing mud as opposed to fire - could offer minimal abrasive damage and slow up the opponent's motion. 2) Some kind of a earthquake/rumbling attack when it stomps. 3) Some vegetation related attack. Whether it cause vines to snap at a person and whip them a little or if it's an attack that restrains the other person. I'd rather it not have non-arthurian type powers, and classic dragons breathe fire. If it can't do that, I'd rather it just have the ability to change sizes from large to small to help in escape. It will just be a physical fighter if necessary. If you would like size shifting to be the dragon's power that would be fine. You'll need to specify the largest and the smallest it can get. By choosing this power though your summon isn't really going to be very effective for anything other then distraction or escape.
If you'd prefer to have the dragon stay one size and have a non-elemental attack like a clawed swipe, tail slap, or a bite that would be alright too. But it has to be one defined attack. A summon doesn't respond like a living/breathing animal with multiple ways to fight, it's more like a pokemon that only has one move.
Let me know which direction you want to go with it and hopefully we can get this approved for you heart
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Posted: Tue Apr 09, 2013 7:59 pm
Celsus Squire of Chronos Current Weapon: Single gold medallion on a chain. New Weapon: Same as above / no change.
Current Magic: Celsus spins the coin on its chain, and as he does so, it spins the opponent around in the opposite direction they were originally facing. i.e. PERSON COMING TOWARDS YOU, Celsus spins the coin, oh look, they're going in the other direction now. He can use it up to eight times in battle, but he has to be within viewing distance of his opponent, and he has to be looking directly at them. If his vision is obscured or his concentration broken, the effect won't work. Also, after being spun around, the opponent takes a few seconds (2-3) to gather their bearings together. New Magic: Same as above / no change.
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Knight Weapon: Chain of gold coins around his neck. New Knight Weapon: A Roman whip. Handle is thin and white, with gold braided tails, and small golden coins braided in instead of the balls at the end. Three tails, approximately three feet long. The Chronos sigil is carved into the wood of the handle.
Knight Magic: At this stage, Celsus can spin any of the coins on his chain (which he wears around his neck like a huge necklace), and the opponent's thoughts become distracted. In essence, they have a lack of concentration due to this; they have trouble keeping their mind focused on one specific thing for very long. This makes it difficult for the opponent to keep their aim specific. Celsus has to be within viewing distance of his opponent, and he has to be looking directly at them. If his vision is obscured or his concentration broken, the effect won't work. The effect lasts approximately 40 seconds, depending on the strength of the opponent. New Knight Magic: Mostly the same. Celsus cracks the whip, and the sound creates a distraction, a lack of concentration. They have trouble keeping their mind focused on one specific thing for very long. This makes it difficult for the opponent to keep their aim specific. Celsus has to be within viewing distance of his opponent, and he has to be looking directly at them. If his vision is obscured or his concentration broken, the effect won't work. The effect lasts approximately 40 seconds, depending on the strength of the opponent.
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Summons Creature: Northern Hawk Owl, slightly larger than a normal one would be (instead of a 1.5 foot wingspan, it has a 3 foot wingspan). Summons Ability: The owl flaps its wings and creates a temporary barrier of sorts between a person and their attacker (essentially they absorb the damage instead of the person its protecting). This can only be done once during a fight, and if the damage is too extreme, the summons will not be able to protect them.
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Posted: Wed Apr 10, 2013 4:08 pm
Bifrost Squire of Chronos
Current Weapon: Metal Gloves New Weapon: Woven bands of metal that create the gauntlets, able to be unwoven and hung from her arms like whips, at most 7 ft long.
Current Magic: Bifrost crosses her hand over one another, palms facing out. She separates her hands, moving them out to each side of her. In doing so a wall of see-through rainbow is pulled between her hands and forms a small barrier in front of her. This barrier is about five feet high, and half an inch thick. It only protects Bifrost for as long as she channels it, but others can hide behind it. She can sustain her barrier for at most 40 seconds total (regardless if she does twenty seconds and twenty, or four sets of ten, or what have you) but can be shattered with enough force behind it. New Magic: Altering the above to have her grip the unwoven portions of her gauntlets instead of crossing her hands, then stretching the whips taught in front of her. The magic stays the same otherwise.
