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A faint smile

Dedicated Friend

PostPosted: Wed May 20, 2015 12:47 pm


_Manpish_


Trace is a little too OP. There are a lot of custom weapons that are very powerful and unique to a user, this just seems gamey. I would say if you changed it to where it can only copy the aspects of a weapon that Shura has actively seen in action then it would be okay, so long as it does not last longer than the end of the fight. If so you can just go around and collect all the strong weapons without having to come up with them on their own. On top of that there are a few special weapons out there that were made with materials that were quested for (ie. god weapons) that I wouldn't feel right with you being able to make a free copy for having not put in the effort to actually acquire it.


Hinote Tosatsu


• Soul Siphon
Needs a range and also should say how the link is connected. Anyone who can detect magic would understand what is happening as well.

• Spirit Walk
The Lich have an ability called Ghost Form which allows them to do that whilst giving them certain bonuses/drawbacks.

• Corpse Revival
The greatest Necro skill allows you to take over a person once they are dead and bind them to your service. Its a much greater cost so I'm going to deny this. You can use the other one but its a bigger deal because once you reach higher ranks you'd have the chance to score a very, very strong person as your minion.

• Soul Contract
This is sketchy. I'd say raise this to S rank and be very clear about the terms and conditions. The writer should suffer something if he doesn't uphold his end of the bargain as well.

• Soul Capture
There are BLs that are undead, so this is going to have to cost a helluva lot more to cast and sustain.

• Life Steal
I'm iffy on this. I'll let it go for now until its used then I'll determine if its too much or not.
PostPosted: Wed May 20, 2015 1:34 pm


Kagetsukiko
It's been a while, custom skills threa- Wait a minute... This is a new thread, isn't it? Hm, in that case... A good portion of the following skills have actually been seen by and approved in one of the previous threads already. I'm not sure if we needed to resubmit customs. However, times (and threads) are a-changing, so I figured I should put them up again just in case. I wanted to verify that they were still acceptable anyways, so this works out quite well.

I will just like to direct the approver's attention to the Tempus Inexstinctus bloodline for a moment.
"This bloodline has only one skill."
All the previous approvers have interpreted that sentence to mean that the bloodline only comes prepared with one skill, and that is, admittedly, the interpretation I prefer. I just wanted to point it out so no one can come out later and cry foul on the following customs >< .


    RPC Name: Nai
    RPC Rank: Mater
    RPC Class: Gunslinger
      RPC Sub-Class: Under construction

    RPC Element: n/a

    Temporal Accuracy [ Passive ]
    Attunement with the primal magic of time gifts the Tempus Inexstinctus with an innate sense for the passing (or lack thereof) of time. Tempus Inexstinctus have a naturally keen sense of time that is capable of accurately keeping the time without any form of outside help. This sense of time is even maintained during the usage of time manipulating skills for both the time passed by the user and the time passed by those unaffected by such skills. Unlike most of the Tempus Inexstinctus's skills, this passive does not break down when within a meter of another person.

    Past Premonition [ E ]
    The user can figuratively step into the past of wherever he/she stands with the help of a physical medium. This is, of course, just an illusion. The illusion can be felt using only one sense at a time. When used on a general area, past events that took place in that area can be felt and the user is restricted from moving. When used on specific subjects, the skill reveals the past appearance, feel, taste, whatever detail that correlates with the sense chosen. This skill does not reveal the history of the subject. It may be held indefinitely as long as the focus remains constant. The user may choose what time in the past they wish to observe and don't need to rewind to get to it. The physical medium must be an item connected to the area/subject from either the time that the user wants to see or a time before the time that the user wants to see.

    Time Share (single) [ D ]
    By investing an extra amount of energy during the beginning of a Tempus Inexstinctus skill, the user is able to use the technique on a single object other than themselves. Line of sight is vital to the execution of this technique.

    Time Share (group) [ D ]
    By investing an extra amount of energy during the beginning of a Tempus Inexstinctus skill, the user is able to use the skill on everyone and everything within a 1 meter radius (1 meter rule does not apply here). While this skill is active, no one within the affected area can move from their spot. As long as they do not change their specific locations in the slightest bit, they are allowed to move any part of their body that they wish to move.

