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shinzo_husky

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PostPosted: Fri Jun 03, 2016 2:13 pm


-VL- El Hiro Fresco
happywho06


It's one thing to ask for skill damage reduction, and another to apply for armor that completely shrugs skills off. Now, with the rest of your equipment, I assume you would upgrade it with every rank. What usually happens when I approve a weaker form of what could later justify the approval of a stronger form, is that I am backed into a corner.
ah that's fair enough, anything else that needs doing for the weapons to be approved?
PostPosted: Fri Jun 03, 2016 6:33 pm


happywho06
-VL- El Hiro Fresco
happywho06


It's one thing to ask for skill damage reduction, and another to apply for armor that completely shrugs skills off. Now, with the rest of your equipment, I assume you would upgrade it with every rank. What usually happens when I approve a weaker form of what could later justify the approval of a stronger form, is that I am backed into a corner.
ah that's fair enough, anything else that needs doing for the weapons to be approved?

Nothing else needs revision. You're good to go. Approved.

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PostPosted: Fri Jun 03, 2016 9:45 pm


-VL- El Hiro Fresco
A Nihilistic Revenant

    RPC Name: Mah Ree Uh Call
    RPC Rank: Mastah
    RPC Class: Dragoon
      RPC Sub-Class: None Yet


    Weapon Name: Kalypso
    Weapon Rank: Master
    Weapon Type: Bident (two pronged spear)
    Weapon Description: This trident is formed of never-melting true ice, and empowered by a piece of the dead-god's trident, Belfast. Maelstrom was commissioned to be created for Maria in secret by a very renowned Mer artificer, known to forge powerful, magical artifacts for the upper echelon of Anothsii soldiers. Maria knew that only he could truly craft a weapon fit for a Mer queen, especially one who had slayed a true hellspawn. It is actually a spear, belfast the middle prong but with three extra ones in a triangle around it that can close or open at any time by Maria's will, forming a spear instead.

    As of the death of Zachariah, and the claim of his l00t, Maria claimed his spear, a weapon of specialized fury. Though never again will it be as powerful as it was in his hands, when Maria took the weapon to the sea, in a secret location with an ancient forge, the men were reluctant to do anything to do anything with it, fearing it may release darker power upon the world. Through some diplomatic persuasion the elves agreed on the condition she never return again. Twice now, they had been called upon to breath life into weapons of unholy power and they vowed never to do it again. Maria, somberly, agreed. Seven days and seven nights passed, and Maria returned once more. A deep and powerful aura resounded from that cove and as she got closer, she understood why. They had done it again. A powerful weapon. no longer a trident but a bident that seemed otherwordly. At one end, her prong of belfast and at the other, the blade of Brionac seated as the other prong, perfectly weighted and sized exactly the same as Belfast's tip. The workers were no were to be found, simply leaving the weapon stabbed into the floor. As she lifted it, she felt a rumble, and suddenly the entire cove began to collapse below the dark of the sea. Maria narrowly escaped, eager to test her new toy.

    Weapon Passive Abilities:

      • The trident itself cannot ever be truly destroyed, as true ice is indestructible.
      • If Maelstrom's hits a target, it will begin to freeze it immediately. A simple glancing strike will leave frost across anything touched by belfast's tip. If it were to stab into a target, it would not only freeze the skin around that spot, but the blood of the victim as well, which is highly dangerous. If, for instance, a leg was stabbed, barring some form of heat melting and then regeneration, it would be nigh useless. It is ill-advised to be stabbed anywhere in the chest, lest your lungs or heart become ice. This effect can occur anywhere the trident is stabbed into; trees, walls, earth, cement, etc.
      • Having a piece of the most powerful mer weapon in history has given Maria unique upgrades to her Mer abilities and water spells, at extra costs of course, and a few new ones as well. She must be in possession of Maelstrom for these to be useable however.

    -Brionac's Upgrade has given the bident a unique property. Whenever contact between either prong of the bident will, in addition to freezing, be struck with corruption, the likes of which cannot be cleansed easily. Any skill that purges darkness can work, but you only have six posts to do so or the area affected will need to be removed, lest death will set in assuredly, even to those who can regenerate. Immunity to poison does not save a creature from this effect, as it is the remnant of Brionac's instakill property.
    Weapon Activated Abilities:

      • The Black Sea's Gale
      When using Ocean's Breeze, Maria realized that Maelstrom could further increase the amount of water pulled from the air, causing a violent sort of explosion of water to occur wherever the "breeze" was being manipulated. While it is only a B rank skill, it produces an almost unbelievable amount of water out of nowhere, nearly double the amount the Mer can freely manipulate, though this doesn't affect that value. In an area full of water, therefore having more water molecules in the air, this can be dangerous as the Gale can occur nearly anywhere the Mer can feel them.
      • Maria's Ball of Ice [ A ]
      Similar to Kaminae's glass ball, this skill freezes a large quantity of ice around the user to form a powerful defense. However, this skill freezes a vast amount of water greater than it's predecessor, and makes it thicker. Within the ball, Maria is able to manipulate the ball more efficiently, creating arms, or firing long, durable spikes outward almost like tendrils that hit like a truck. It is similar in everyway but size and defensive strength to the original skill.
      • Feeding Frenzy [ S ]
      Like Blood Hunters, this skill creates a three sharks, to seek the enemy. These however are not reliant on any existing form of water (meaning they can form from seemingly thin air) and can be psychically manipulated by Maria. They can even rise high above the surface of water or the ground, hunting even flying enemies for their duration. These however, only last for three posts before turning back to ambient water.
      -Echo of the Past [SS]
      When Brionac came together with Belfast, and Kalypso was created a potent attack was created by the two. With a lightning fast hurl, Maria sends the trident flying. Alternatively she can simply stab it downward into the ground. On impact an explosion is released, affecting an area of 500ft also penetrating deep into the earth. No matte the terrain, this skill causes, after the initial explosion, a burst of water to rise in the next few seconds. This flood is highly destructive as it tears open the earth around the impact point and sends a literal flood throughout the thread. It would be akin to leaving the Trident skill on for four posts, bringing in 8ft of water into the thread and keeping it there so long as Kalypso remains.


With such devastating properties, I'm surprised you haven't added in a cost for simply wielding the damn thing. I mean, this pretty much assures the death of any being in Axiom by just scratching them with this bident. Not just that, it just freezes whatever it touches, too. I'm gonna have to start with putting on at least a sapping of A ranked energy per post for wielding it. I'm a little worried about the last skill. I mean, that's a lot of area that is affected.


If you wanna we can im on skype and work on it to have it be more fair. Its just its forged from two god raids so I wanted to see how far i could push limits. We can converse on it however!
PostPosted: Fri Jun 17, 2016 11:16 pm



    RPC Name: Morrigan Maric
    RPC Rank: Adept
    RPC Class: Knight
      RPC Sub-Class:


    Weapon Name: Fenrir
    Weapon Rank: Increases with advancement
    Weapon Type: Claimed Claymore
    Weapon Description: 60 inch claymore with 13 inch grip and a 47 inch blade
    Weapon Passive Abilities:

      • Strength of one's conviction:
      The Blades Relatively light for for a Great sword that one will assume needs two hands to carry but for Morrigan she can easily swing it about with one hand as if it as a Dagger. This Enables her to learn single handed styles with it and for Morrigan be considered a single-handed weapon.

      • Freezing Tempest: If Morrigan continues to swing the sword enough times it causes a freezing tempest to generate around her at this point the blade strikes will have Ice element effect and begin to freeze targets on impact. The tempest temperature reaches 6 feet distance from Morrigan causing a focused Svipjod effect. While in the tempest Beings speed drop by one rank.

    Weapon Activated Abilities:

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


Plan on adding additional Skills at a later point if thats cool. (and yes I'll repost it her for approval again when I do)

Blackscar_swiss

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PostPosted: Sun Jun 19, 2016 10:42 pm


Blackscar_swiss

    RPC Name: Morrigan Maric
    RPC Rank: Adept
    RPC Class: Knight
      RPC Sub-Class:


    Weapon Name: Fenrir
    Weapon Rank: Increases with advancement
    Weapon Type: Claimed Claymore
    Weapon Description: 60 inch claymore with 13 inch grip and a 47 inch blade
    Weapon Passive Abilities:

      • Strength of one's conviction:
      The Blades Relatively light for for a Great sword that one will assume needs two hands to carry but for Morrigan she can easily swing it about with one hand as if it as a Dagger. This Enables her to learn single handed styles with it and for Morrigan be considered a single-handed weapon.

      • Freezing Tempest: If Morrigan continues to swing the sword enough times it causes a freezing tempest to generate around her at this point the blade strikes will have Ice element effect and begin to freeze targets on impact. The tempest temperature reaches 6 feet distance from Morrigan causing a focused Svipjod effect. While in the tempest Beings speed drop by one two ranks.

    Weapon Activated Abilities:

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


Plan on adding additional Skills at a later point if thats cool. (and yes I'll repost it her for approval again when I do)

Approved.
PostPosted: Tue Jun 28, 2016 5:33 pm



    RPC Name: Adriel Helios
    RPC Rank: Sage
    RPC Class: Siege Master
      RPC Sub-Class: None yet


    User Image


    Weapon Name: Vaet Rannoch - Eternal Steel
    This is the chosen pistol of Zachariah, God of War and Fate. Its former name was Agregon, before Adriel claimed it and merged it with Nigel, his special flintlock pistol (talent weapon).
    Weapon Rank: SS
    Weapon Type: Flintlock Pistol - Heavily Enchanted; Sacred Weapon
    Weapon Description: The weapon appears as a heavily embroidered flintlock pistol. While flintlocks are generally considered entirely outdated, the nature of this gun allows it to remain not only relevant but dominant over other firearms despite its outdated design. Nigel, Adriel's original flintlock schematic, was the weapon of Adriel's pure-blood demon father. It was a weapon of some renown, known to slay beasts in a single shot, though always capable of unloading them with more. Agregon is a weapon of far greater renown, a mystical gun of legend wielded since the beginning of known history by the God Zachariah, who Adriel took part in slaying.