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Knight Weapon: Metal Bracers New Knight Weapon: A small (1 ft in diameter) shield on a chain, attached to her right gauntlet. The chain is 15 ft long, and wraps around her arm when not in use. The shield attaches to a set of hooks on the gauntlet. It is able to spin independently of the chain, as it rests on a ball-bearing. She wields it by throwing it with her left hand and jerking it back to her with her right. The metal shield is not particularly deadly, but will leave bruises and cuts in bare skin.
Knight Magic: Bifrost crosses her wrists this time just above her forehead. She snaps them apart, the same rainbow barrier created. This time it billows out into a semi circle ten feet in radius, Bifrost at the center. It is an inch thick and can be held for a minute or so. She -can- move it, but it is very hard to do so and usually its not plausible to. Enough force can break this too. She can channel this magic for up to a minute, with the same 'flexibility' as her Squire magic. New Knight Magic: Bifrost throws her shield out in front of her and it hovers, perpendicular to the ground, spinning. The shield glows and a rainbow barrier is created, billowing out from the center of the shield. This shield is a semi circle 10 ft in radius, with Bifrost's shield at the center of it. She can move the shield by pulling on the chain, but it is hard to do and usually breaks her concentration. The barrier is 1 in thick and Bifrost can hold it for up to one minute.
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Summons Creature: A 3 ft tall golem, that looks like Heimdallr from the movie Thor. It's a walking suit of armor with a great sword. Summons Ability: The golem is a purely physical fighter, created to protect Bifrost when she is using her magic. The golem attacks with sword strikes at anyone attacking her barriers. He only attacks when Bifrost uses her magic.
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Posted: Sun Apr 21, 2013 9:39 am
SESSRUMNIR SQUIRE Current Weapon: Decorative Stormglass New Weapon: N/A Current Magic: To activate the magic of his weapon, Sessrumnir must 'capture' someone within the storm glass. In other words, he has to be either far enough away from them to hold the glass up and see them through it. OR he can hold the glass closer to his face so he can see them inside from head to toe. Once 'inside' (only Sessrumnir sees them inside the glass, but in reality the person is in the same place they were), their vision and hearing is affected by storm-like conditions. Even though there's nothing physically around them, their sight is impaired by fogginess that darkens their surroundings, and their hearing is interrupted by the sound of heavy rain and wind. It all lasts from 30 - 40 seconds before things clear up, though. It would all have to depend on if Sessrumnir can keep them within the glass and focused on creating the storm-like conditions they would experience, inside the glass. If focus is lost, the time the person experiences the effects could be severely dropped. And to people around the one 'caught inside' the glass, they won't be able to see why their companion is suddenly unable to hear or see things properly. New Magic: Magic pool of 40 seconds.
To activate the magic of his weapon, Sessrumnir must 'capture' someone within the storm glass. In other words, he has to be either far enough away from them to hold the glass up and see them through it. OR he can hold the glass closer to his face so he can see them inside from head to toe.
Once 'inside' (only Sessrumnir, or someone standing next to him, sees them inside the glass, but in reality the person is in the same place they were), their vision and hearing is affected by storm-like conditions. Even though there's nothing physically around them, their sight is impaired by fogginess that darkens their surroundings, and their hearing is interrupted by the sound of heavy rain and wind, depending on the storm created.
People around the one 'caught inside' the glass won't be able to see why their companion is suddenly unable to hear or see things properly.
(Just changing the bit about his magic pool.) Summons Creature: A large wolf, or dire wolf. Summons Ability: Howling as though to call upon the very forces of nature, the wolf lets out a gust of wind, capable of knocking an opponent back. Inspiration taken from a "Super Bark" and "Unrelenting Force", but not quite as powerful!
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Posted: Sun Apr 21, 2013 11:34 am
kurotomato Celsus Squire of Chronos Current Weapon: Single gold medallion on a chain. New Weapon: Same as above / no change.