    Parallel Possibilities (Physical) [ B ]
    The universe is composed of several timelines running parallel with each other. Each decision made, each chance taken, creates a slightly different timeline, a slightly different possibility. A projectile thrown in one time line can have a differing position thrown in another. This skill reaches out to take the slightly differing results of various timelines and bring it together into one. However, those of the Tempus Inexstinctus bloodline are still human. They can only grab onto minor differences involving inanimate objects, and only so many. To be exact, this skill is meant to increase the number of physical projectiles used at any one time without decreasing ammo count. Once the user has line of sight on the appropriate target(s) or uses an appropriate projectile, this skill can be used to cause projectiles from other timelines to appear in the user's timeline, creating an inexplicable increase in projectiles aimed at and around the opponent. When first used at expert rank, this can only double the targets. Using this technique as a master triples the targets. At Sage rank the targets are quadrupled. The skill can be used on multiple projectiles at once for no additional cost. as long as they are all affected at the same time. However, this doesn't mean the projectiles can be used to surround the opponent from all sides. There are restrictions, within which the user can choose how the parallel projectiles are placed. There is the parallel approach, where the projectiles are all besides each other and travel in the same direction parallel to each other. The close cousin to the parallel approach is the random approach, where the projectiles appear at random points around the original and attack at random angles that are within 45 degrees of the original projectile's angle. Finally ,there are the two cone formations, where the projectiles can all be spawned at one point and spread out at different angles or are spawned in different areas and focused on one target. The one meter from another person restriction only affects this skill at activation, allowing created projectiles to successfully plunge into a living target.

    Parallel Possibilities (Magical) [ A ]
    The universe is composed of several timelines running parallel with each other. Each decision made, each chance taken, creates a slightly different timeline, a slightly different possibility. A projectile thrown in one time line can have a differing position thrown in another. This skill reaches out to take the slightly differing results of various timelines and bring it together into one. However, those of the Tempus Inexstinctus bloodline are still human. They can only grab onto minor differences involving inanimate objects, and only so many. To be exact, this skill is meant to increase the number of energy projectiles (elemental, arcane energy, meteor, etc.) used at any one time without having to cast the technique responsible for the projectile multiple times. Once the user has line of sight on the appropriate target(s) or uses an appropriate projectile, this skill can be used to cause projectiles from other timelines to appear in the user's timeline, creating an inexplicable increase in projectiles aimed at and around the opponent. A rank of at least master is required for this technique, and using this technique as a master doubles the targets. At Sage rank the targets are tripled. The skill can be used on multiple projectiles at once for no additional cost. as long as they are all affected at the same time. However, this doesn't mean the projectiles can be used to surround the opponent from all sides. There are restrictions, within which the user can choose how the parallel projectils are placed. There is the parallel approach, where the projectiles are all besides each other and travel in the same direction parallel to each other. The close cousin to the parallel approach is the random approach, where the projectiles appear at random points around the original and attack at random angles that are within 45 degrees of the original projectile's angle. Finally ,there are the two cone formations, where the projectiles can all be spawned at one point and spread out at different angles or are spawned in different areas and focused on one target. The one meter from another person restriction only affects this skill at activation, allowing created projectiles to successfully plunge into a living target.

    Restore [ S ]
    The user can restore inanimate, non-sentient objects to their former state. The skill requires a hefty amount of focus, and for that, knowledge of what the former state of the inanimate object looked like is needed. At an S-rank energy price for each year that is passed to restore the object, a minute (one post) of focus is needed for each month that has passed since the object was last in its target former state. Doubling the energy cost to SS-rank for each year greatly speeds this process, requiring only a minute (one post) for each decade.

    Time Accelerate [ S ]
    The opposite of Time Lag, Time Accelerate speeds up time rather than slowing it down. This skill can neither be used in battle nor when anyone is able to see the user, but it does have its uses despite the added restrictions, especially since that when the time of everything/one but the user is sped up, the user seem to disappear completely. Of course, the user, in turn, cannot see what is happening around them because everything is moving too quickly in relation to them, much like how the user vanishes while using Time Lag. Because this skill speeds up time, only one post is needed regardless of how long the skill is needed to last.



approved

___youwillknownihilism
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Hinote Tosatsu

Eloquent Lunatic

PostPosted: Wed May 20, 2015 1:49 pm


A faint smile


Siphon: Figured that, but wasn't sure how I wanted to do it. Any suggestions?