    With the two of their engravings, runes and enchantments, Adriel crafted the perfect weapon using the base of Agregon. Indeed, an even more impressive weapon than Zachariah's finest was born - a flintlock gun of perfection fit for the Gods.

    Weapon Passive Abilities:

      • Perpendicular Mortality [Passive]
      All of the bullets fired by, or tethered to, Vaet Rannoch are exceptionally unique. They automatically seek out weaknesses in their foe, and shift between holy and unholy depending on the desired affinity.
      • Agregoras [ Passive ]
      The gun Rannoch will always remain bound to Adriel. However, it is not fired that often. Instead, there is an almost ethereal gun that appears much the same as Vaet Rannoch, but white-gold and almost transparent. This manifests in Adriel's left hand, while Rannoch manifests in his right. This spectral and transparent gun launches bullets from it at extreme speeds, whereas Rannoch can only shoot once every couple seconds or so. All bullets fired from either gun are 'tethered' to Rannoch, meaning they benefit from Perpendicular Morality. Neither gun needs to reload.

      Bullets fired from the non-ethereal (and slower firing) Rannoch have exceptional piercing power. In fact, almost anything, if not coated by fairly thick energy (B rank or higher), will be penetrated by the bullet and dealt extreme damage.
      • Clockwork Phantom [Passive]
      As this gun is also correlated to Adriel's talent, Clockwork Magneto, due to its runes and engravings from the original model "Nigel", this gun has a special benefit to be added to the Clockwork manifestation. Bullets fired from this gun can latch onto the electromagnetic field of the distinct Clockwork manifestation (the giant set of rotating cogs that Adriel conjures) and gravitate around the Clockwork for as long as necessary. Bullets, at any time, can be forcefully pulled to the Clockwork. Then, by Adriel's discretion, they can be launched from the clockwork directly at the enemy. This means essentially that the Clockwork will carry a large assortment of bullets that can be thrown in for additional firepower in the right situation. The benefit of this is that you may collect a large number of the heavy, high-penetration power bullets and save them for key moments. Also, considering the clockwork's properties, these bullets are easy to manipulate, fast and fiercely accurate once launched.

    Weapon Activated Abilities:

      • Stay Down
      Rannoch will launch a charged bullet that moves extremely quickly, akin to the speed of lightning. On the same pace of the bullet will be an electromagnetic field for about thirty-five feet around it, magnetizing all caught in its aura. Magnetizing will force the opponents to stay on the ground, meaning no jumping, flying or otherwise; it also slows them by two points. This effect lasts for five posts. The magnetized field is slightly visible, though only a highly trained eye will be able to spot the minor difference of coloration.

      The bullet can be manipulated since it is tethered to Rannoch, but considering its speed, it is extremely difficult to manipulate it before it reaches its destination, or the stratosphere for that matter. If it misses once, the best you could likely do is turn it back around a single time before it immediately launches to the apex of its destination. From there, if it still misses, it's likely stuck in the ground and useless.

      Furthermore, all magnetized foes are automatically tracked for the duration by Rannoch's bullets, making their life a bullet hell for a period of time, trying to manage and deal with a constant barrage of bullet volleys. If hit by the actual initial bullet, it will destroy attacks or defenses of its rank, but be destroyed as well. Anything lower than its rank will be pierced and disassembled.

      • Shards of Hell [D-S]
      With Zachariah pre-empting the powers of the Diabolos, it only makes sense that contact with his artifact would unlock hidden abilities of the bloodline. Zachariah was the greatest electromagnetic user of all time, and it is said that his ability to alter the flow of combat was performed by wildly shifting the electromagnetic currents.

      In the same way, the EM currents, and seismic activity, can be altered by Adriel as he wields Rannoch. This allows for the levitation, precise control, and manipulation of terrakinetics by means of electromagnetic power: simply put, he can manipulate the earth to a degree. He can rip gigantic groups of boulders from the ground and fling them at the foe, or he can rip the ground beneath a foe in half, creating a fissure to launch them deep into a merciless trench. He can break off portions of mountains and herald rocky avalanches. Through seismic power, this all becomes possible.

      • Electromagnetic Stun Grenade [D]
      If an enemy draws too close to Adriel, he can launch a magical spherical stun grenade from either of his hands, regardless of whether or not they are wielding a gun. Anyone caught within 10 feet of this blast, except for him, will be momentarily stunned and have an exceptionally difficult time reacting. This grenade is doubly effective against mechs, severely hampering their systems for a few moments.