Current Magic: Celsus spins the coin on its chain, and as he does so, it spins the opponent around in the opposite direction they were originally facing. i.e. PERSON COMING TOWARDS YOU, Celsus spins the coin, oh look, they're going in the other direction now. He can use it up to eight times in battle, but he has to be within viewing distance of his opponent, and he has to be looking directly at them. If his vision is obscured or his concentration broken, the effect won't work. Also, after being spun around, the opponent takes a few seconds (2-3) to gather their bearings together. New Magic: Same as above / no change.
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Knight Weapon: Chain of gold coins around his neck. New Knight Weapon: A Roman whip. Handle is thin and white, with gold braided tails, and small golden coins braided in instead of the balls at the end. Three tails, approximately three feet long. The Chronos sigil is carved into the wood of the handle.
Knight Magic: At this stage, Celsus can spin any of the coins on his chain (which he wears around his neck like a huge necklace), and the opponent's thoughts become distracted. In essence, they have a lack of concentration due to this; they have trouble keeping their mind focused on one specific thing for very long. This makes it difficult for the opponent to keep their aim specific. Celsus has to be within viewing distance of his opponent, and he has to be looking directly at them. If his vision is obscured or his concentration broken, the effect won't work. The effect lasts approximately 40 seconds, depending on the strength of the opponent. New Knight Magic: Mostly the same. Celsus cracks the whip, and the sound creates a distraction, a lack of concentration. They have trouble keeping their mind focused on one specific thing for very long. This makes it difficult for the opponent to keep their aim specific. Celsus has to be within viewing distance of his opponent, and he has to be looking directly at them. If his vision is obscured or his concentration broken, the effect won't work. The effect lasts approximately 40 seconds, depending on the strength of the opponent.
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Summons Creature: Northern Hawk Owl, slightly larger than a normal one would be (instead of a 1.5 foot wingspan, it has a 3 foot wingspan). Summons Ability: The owl flaps its wings and creates a temporary barrier of sorts between a person and their attacker (essentially they absorb the damage instead of the person its protecting). This can only be done twice during a fight, and if the damage is too extreme, the summons will not be able to protect them. The weapon and magic of this is perfectly fine, APPROVED. As for the summon, both the animal and the power are alright, though for the most part we're leaning towards summons being able to do their power once as opposed to multiple times.
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Posted: Sun Apr 21, 2013 11:41 am
Iris_virus The weapon and magic of this is perfectly fine, APPROVED. As for the summon, both the animal and the power are alright, though for the most part we're leaning towards summons being able to do their power once as opposed to multiple times. Thanks so much Iris! I fixed the summons, just made it once <3
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Posted: Sun Apr 21, 2013 11:55 am
the_scowling_cat Bifrost Squire of Chronos Current Weapon: Metal Gloves New Weapon: Woven bands of metal that create the gauntlets, able to be unwoven and hung from her arms like whips, at most 7 ft long. Current Magic: Bifrost crosses her hand over one another, palms facing out. She separates her hands, moving them out to each side of her. In doing so a wall of see-through rainbow is pulled between her hands and forms a small barrier in front of her. This barrier is about five feet high, and half an inch thick. It only protects Bifrost for as long as she channels it, but others can hide behind it. She can sustain her barrier for at most 40 seconds total (regardless if she does twenty seconds and twenty, or four sets of ten, or what have you) but can be shattered with enough force behind it. New Magic: Altering the above to have her grip the unwoven portions of her gauntlets instead of crossing her hands, then stretching the whips taught in front of her. The magic stays the same otherwise. ------ Knight Weapon: Metal Bracers New Knight Weapon: A small (1 ft in diameter) shield on a chain, attached to her right gauntlet. The chain is 15 ft long, and wraps around her arm when not in use. The shield attaches to a set of hooks on the gauntlet. It is able to spin independently of the chain, as it rests on a ball-bearing. She wields it by throwing it with her left hand and jerking it back to her with her right. The metal shield is not particularly deadly, but will leave bruises and cuts in bare skin.Knight Magic: Bifrost crosses her wrists this time just above her forehead. She snaps them apart, the same rainbow barrier created. This time it billows out into a semi circle ten feet in radius, Bifrost at the center. It is an inch thick and can be held for a minute