Spirit Walk: This ties into his talent, it's how he leaves a rejected body without having to die first. All the limits and penalties are in the talent.

Revival: This is much different from the Necromancer spell in a very key way. That spell is used solely for bringing back RPCs that have been dead for a long time, and putting them back into their original body. Besides the latter, that's something this spell can't do. This spell is used solely with souls already bound via Soul Bind or one of the contracts, and places them in whatever corpse is handy. It's stronger if their original body is available, but doesn't require it. That may seem like a bonus to this one over the other, but except for the added time required by the existing one, this one is actually quite costly in that it first requires you to capture a soul to even use it, and then costs likely a fair bit to use itself. Also the existing one only works on RPCs. I'm willing to add more limits and requirements to this if you'd like, but this spell is the core of this character's design. The existing spell is still definitely valid to my character with this one existing, but both have their own place and I don't really see either taking away from the other.

Contract: The writer is required to pay a forfeit by the current design of the skill. The terms and conditions should definitely be quite clear, but are up to the characters in game in the end, so I don't want to get too in depth on them in the skill itself. I don't honestly see it as needing the extra rank though. Both parties have to be fully aware of the conditions of the contract before it is valid, so it can't be said that it's overpowering, and once the "Ownership" is transferred the first spell that has that particular capacity is a rank below this one. Also there's already an S rank version of the same (Also in this list) with a much more pronounced effect. Maybe a bit higher, but S seems overdoing it.

Capture: As written this only works on spirits and ghosts, thus pretty much limited to intangible beings without a physical form. So, "Undead", such as vampires, zombies, and so on, would be completely unaffected. "Liches", "Ghost Cars" and so on would fall victim to it though. I could drop the racial effect and have it only effect "Souls" though if you'd prefer. Or add rank limitations to how much it effects spirit races, similar to whichever other spell I did that in. Soul Bind I think.

Life Steal: I'm fine with adding more limitations on that one if you'd like. It's definitely not one that should ever be usable in combat, and should probably require some form of ritual.
PostPosted: Thu May 21, 2015 6:59 am


A faint smile
Trace is a little too OP. There are a lot of custom weapons that are very powerful and unique to a user, this just seems gamey. I would say if you changed it to where it can only copy the aspects of a weapon that Shura has actively seen in action then it would be okay, so long as it does not last longer than the end of the fight. If so you can just go around and collect all the strong weapons without having to come up with them on their own. On top of that there are a few special weapons out there that were made with materials that were quested for (ie. god weapons) that I wouldn't feel right with you being able to make a free copy for having not put in the effort to actually acquire it.


I know Trace is a little OP, but that can be fixed.
Also, see the bold areas in the spoiler and that will answer "where it can only copy the aspects of a weapon that Shura has actively seen in action then it would be okay, so long as it does not last longer than the end of the fight." since it was in the description.
As for the god weapons I can easily write in that they may not be traced. though the whole point of the skill is to trace any weapon and use it with the full skill of it, though not for long. God weapons would probably last a single post if used. Also this is by no means a way to just get all these weapons, its making replicas that last a certain amount of time as was stated in the bottom section of the post..Also having the weakness of being a whole rank below the original weapon is a good weakness, and can be increased.

Thanks for taking the time to look at the application 3nodding
_Manpish_

    RPC Name: Shura
    RPC Rank: Adept
    RPC Class: Weapons Master
      RPC Sub-Class: N/A

    RPC Element: Fire

    Skill Name: Trace
    Skill Rank: E-S (learned as A-rank skill)
    Skill Description:
    Trace is a spell that greatly improves on the weapons master normal Phantom Blade skill, in the fact that not only does it reproduce the shape and substance of an object, but also its entire history as well. Objects created with tracing are slightly inferior to the originals due to the fact that only so much information can be gathered by sight alone, and Custom Weapons are degraded by an entire rank. Objects/weapons need to be seen directly in order to be traced, as even with a blueprint and materials it is impossible to trace a weapon. Objects seen through shared memories, such as cutom weapons seen through another's eyes can be properly traced.