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PostPosted: Wed Jun 29, 2016 4:44 am


Lord Forrester

    RPC Name: Adriel Helios
    RPC Rank: Sage
    RPC Class: Siege Master
      RPC Sub-Class: None yet


    User Image


    Weapon Name: Vaet Rannoch - Eternal Steel
    This is the chosen pistol of Zachariah, God of War and Fate. Its former name was Agregon, before Adriel claimed it and merged it with Nigel, his special flintlock pistol (talent weapon).
    Weapon Rank: SS
    Weapon Type: Flintlock Pistol - Heavily Enchanted; Sacred Weapon
    Weapon Description: The weapon appears as a heavily embroidered flintlock pistol. While flintlocks are generally considered entirely outdated, the nature of this gun allows it to remain not only relevant but dominant over other firearms despite its outdated design. Nigel, Adriel's original flintlock schematic, was the weapon of Adriel's pure-blood demon father. It was a weapon of some renown, known to slay beasts in a single shot, though always capable of unloading them with more. Agregon is a weapon of far greater renown, a mystical gun of legend wielded since the beginning of known history by the God Zachariah, who Adriel took part in slaying.

    With the two of their engravings, runes and enchantments, Adriel crafted the perfect weapon using the base of Agregon. Indeed, an even more impressive weapon than Zachariah's finest was born - a flintlock gun of perfection fit for the Gods.

    Weapon Passive Abilities:

      • Perpendicular Mortality [Passive]
      All of the bullets fired by, or tethered to, Vaet Rannoch are exceptionally unique. They automatically seek out weaknesses in their foe, and shift between holy and unholy depending on the desired affinity.
      • Agregoras [ Passive ]
      The gun Rannoch will always remain bound to Adriel. However, it is not fired that often. Instead, there is an almost ethereal gun that appears much the same as Vaet Rannoch, but white-gold and almost transparent. This manifests in Adriel's left hand, while Rannoch manifests in his right. This spectral and transparent gun launches bullets from it at extreme speeds, whereas Rannoch can only shoot once every couple seconds or so. All bullets fired from either gun are 'tethered' to Rannoch, meaning they benefit from Perpendicular Morality. Neither gun needs to reload.

      Bullets fired from the non-ethereal (and slower firing) Rannoch have exceptional piercing power. In fact, almost anything, if not coated by fairly thick energy (B rank or higher), will be penetrated by the bullet and dealt extreme damage.
      • Clockwork Phantom [Passive]
      As this gun is also correlated to Adriel's talent, Clockwork Magneto, due to its runes and engravings from the original model "Nigel", this gun has a special benefit to be added to the Clockwork manifestation. Bullets fired from this gun can latch onto the electromagnetic field of the distinct Clockwork manifestation (the giant set of rotating cogs that Adriel conjures) and gravitate around the Clockwork for as long as necessary. Bullets, at any time, can be forcefully pulled to the Clockwork. Then, by Adriel's discretion, they can be launched from the clockwork directly at the enemy. This means essentially that the Clockwork will carry a large assortment of bullets that can be thrown in for additional firepower in the right situation. The benefit of this is that you may collect a large number of the heavy, high-penetration power bullets and save them for key moments. Also, considering the clockwork's properties, these bullets are easy to manipulate, fast and fiercely accurate once launched.

    Weapon Activated Abilities:

      • Stay Down
      Rannoch will launch a charged bullet that moves extremely quickly, akin to the speed of lightning. On the same pace of the bullet will be an electromagnetic field for about thirty-five feet around it, magnetizing all caught in its aura. Magnetizing will force the opponents to stay on the ground, meaning no jumping, flying or otherwise; it also slows them by two points. This effect lasts for five posts. The magnetized field is slightly visible, though only a highly trained eye will be able to spot the minor difference of coloration.

      The bullet can be manipulated since it is tethered to Rannoch, but considering its speed, it is extremely difficult to manipulate it before it reaches its destination, or the stratosphere for that matter. If it misses once, the best you could likely do is turn it back around a single time before it immediately launches to the apex of its destination. From there, if it still misses, it's likely stuck in the ground and useless.

      Furthermore, all magnetized foes are automatically tracked for the duration by Rannoch's bullets, making their life a bullet hell for a period of time, trying to manage and deal with a constant barrage of bullet volleys. If hit by the actual initial bullet, it will destroy attacks or defenses of its rank, but be destroyed as well. Anything lower than its rank will be pierced and disassembled.

      • Shards of Hell [D-S]
      With Zachariah pre-empting the powers of the Diabolos, it only makes sense that contact with his artifact would unlock hidden abilities of the bloodline. Zachariah was the greatest electromagnetic user of all time, and it is said that his ability to alter the flow of combat was performed by wildly shifting the electromagnetic currents.

      In the same way, the EM currents, and seismic activity, can be altered by Adriel as he wields Rannoch. This allows for the levitation, precise control, and manipulation of terrakinetics by means of electromagnetic power: simply put, he can manipulate the earth to a degree. He can rip gigantic groups of boulders from the ground and fling them at the foe, or he can rip the ground beneath a foe in half, creating a fissure to launch them deep into a merciless trench. He can break off portions of mountains and herald rocky avalanches. Through seismic power, this all becomes possible.

      • Electromagnetic Stun Grenade [D]
      If an enemy draws too close to Adriel, he can launch a magical spherical stun grenade from either of his hands, regardless of whether or not they are wielding a gun. Anyone caught within 10 feet of this blast, except for him, will be momentarily stunned and have an exceptionally difficult time reacting. This grenade is doubly effective against mechs, severely hampering their systems for a few moments.