or so. She -can- move it, but it is very hard to do so and usually its not plausible to. Enough force can break this too. She can channel this magic for up to a minute, with the same 'flexibility' as her Squire magic. New Knight Magic: Bifrost throws her shield out in front of her and it hovers, perpendicular to the ground, spinning. The shield glows and a rainbow barrier is created, billowing out from the center of the shield. This shield is a semi circle 10 ft in radius, with Bifrost's shield at the center of it. She can move the shield by pulling on the chain, but it is hard to do and usually breaks her concentration. The barrier is 1 in thick and Bifrost can hold it for up to one minute. ----- Summons Creature: A 3 ft tall golem, that looks like Heimdallr from the movie Thor. It's a walking suit of armor with a great sword. Summons Ability: The golem is a purely physical fighter, created to protect Bifrost when she is using her magic. The golem attacks with sword strikes at anyone attacking her barriers. He only attacks when Bifrost uses her magic. The weapon as it's written seems a little too stronger for a squire stage weapon. It has multiple whips and has a lot of range. Maybe if it's one glove making for only one 'whip' and the length is shortened it might work? The premise for the knight weapon sounds alright, but again the range is awfully long. The magic for both seem alright as currently written, but I'm going to hold off on approving them until we get everything figured out. heart The Summon - A character is only allowed to have one offensive things and the other two should be defensive or boosts. So if you are choosing to go with an offensive weapon (which whip and shield whip definately are) then the summon would have to be nonoffensive. If you prefer the offensive summon then you'll have to change the weapon back to something not particularly offensive. If you go the offensive route with the summon you'll also need to specify the attack with more detail. Think of them more as pokemon with one attack then a living breathing creature that attacks realistically and at will.
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Posted: Sun Apr 21, 2013 11:55 am
Guine SESSRUMNIR SQUIRE Current Weapon: Decorative Stormglass New Weapon: N/A Current Magic: To activate the magic of his weapon, Sessrumnir must 'capture' someone within the storm glass. In other words, he has to be either far enough away from them to hold the glass up and see them through it. OR he can hold the glass closer to his face so he can see them inside from head to toe. Once 'inside' (only Sessrumnir sees them inside the glass, but in reality the person is in the same place they were), their vision and hearing is affected by storm-like conditions. Even though there's nothing physically around them, their sight is impaired by fogginess that darkens their surroundings, and their hearing is interrupted by the sound of heavy rain and wind. It all lasts from 30 - 40 seconds before things clear up, though. It would all have to depend on if Sessrumnir can keep them within the glass and focused on creating the storm-like conditions they would experience, inside the glass. If focus is lost, the time the person experiences the effects could be severely dropped. And to people around the one 'caught inside' the glass, they won't be able to see why their companion is suddenly unable to hear or see things properly. New Magic: Magic pool of 40 seconds.
To activate the magic of his weapon, Sessrumnir must 'capture' someone within the storm glass. In other words, he has to be either far enough away from them to hold the glass up and see them through it. OR he can hold the glass closer to his face so he can see them inside from head to toe.
Once 'inside' (only Sessrumnir, or someone standing next to him, sees them inside the glass, but in reality the person is in the same place they were), their vision and hearing is affected by storm-like conditions. Even though there's nothing physically around them, their sight is impaired by fogginess that darkens their surroundings, and their hearing is interrupted by the sound of heavy rain and wind, depending on the storm created.
People around the one 'caught inside' the glass won't be able to see why their companion is suddenly unable to hear or see things properly.
(Just changing the bit about his magic pool.) Summons Creature: A large wolf, or dire wolf. Summons Ability: Howling as though to call upon the very forces of nature, the wolf lets out a gust of wind, capable of knocking an opponent back. Inspiration taken from a "Super Bark" and "Unrelenting Force", but not quite as powerful! Everything is APPROVED
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Posted: Sun Apr 21, 2013 11:56 am
kurotomato Iris_virus The weapon and magic of this is perfectly fine, APPROVED. As for the summon, both the animal and the power are alright, though for the most part we're leaning towards summons being able to do their power once as opposed to multiple times. Thanks so much Iris! I fixed the summons, just made it once <3Summon APPROVED, thank you!
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