    Shura mentally divides the process of Tracing into seven steps, which include:

    1) Judging the concept of creation
    2) Hypothesizing the basic structure
    3) Duplicating the composition material
    4) Imitating the skill of its making
    5) Sympathizing with the experience of its growth
    6) Reproducing the accumulated years
    7) Excelling every manufacturing process

    Due to the extra effort, it is possible to produce incredibly stable ordinary items that can remain in the world for hours after their creation. Furthermore, whenever replicating mystical objects such as Custom Weapons, it is possible to faithfully copy their special abilities and any skill that its owner performed are available for use. The reason this is possible is due to the nature of Tracing, which at a glance, records the history, composition, and design of what the user sees, and then provides the necessary materials needed to reproduce them. The actual reproduction happens within Shura's mind, and is then brought into the real world at need via energy. If her energy is interrupted in any way, the item will be physically weak and shatter upon physical impact. It is also possible to apply Reinforcement to objects recorded within her mind, as demonstrated when she was in battle in Yuran.

    Amount of energy to summon weapons and how long they last:

    E-rank: Basic knives or simple household objects (10 posts)
    D-rank: Short swords or short axe's (8 posts)
    C-rank: Basic Swords or Katana's (7 posts)
    B-rank: Great Swords or large axe's (6 posts)
    A-rank: Custom weapons (no abilities/skills) (5 posts)
    S-rank: Custom weapons (full abilities/skills) (4 posts) (Will always be one rank weaker than orignal in strength)

_Manpish_

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A faint smile

Dedicated Friend

PostPosted: Fri May 22, 2015 1:46 pm


Hinote Tosatsu


• Probably via a touch or spell hit. It'd have to be relatively obvious and can't be broken unless a certain distance is created between you two.

• Spirit Walk
Alright.

• Revival
Talked it over with Shane and we decided to just deny this. If its available to use on NPCs you can spawn anything you like. If it relies on available bodies you can spawn anything you like. The nerco move can be used on fresh bodies or long since dead ones, so you can still use your soul contract/binding to do it. Also the necros have the potential to be stupidly OP because they can create minions, which is exactly what this does. So there you go.

• Contract
Because it seals someones fate I want it to be a high level ability.

• Soul Capture
It's alright if it applies to the ghostly people, but you'd still have to defeat them to capture their souls or at least come across them when they are defeated. Also, all barriers can be broken. Add that in. Since this is a low ranking ability it will be fairly easy for magic to break a hole in it for a ghost to escape.

_Manpish_


I swear to grilled cheesus I didnt see the post limit thing. Add in that bit about the god weapon and I would say its good to glow.
PostPosted: Sat May 23, 2015 4:47 pm


A faint smile
Requested Changes have been made. Thank you!


    RPC Name: Shura
    RPC Rank: Adept
    RPC Class: Weapons Master
      RPC Sub-Class: N/A

    RPC Element: Fire

    Skill Name: Trace
    Skill Rank: E-S (learned as A-rank skill)
    Skill Description:
    Trace is a spell that greatly improves on the weapons master normal Phantom Blade skill, in the fact that not only does it reproduce the shape and substance of an object, but also its entire history as well. Objects created with tracing are slightly inferior to the originals due to the fact that only so much information can be gathered by sight alone, and Custom Weapons are degraded by an entire rank. Objects/weapons need to be seen directly in order to be traced, as even with a blueprint and materials it is impossible to trace a weapon. Objects seen through shared memories, such as custom weapons seen through another's eyes can be properly traced.

    Shura mentally divides the process of Tracing into seven steps, which include:

    1) Judging the concept of creation
    2) Hypothesizing the basic structure
    3) Duplicating the composition material
    4) Imitating the skill of its making
    5) Sympathizing with the experience of its growth
    6) Reproducing the accumulated years
    7) Excelling every manufacturing process

    Due to the extra effort, it is possible to produce incredibly stable ordinary items that can remain in the world for hours after their creation. Furthermore, whenever replicating mystical objects such as Custom Weapons, it is possible to faithfully copy their special abilities and any skill that its owner performed are available for use. The reason this is possible is due to the nature of Tracing, which at a glance, records the history, composition, and design of what the user sees, and then provides the necessary materials needed to reproduce them. The actual reproduction happens within Shura's mind, and is then brought into the real world at need via energy. If her energy is interrupted in any way, the item will be physically weak and shatter upon physical impact. It is also possible to apply Reinforcement to objects recorded within her mind, as demonstrated when she was in battle in Yuran.