Approved Via conditions met during a conversation on Skype.
PostPosted: Fri Jul 01, 2016 5:05 pm



    RPC Name: Cynthia Seastar
    RPC Rank: Novice
    RPC Class: Beast Master
      RPC Sub-Class: Dragoon


    Weapon Name: Dawn & Lightbringer
    Weapon Rank: B [Enchanted by Child of Jarnbjorn]
    Weapon Type: Dual Jian
    Weapon Description: Lightbringer and Dawn are a set of Jians given to Cynthia upon completing her basic training in the temple of Elissia. Upon entering the phase of her Valkyrie training where the gods smiled upon her and declared her a Child of Jarnbjorn, Dawn and Lightbringer changed physically, turning themselves into blades that were white as snow, said by some to be blessed by Michael himself. Although because of the nature of their divination they are stronger together, each blade has its own passive ability that is usable only while drawn, and a third which is only usable while both Jians are drawn. The same is true about their active abilities.

    Weapon Passive Abilities:

      • Call of the Chosen: By speaking the name of one, or both, of the blades and extending her hand forward, Cynthia is able to call forth either, or both, blades down upon her with a single bolt of lightning, regardless of where they are, unless they are sealed away with some sort of unholy barrier strong enough to reject her call [B Rank +]

      • Sword of the Morning [Dawn] : When Dawn is drawn for battle, the weapon gives out a light sheen, making it seem like, even in pitch darkness, the weapon is glowing, albeit faintly. When battling, Dawn channels the power of the gods, when striking a foe, the lightning that comes naturally to Valkyries, especially their Jarnbjorn, spreads from the target hit to up to 3 enemy units around Cynthia or her target.

      • Heart's Fervor [Lightbringer] : When Lightbringer is drawn for battle, the weapon gleams with the power of a Valkyrie's lightning, making it shine and feel warm to the touch, or even when it comes close to contact, almost as if it were aflame. When battling, Lightbringer's Lightning damage is increased by one rank.

      • First Light [Both] : When Lightbringer and Dawn are both drawn for battle, they become exalted. They retain their respective passives and their respective glows are increased, causing an opponent with average [average as in that of a human's] sight find it hard to see the weapons, as they now appear to be as bright as the sun itself. Opponents with eyesight that is bellow average are not as effected by this passive as those with average, and above average sight.


    Weapon Activated Abilities:


      • Dying of the Light [C] : By focusing her energy into both Jians, Cynthia increases the brightness of her swords in a sudden flare, blinding those with bellow average and average vision for a single post, and those with above average vision for two posts. After Dying of the Light is used, those with bellow average vision are affected by First Light for the following three posts.

      • Slayer of Lies [C] : An attack used exclusively with Dawn, Cynthia draws back on her blade and condenses her holy energy around it, doing two quick, non-lethal strikes on her target, one above their heart, another at the center of their neck, releasing with both a powerful surge of holy energy that remains within her target incapacitating them from channeling their unholy power as they have become creatures of the light until the power leaves their body [3 posts]. This technique can prove to be lethal to certain races that are too far gone, if used too many times on them. When an unholy creature is turned holy with Slayer of Lies, they feel as if their entire body is burning from the inside out.

      • Daughter of Death [C] : An attack used exclusively with Lightbringer, Cynthia draws her holy energy on to her blade and simulated the power of Call from the Heavens, only that here Lightbringer is the conduit for the energy of the gods themselves. After a brief delay, her blade erupts away from Cynthia turned to a pure bolt of lightning constituted from the wrath of Michael himself. The single bolt of lightning does not stop moving until it hits a target, and once it does it marks the target, making them more susceptible to lightning damage.

      • Light Force : Cynthia channels her holy energy into her blades, encasing them in a thin layer of electricity which keeps their light from spilling out. This causes the blades to shine brighter but at the same time not bother the enemy’s eyes. Upon being swung, the case of electricity begins to allow the light to seep through, imbuing itself with the light, causing the energy to take a solid form which trails behind the blade, applying all the damage that the sword dealt again. Light Force lasts for 3 posts and has a cool down of 5 posts. This cooldown cannot be reduced in any way.

      • Last Light [B-S] : Cynthia slides Dawn and Lightbringer against each other while letting her energy run through both blades. This energy creates a copy of the essence of the blades and impregnates it on to the other, copying Sword of the Morning into Lightbringer, and Heart’s Fervor into Dawn, making it so that striking an enemy with either blade applies both effects. Last Light lasts for Five Posts. Applying A Rank energy makes Last Light last for six posts and increases the power of the lightning by one Rank. Applying S Rank energy makes Last Light last for seven posts and increases the power of the lightning by two ranks.