    Amount of energy to summon weapons and how long they last:

    E-rank: Basic knives or simple household objects (10 posts)
    D-rank: Short swords or short axe's (8 posts)
    C-rank: Basic Swords or Katana's (7 posts)
    B-rank: Great Swords or large axe's (6 posts)
    A-rank: Custom weapons (no abilities/skills) (5 posts)
    S-rank: Custom weapons (full abilities/skills) (4 posts) (Will always be one rank weaker than orignal in strength)
    SS-rank: God Weapons: last a single (1) post, and have their full abilities/skills. Disappear after one (1) post.

_Manpish_

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PostPosted: Sat Nov 28, 2015 8:30 am


-VL- El Hiro Fresco



    RPC Name: Shinzo
    RPC Rank: Expert
    RPC Class: Knight
      RPC Sub-Class: Templar

    RPC Element: Wind

    Wind abilities

    Skill Name: Razor arm
    Skill Rank: B
    Skill Description:
    Requires: Air weapons
    The caster is able to manipulate air current speed and direction more so than the average wind user. Very powerful wind currents twist and turn around the arms of the user, making their arms like blades themselves. This ability can also tear apart weak fire abilities easily. This ability lasts 5 posts before it disappears.

    Skill Name: Repulsion sphere
    Skill Rank: B
    Skill Description: The caster emits a sphere od twisting air currents outwards, sending opponents and projectiles in the opposite direction. Those who are very heavy have a chance of withstanding the force but it can still knock them over

    Skill Name: Snake trail
    Skill Rank: C
    Skill Description: An ability used best multiple times. The caster creates a very small stream of compressed air that can snake through the air. The streams are sharp like knives and can even disrupt fire spells if used correctly.

    Skill Name: Suction bubble
    Skill Rank: C-A
    Skill Description: The caster catches oncoming fire spells in a ball of air. The ball of air closes around the fire and removes oxygen from the fire to basically put it out.

    Skill Name:
    Skill Rank:
    Skill Description:


    Templar abilities

    Skill Name: Amaterasu Gate
    Skill Rank: B-S
    Skill Description: A rare ability one can only learn through the ancient tomes of the paladin order within the orders most holy temples. The Amerterasu gate combines light energy with magic to create an ability that wipes out all evil and those who wish to do harm to the caster. The caster MUST have both hands free and space to move around. The caster performs several hand mudras before bringing them together to create a small and bright ball of light. This ball of energy will absorb all good and positive aura wherever it can from nearby allies and the caster him/herself. Once the energy is gathered, the user spreads their arms out wide before slamming they together again, breaking the energy bal and unleashing an explosion of sheering light energy. Depending on the energy put into this move, the explosion will do more or less damage. This ability takes 1 post to charge before it can be used.

    B 20 feet radius explosion field and can rip through B rank materials. Those with 7+ strength can withstand it without getting severely damaged

    A 30 feet radius explosion field and can damage though A rank materials quite badly. Those with 11+ damage can survive but will come out with minor burns. Those with lower strength will get severely burned.

    S 40 feet radius explosion field and can destroy A ran materials. Those with 15+ strength or/and speed can withstand or dodge the blast but will escape with damaged skin tissue and can possibly be blinded. Those who are creatures of evil will suffer regardless of strength and speed stats

    SS 60 feet radius explosion field which will tear through most materials and can not be outrun by anyone. The caster has a chance of dying while using this ability if they have low strength stats. All who get hit by this ability can also die if they have low strength stats. This version takes an extra post to charge before it can be used.

    Skill Name: Holy Bolt
    Skill Rank: C-B
    Skill Description: A bolt of holy light shot from the caster's palm that does moderate burn damage and will knock back targets. The caster can use an over-charged version by spending more energy to do more damage to the target.

    Skill Name: Holy lightning
    Skill Rank: C
    Skill Description: A lightning bolt that is fired from any kind of weapon that ignores armour and does minor burn damage.