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PostPosted: Sat Jul 02, 2016 8:15 pm


Rexnov
Begrudgingly approved.
PostPosted: Mon Jul 04, 2016 8:44 am



    RPC Name: Aurelia
    RPC Rank: Expert
    RPC Class: Weapon Master
      RPC Sub-Class: Siege Master


    Weapon Name: Marcus
    Weapon Rank: B
    Weapon Type: High Tech Compound Bow
    Weapon Description: The bow is made of a special metal that his highly ferromagnetic when in the hands of Aurelia, or any diabolos, and is sturdy for a bow. It has a small circular cross hair on the side that aids greatly in the hands of a master weapon user. The string is made of a similar material, though it retains complete tension and fluidity despite being made of metal.
    Weapon Passive Abilities:

      • Full Draw [ B ]
      The shots of Marcus take up ten ammunition per shot. The bows accelerates metallic arrows coated in a sheath of electromagnetic energy from the bow itself that make the penetrating power far higher than a normal bow. Comparatively, it'll hit with the force of a tank shell, but localized to a small point. A single shot can often tear right through armor.
      • Trick Shots [ B ] Up to three of these arrows can be fired either in rapid release or all at once for different effects while maintaining the full draw effect.
      • Sturdy Build [ B ] This passive essentially allows the weapon not to be destroyed when hit by a base sword skill.

    Weapon Activated Abilities:

      • Antha Maktul! (You're Marked.) [ B ] This specific skill fires an arrow with low actual damage comparatively to the normal shot. Instead it scatters electromagnetic energy in a 50 foot meter around it's impact point that reacts to her connection to axiom. An enemy hit by this aura becomes magentized, drawing her fire towards them and making her attacks far more accurate for the next two posts. This does not provide autohits at all, simply makes avoidance far more difficult.
      • Skaratth! (Scatter!) [ A ] This skill fires an arrow that has bunches of metal orbiting it's point. On impact it emits a burst of repulsive energy that scatters shrapnel in a wide dome about the range of the shot. She can trigger this burst early, sending the shrapnel flying at any point along it's arc.
      • Ragnarok Comes [ S ] A single shot with enough energy to kill an elephant (joke) is loaded into an arrow from Aurelia's fingertips, that reacts with her bow and her arrow alike. When released, after twenty feet of flight a field of electro magnetism activates that sucks metal towards it in a 50 foot aura. This is strong enough to drag large metal that isn't bolted to the ground out of place as a testament to it's strength. However, on imapact the magnetism quickly fades in less than a posts time. Likewise things the size of cars aren't pulled from their place for very long. Something like a blade in the ground will be yanked and spun around the shot as it flies.

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PostPosted: Mon Jul 04, 2016 9:31 am


A Nihilistic Revenant


approved
PostPosted: Tue Jul 05, 2016 12:05 pm



    RPC Name: Adiel Aldaval
    RPC Rank: Adept
    RPC Class: W-Master Assassin
      RPC Sub-Class: --


    Weapon Name: Collective Sol
    Weapon Rank: C
    Weapon Type: Throwing Knife Set
    Weapon Description: A set of ten, high quality, elven crafted throwing knives suited for combat. Each knife in the set is identical to another with silver etching of vine decoration running the length of the blades. They are all made from a single piece of blackened metal with a checkered grip for improved handling. A single blade measures out to 35cm and weighs in at 400 grams with a perfect balance, dulled blade for safe handling yet sharp point. As throwing knives, they lack a pommel, guard and handle like normal knives and instead are all one solid piece of narrow metal and are etched with the same silvery intertwining vine pattern along the length of each blade. These knives have all been specially enchanted with the magics of dark and dawn elves in addition to their high quality craftsmanship and are magical in nature, even holy with Solonor's blessing.

    Weapon Passive Abilities:


      • Archaic Neutrality [ C ]
      Each knife is specifically crafted and attuned to a specific energy source through its unique enchantments with the assistance of dark elf magic. Any foreign energy source other than Adiel's will find it difficult to affect or enchant each of the knives directly without additional energy to overcome the enchantment's effect. This enchantment is neutral to both hostile and benevolent sources of energy that is not Adiel's own signature and will force off any and all magic anomalies that may alter the knives; they're unable to be permanently effected by curses, infusions or any kind of energy based enchantments. This unique property serves as a more direct defense against disarming techniques of the dark elves with Hot Handles to more unique techniques that may alter her knives in other ways. The downside is that the knives cannot be affected by an ally's own enchantments that may prove beneficial, resonating with only her own energy as an extent. The flip side, the knives are still susceptible to temporary effects such as an example of the mentioned skill but will require [2x] the energy cost to affect any of the knives, the same goes for an ally's buff.

      • Sol Steel [ C ]
      By Dawn Elf magical infusion, each knife holds the light of the sun within them and by extension they're holy aligned. When struck against anything unholy or even touched, the knives are treated as a holy strike and inflict damage as such according to their weakness along with its normal penetration.

      • Conduit [ C ]
      Each knife, attuned as they are, can serve as a catalyst for elemental or other energy based skills. Through mere thought and [1.25x] the usual cost of a skill, one of Adiel's known energy based skills can be channeled in any one of these knives as if she had cast it herself. The ability most not be movement reliant, anatomy based or require special conditions such as reagents. Those that require incantations can be recited from Adiel herself and still channel through her knife.


Weapon Activated Abilities:


    • Awareness [ D ]
    Through the elven enchantments, the knives carry a special property that can be activated with a telepathic link back to Adiel herself. The knives allow the elf to be consciously aware of the surroundings as if she were projecting her vision and bares the same benefits as such. The downside is that she would be unable to warp to the location of whatever knives like the original skill of Dawn Elves and this variant costs energy as well.

    • Never Away [ C ]
    These knives are all linked through a magical connection and resonates with Adiel's own energy signature. At will, wherever the knives are Adiel can recall them instantly with just a mere thought to anywhere on her person. This is a specialized ability derived from the elve's ability to warp. This will cost the same if she were to return one, or all knives in a single casting.

    • Silver Embrace [ B ]
    The vine pattern on each knife isn't for show and with a variant on the Hands of Intrigue technique. Upon the activation, four tendrils of energy based silver vines lash out from a single knife to clasp and entangle a target. The silvery vines glow and carry the same holy property of the knife itself and mirrors Adiel's own speed and strength. The vines are multipurpose however and can be used for various other tasks other than entanglement, but the ability is crafted for such a purpose. The vines can constrict and can manipulate objects with some degree of maneuverability, leaving many options open for Adiel.

The Sorting Helmet

O.G. Vampire


Yui Ga Dokuson

Thirteenth Gatekeeper

PostPosted: Tue Jul 05, 2016 1:32 pm



    RPC Name: Aldrich Kohl
    RPC Rank: Adept
    RPC Class: Specialist (Machinist)
      RPC Sub-Class: WIP


    Weapon Name: Sophia and Izsha
    Weapon Rank: Increases with advancement (currently C)
    Weapon Type: Dual Revolvers
    Weapon Description: Sophia and Izsha take the form of dual large caliber autorevolvers with concealed biometric scanners on the grip panels due to the fact that Aldrich is finicky about letting others use his guns.
    Weapon Passive Abilities:
      • Seek and Destroy [ Passive ]
      All bullets fired by the pair of autorevolvers lock onto whatever is aimed at and will follow their target until they hit their target, even if they have to go through walls to do so. Bullets lose tracking after a post.

      • Full Metal Jacket [ Passive ]
      Per the norm with large caliber weapons, it's to be expected that these bullets carry a big bang, impacting their target with exceptional force.

      • Warp Reload [ Passive ]
      Upon closer inspection of the twin revolvers, it is noted that the weapons appear to be empty at all times. As soon as it is confirmed that it is indeed Aldrich who is wielding them, a bullet manifests in the firing chamber of both guns via teleportation. This technology is very new to Aldrich and is quite limited in it's use, so as of now he can only warp small things, such as his bullets. The dual autorevovlers do not have a safety switch, but instead have a switch on the side of the gun which designates which bullets are being summoned. The list of bullets are as follows: Hollow-point (Silver), Taser 300k Volt (Silver), Incendiary (Silver), Explosive Tip (Silver), and Holy/Blessed (Silver).

    Weapon Activated Abilities:
      • Fan The Hammer [ D ]
      This technique is pretty much self-explanatory. Aldrich simply opts to manually pull the trigger in rapid succession while smacking down the hammer faster than the gun auto-fires which allows him to fire six shots nigh instantly.

      • Evasive Fire [ D ]
      Aldrich can strafe, dodge, leap, you name it in a direction in order to avoid incoming danger and upon doing so he can fire his guns in the opposite direction for a boost of speed for the action (+2), which allows him to dance around his opponents.

      • Blind Fire [ C ]
      This technique is not named after the fact that Aldrich will simply shoot blindly in a direction, but what he does to his bullets which makes them a bit more devastating. By using his energy and magnetizing his bullets with a stronger positive attraction and making his gun repulsive with a negative attraction, when fired they bullets will leave the gun at a much higher velocity meaning they will clear the distance between them and their target exceptionally fast almost like lightning due to being launched from the quasi-railgun-modified-revovlers. Of course with the increased speed the bullets also carry an even higher impact damage.
PostPosted: Tue Jul 05, 2016 3:34 pm



    RPC Name: Orsum Beriadan
    RPC Rank: Novice
    RPC Class: Weapon Master
      RPC Sub-Class: Assassin


    Weapon Name: Feredir [The Hunter]
    Weapon Rank: B
    Weapon Type: Rifle
    Weapon Description: Feredir looks like an average rifle, except for the fact that it hosts two barrels, one connected directly to the body of the gun, that is longer and wider, and a second which rests on top of the first, which is considerably shorter that is much narrower than the first. These two barrels can be switched with a simple motion, giving the gun various options when it comes to range, bullet power, firing speed and bullet type. The gun also comes with a magical looking glass that, once locked on to the target, tells the shooter the distance between himself and his target.

    Weapon Passive Abilities:


      • Eagle Eye : Once the user finds the target, the gun locks on, telling the shooter the distance between himself and his target, as well as wind speed and compensating for those factors to allow the shooter to take the shot. When switching from this gun to another, the shooter takes a -1 accuracy penalty for shots which are more than 500m away, or involve winds of over 15 MPH, a -2 accuracy penalty for shots which are more than 1000m away or involve 30MPH winds, and a -3 accuracy penalty for shots which are more than 1500m away and involve winds above 45MPH.