    Skill Name: Fists of light
    Skill Rank: C
    Skill Description: The caster;s fists are imbued with light energy which do minor burn damage when they strike which last for 4 posts

PostPosted: Sat Dec 19, 2015 4:26 pm



    RPC Name: Ren
    RPC Rank: Expert
    RPC Class: Knight
      RPC Sub-Class:Shadow-Knight

    RPC Element: Fire

    Disciple Of Nerkron

    Skillset Description: These abilities are a set of skills created by one of the first shadow knights ever recorded known as Nekron. He made it his mission to become a master of death and with these fatal abilities he created, he almost reached that goal until he passed away due to old age. He recorded most of these abilities in the Necronomicon, a book lost in time and which carries the magical signature/aura of Nekron himself. A shadow knight may learn these skills from the book but in doing so they damage their souls so that after death, they go to neither heaven or hell.

    Skill Name: Black Amaterasu Gate
    Skill Rank: D-S
    Skill Description: The dark version of the Templar's "Amaterasu Gate" and a ability used to cause alot of damage. This gate combines death energy itself and the dark aura of the caster to create an ability to swallow light. The caster performs the reverse hand mudras to the templar version of the spell before bringing their hands together to create a mini black hole looking ball of magic. This ball of energy sucks in all shadows and dark energy from the environment and the caster/people nearby (this takes 1 post). Once the correct amount of energy is absorbed, the caster stretches out their arms and slams their palms together, breaking the energy ball and swallowing the templar version. The user must spend the energy equivalent to the templar's Amaterasu.

    Skill Name: Nekron's Glade
    Skill Rank: B
    Skill Description: A blade feared by holy people and beings for centuries. This sword can be crafted by the caster and carries a green aura about it once casted. The sword does not attack the physical body but the soul instead. If someone is cut by this blade then the damage will stay with them in the afterlife. If one is stabbed by the blade then the soul is destroyed. This sword is affected by armour like a normal sword, it just damages the body differently.

    Skill Name: Void Step
    Skill Rank: C
    Skill Description: Death energy resides all around us and Nekron found he could harness this energy and use it with his own shadow-knight powers to create a short range teleportation/flicker ability that lets the caster disappear in an instant and reappear within 10 meters within their sight-line. This ability also is low costing so it can be used multiple times in combat.

    Skill Name: Reaper Cloak
    Skill Rank:
    Skill Description: The duality cloak of the reaper himself, woven by threads made of death energy and the aura of the caster. The robes allow the caster to step through walls and protects the caster from physical melee attacks (which do 1 rank less damage to the wearer). The price of wearing the robes however is the high energy cost and skeletal minions de-stabalize and deteriorate. The wearer may also feel a bit weak after wearing the robes for too long and so the robes can not be worn for more than 3 posts. If they are worn for longer then the caster could pass out.

    Skill Name: Reaper Deathscythe
    Skill Rank: A
    Skill Description: A weapon creation ability fused with an energy based ability. The reaper deathscythe is formed similar to the reaper's cloak, a scythe made of purple energy. It does the same damage as a normal weapon but when the reaper swings it with the intention of killing, the scythe discharges an energy wave that cuts through A rank material. This ability lasts until the weapon is discharged and can only be used while the caster is wearing the reaper cloak.

    Skill Name: Nekron's Glare
    Skill Rank: SS
    Skill Description: Nekron's final piece of work before he died and a spell used to take down kingdoms. The caster performs similar hand mudras to the black Amaterasu gate ability but instead of using environmental energy, they use energy from nearby and willing living beings and themselves. Scars made of black energy start to crack along the skin of the caster and their magical signature begins to spike un-control ably. After charging for 4 posts the caster lets the energy exploding outward, destroying all in its path aswell as the caster. The blast radius is roughly 2 mile radius sphere. Those who perish in this blast only leave behind crumbling black bones and the land is scared with the magical signature of the ability forever.


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PostPosted: Wed Jul 13, 2016 10:24 pm


This is for Icarus, my Expert ranked Alchemist Cordonus.

*Note, Cordonus allows Alchemists to make formulae that are significantly more effective than other alchemists.

Psycho P D
Psycho X injects copious amounts of antibodies that wildly stimulate your adrenaline. This results in the ability to ignore all pain, as well as resulting in a rapid and large boost to the primal five senses. This lasts for five posts.

Psycho T C
With a similar boost to adrenaline, this ability instead focuses on using your adrenaline to ignore debilitating effects. When injected into a target, this will completely nullify all debuffs and debilitations applied to them, regardless of the nature of the debuffs. This prevents them from being further debuffed or debilitated for the next 5 posts.