      • Variable Barrel : Feredir hosts two barrels instead of one, each specializing in its own type of bullet and style of shooting, because of this variation, the gun can host up to 3 different caliber bullets, each with it's own distinctive properties:

      9mm : Usable only with the shorter barrel, these bullets can be fed to the rifle up to twenty at a time. They can be shot either single fire or automatically, if shot automatically they take a -1 in accuracy and strength. Their max range before receiving a -1 in strength is 25m, at 50m they receive a -2 in strength and a -1 in accuracy and at 75m they receive a -3 in strength and a -2 in accuracy.

      .22 Caliber : Usable with either barrel, these bullets can be fed to the rifle up to 10 at a time. They can be fired automatically or single fire, if shot automatically they receive a -1 in strength and accuracy. They can be shot effectively up to 150m without losing any stats, they then lose 1 strength and 1 accuracy every 20m afterward, achieving -3/3 by 210m.

      .50 Caliber : Usable only with the long barrel, these bullets can be fed to the rifle up to 3 at a time, but only two can be shot per post. The sound from shooting one of these bullets automatically breaks stealth, even if no one is around to see you, if two bullets are shot in the same post, from stealth, the second shot does not receive any bonuses from the stealth. These bullets receive a + 1 in strength when shooting within 500m, with there being stories of these bullets being powerful enough to tear a man's arm out of place, when shooting between 500-1000m they regain their normal damage. When shooting between 1000-1500m they receive a -1 to their strength, -2 when firing between 1500-2000m.

      • Natural Reload : Federir is extremely user friendly, allowing it to be reloaded and fired again in the same post with 9mm and .22 Caliber ammo.


    Weapon Activated Abilities:

      • Never One Without the Other : Instead of drawing its ammunition from a belt or a chamber, the weapon draws it directly from the user. In Orsus’ case, the weapon draws a charge of his life energy, then molding it into a number of bullets that vary depending on the type of bullet that is made [9mm = 20, .20 Caliber = 10, .50 Caliber = 3] made of pure light energy. These bullets have the same attributes as an ordinary bullet of their respective type. These bullets can also be created out of Orsus’ corresponding element. [E Rank]

      • Boom! : After a brief delay of absorbing energy both from within Orsus’ body as well as without, the rifle released a thin blast of concentrated energy. Upon hitting a surface, the blast detonates, releasing a pulse of light energy, as well as whatever other type of energy was predominant in the area where the energy was gathered, for example, if the shot was fired from the rim of a volcano, it does fire damage as well as light damage, if the energy was gathered while surrounded by dark creatures, the blast does both Holy and Unholy damage. [E-S Rank]

      • Pierse the Heavens : Drawing from Orsus’ life force, the gun fires a bolt of energy similar to a bolt of a ballista. This bolt of energy can travel for up to 100m, upon coming into contact with something the bolt remains in place and erupts into an explosion of light energy that expands for 10m. [C Rank]

      • Energy Trap : Focusing one’s energy on to the gun, Orsus creates a charge which he can then unload over an area in a spot that has a one foot radius which after a brief delay become invisible. Upon being stepped on, these traps emit a ray of energy that damages anyone trapped inside, and continuously does so until they break out. A single charge can create up to ten traps, each 1x1. It requires a B Rank or higher energy based attack to break the barrier; because of the intent of the shooter, these traps do not work on elves, and deal damage twice to human characters. [B Rank]

      • Unfocused Destruction : Orsus puts his finger on the trigger and channels his energy for fire seconds, building an orb of energy, then, he released the trigger, letting go of dozens of single beams of light in all directions which then attempt to converge on a single target, but, due to the amount of shots being released, they often hit all around, making this a dangerous attack to attempt in crowded areas. Each individual beam of light is A Rank, this technique fires 36 of them. [A Rank]

      • Focused Destruction : Orsus fires a fine beam of energy to his target location for ten seconds. After the channel is over, he released a steady amount of energy equal to a % of his energy pool [10% = A Rank, 20% = S Rank, 30% = SS Rank and 40% = SSS Rank] to the target location. The A Rank variant is powerful enough to release a blast of light capable of destroying an entire block, the S Rank variant is powerful enough to release a blast of light capable of destroying two city blocks, the SS Rank variant is powerful enough to destroy the entirety of a small city, and the SSS Rank variant is powerful enough to destroy half a major city. A Rank requires Adept, S and SS Rank requires expert, while SSS Rank requires Master. [A-SSS Rank]




Rexnov

Alien Abductee

1,350 Points
  • Unfortunate Abductee 175
  • Hygienic 200
  • Gaian 50

___youwillknownihilism
Captain

PostPosted: Thu Jul 07, 2016 9:50 pm


Reiko Zena
I expect you to make good use of the abilities of the assassin with these. Approved pal. Enjoy! Also might have some space in my life for RTG ;D
Reply
Custom Approval

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