Flask of Dissimilation C
When the flask fractures, it releases something in the air that spreads throughout the entire thread. Due to Icarus' nature as a Cordonus - and thus his exceptional intellect and ability to make instant modifications to his alchemical formulae - this only effects enemies. This subtle and nearly unnoticable change in the air dismantles all ability(skill)-based buffs on enemies, and remains in the thread for 3 posts.

Flask of Inferiority B
When thrown, this flask explodes and releases a gas that very rapidly expands outwards for about 100 feet. Enemies caught in the blast are debuffed with Weakness, which reduces their ability to function properly. They take 1 rank of extra damage when hit, have their stats reduced by -2/-2, and are significantly reduced in all of their 5 senses. Lasts for 4 posts.

Serendipity C B
An injection that greatly heals the target it was shot into. This will restore all wounds and gashes, but will not fully restore damage to internal organs and won't regenerate greatly mangled or lost limbs.

Serendipity Y S
An injection that fully heals the targeted it was shot into. This will completely heal all damage they have experienced, as well as lost limbs or organs if they were destroyed somewhat recently.

Psycho X S
This empowers the target with adrenaline and distorts their personality beyond measure. Psycho X will turn the target into an entity to be feared. All enemies within 15 meters of the injected target are inflicted with Weakness until Psycho X's duration ends. Targets afflicted with weakness are also sought out like a beacon; their movements can be perceived exceedingly well, and they cannot hide from the injected opposition. They also feel another effect while being followed directly by the Psycho-injected enemy, Winnowing, which prevents them from being able to properly gain distance; they are unable to run or jump. This effect lasts for 6 posts.
PostPosted: Fri Jul 15, 2016 1:06 am


Approved.

Hiro the Herp

Dedicated Zealot

5,550 Points
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Lulub3an

PostPosted: Tue Aug 02, 2016 3:09 am


These are for my Adept Enchanter Lenoré Lockwood. They are mostly non-combat abilities designed to give more flexibility in PvE situations.

Arcane Link E
Touch a mirror to create a "link" between the touched mirror, and one that has been previously enchanted by Arcane Link.

Through the Looking Glass A
Opens a portal between mirrors that have been linked. The portal may be opened by Lenoré herself, or through by channeling one's energy through a talisman she created. The moment the caster passes through the mirror it closes, so that no others that you are not willing to bring may follow you. Although the portal opens instantly, it requires more preparation than dimension door, since two linked mirrors are needed. 3 post cooldown.

Arcane Echo D
One who holds a linked mirror can expend his energy to conduct a brief conversation with the holder of another. Anything reflected in the caller's mirror is transmitted to the receiver's mirror, and vice versa.

Scry A
Lenoré can see and hear a person no matter the distance between them through her mirror, so long as she has seen them before and registered their magical essence in her mind. By uttering their name and expending her energy, she can divine their location and hear what it is they are currently talking about.
PostPosted: Tue Aug 02, 2016 11:46 am


Lulub3an


Good to glow!

A faint smile

Dedicated Friend


The Sorting Helmet

O.G. Vampire

PostPosted: Wed Aug 03, 2016 7:22 am


Lazy and decided to just do the same format.

Adiel, WM Assassin, Dawn Elf, Adept

Spectral Copy - D
A combination skill of Dawn Elf light manipulation and Assassin trickery. Within the same range as being able to extend her mental conscience, Adiel can bend the light to create very convincing illusions of herself from far away. The copies are only of Adiel or another ally but still cast shadows.

Ventriloquist Phantom - D
A skill of the dawn elf Adiel to where she is able to throw her voice out to be heard elsewhere. The skill goes out to the same range as her passive ability to project her mental presence yet she does not require to do so in order to use this. When throwing her voice, she herself would remain silent as the disembodied voice speaks where she wants.

Dazzling Display - D
A light manipulation technique unique to the Dawn Elves. When activated, an area of the elf's choosing will explode into a vibrant display of blue and gold light. The sparkling light covers an area of ten feet and has no adverse effect on the elf, but to those with sensitive eyesight while the veil of light literally obscures the entire area it covers and prevents the naked eye from seeing past it. The sparkling light lingers for [2] posts unless ended early and can activate either on a strike, thrown or fired projectile or even casted as a spell to [30] feet away. This is Adiel's alternative to a smokescreen.
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