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 Post subject: The Weapons and Skill Bank
PostPosted: Wed Jul 11, 2007 7:22 pm 
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This is the Skill Bank.

This thread is dedicated solely to the dumping of randomly created skills, specials, custom spells, and custom items. When you think of something that your character will likely never be able to use, but you think its cool, drop it here where someone else might be able to utalize it in some form.

The general strengths (weak, medium, strong, powerful) will be posted next to each skill. Due to other forces that occur during character development, however, these things could very likely change from person to person.

***Important Suggestion!***
Any medium special that is 2x per battle may, typically (not always), be a weak that has 1x per battle. The same can sometimes go for other strengths (strong to medium, powerful to strong).

Specials/Spells:

Weak:
Strategic Slash: By slashing at something important, the warrior does small damage to the opponent. The critical damage comes from the incidental bleeding that comes afterwards. [2x per battle]

Lunge: The damage and effectiveness of this attack is solely based upon the sheer strength ratio compared to the opponent. [3x per battle]

Medium:
Elegant Blade Dance: By giving Sutera a boost of adrenaline, she weilds two one-handed weapons and does 3 slash attacks in one fluid movement. Also, the attack is faster then normal because of the adrenaline. [2x per battle]

Burstial Defense: By drawing in energy/ki/chi to his body's core, Magnus can then expel that energy in a violent, spherical burst of energy that pushes everything away i a 5-foot radius. [1x per battle] (Psiwave, anyone?)

Strong:
Fragmentation Arrow: This is a special type of arrow is specifically designed NOT to strike the enemy. An elongated, hollow tip filled with metal shrapnel provides this projectile with a unique flight pattern. About mid-way to the opponent, the friction between it and the air causes the hollow tip to explode, showering the area ahead (like the opponent) with tiny, sharp shards of metal. [2x per battle]

Staff Roll: Joshua grabs his bo-staff in the middle and begins doing a 'staff roll'. This technique allows him to make a rapid, circular motion with his weapon in front of his body. Though this technique lacks strength, it can easily be used to block projectile attacks or to strike an opponent with several, weak hits. [2x per battle]

Battle Cry: By letting out a large scream of rage during battle, the user can invigorate their body and perpare themselves for battle. After yelling out, the body is set into an adrenaline rush, augmenting their natural abilities to a slight degree. The warrior is stronger, faster, and is able to react more quickly to dangerous situations. This effect lasts for 2 posts, but after succession or after finishing, the user will feel physically drained the next following post. [ 2x per battle]

Powerful:
Skills:

Weak:
Hawkeye: Years of tracking animals and aiming with a bow hasn't been for nought. Althalus, through these practices, has managed to nearly perfect his eye-sight. This allows him to better pick out details and increases his accuracy from far away.

Art of Balance: After many falls, twisted ankles and trips, the warrior has learned the art of balance. Not only can they keep it while moving regularly, but also when moving on narrowed ledges, beams, and uneven ground.

Endurance: Due to his tough training and having lived in the wilds for a long time. Farlong is blessed with amazing endurance that allows him to fight for longer than most before growing tired.

Medium:
Single Strike: By training in the area of the Samurai, Sutera has accomplished a skill level known only to adept swordsmen and swordswomen. This grants her greater control of the blade, allowing her to increase or decrease the momentum used in an attack to better suite the situation.

Master Tracker: Farlong has grown very adept at finding where enemies are hiding, and when they are approaching. he can spot signs such as bent blades of grass, and can sometimes even feel the vibrations in the earth of an approaching opponent. Heavier opponents, of course, are much easier to track this way.

Blade Link: The bond between a warrior and their blade is much greater than can be understood by others who use more than one weapon. Thusly, they know how to better control it and their striking is more precise, offering a chance to do greater damage on a regular strike.

Stealth: The process and logic of examining the areas of Darkness Incarnate have brought on a whole new sense of being hidden and quiet. This enables the warrior to move with little sound, and generally hide more easily when given the opportunity.

Enhanced Perception: Perhaps natural or the cause of being tricked upon hidden traps or injuries, after the bruises are gone, finely tuned senses are welcomed instead. Things like subtle movements, the unsheathing of a weapon, or perhaps the creaking of a beam can all be brought to the warriors attention. Though the exact location may not be received, at least the general direction may be.

Arcane mind: Azgard's mind was altered by arcane magic long ago, making him much smarter than the average human. He can decipher information coming from the field at high speeds and can react accordingly. It is also harder to fool him with conventional methods.

Strong:
Blade Dancer: After many years spent training with swords, Zane has now refined his skills with daggers and shortswords to near-perfection. Because of this he is now much better defending himself while he is wielding daggers or short swords. He can make perfectly angled blocks that can not only reduce the shock from the damage, but usually leave him an excellent opening for an attack.

Master Ranger: With experience comes mastery. Shot after shot, throw after throw, Althalus has manage to master the art of ranged fighting. This permits him excellent accuracy with all forms of bows and knives, even with moving targets.

Anatomy: With an expertise in knowledge of the humanoid body, the warrior knows just where to hit that shall put out much more pain than a regular strike. Weak points on the body, naturally unarmed places and easy places to hit armor are all examples of what may be included in the knowledge. (Critical Strike, anyone?)

Urushiol Shot: By refining the chemical urushiol from several different plants, Ranger Brad has developed a highly concentrated liquid form of it. This liquid is contained in small, fragile bulbs attached to the ends of two arrows. When a bulb comes in contact with a solid object, it will shatter and splash the area in with the liquid urushiol. This liquid causes any skin cells that it touches to be rejected by the victims body. This causes a severe rash to be formed. This rash is extremely itchy. But due to the high concentration of the urushiol, the rash only lasts for three posts. The liquid is still potent for up to two posts if left on non-organic items.

Powerful:

Custom Items:


Last edited by of_shattered_origins on Wed Sep 03, 2008 5:43 pm, edited 5 times in total.

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PostPosted: Wed Jul 11, 2007 7:29 pm 
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Skill

Power Down - [Person] completely removes themself from a battle, mentally. They adopt a strategy of complete defense, never attacking except to make a weak counter-defense. Only specified and mod-approved specials of a character may be used for this time, and they may not be used for any direct, agressive attack. The length lasts one page. However, at the end of this page, [Person]'s stored energy is released, resulting in a much higher energy and aggression level for half a page. [Strong]

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PostPosted: Thu Jul 12, 2007 6:10 pm 
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Skills:

Art of Balance - After many falls, twisted ankles and trips, the warrior has learned the art of balance. Not only can they keep it while moving regularly, but also when moving on narrowed ledges, beams, and uneven ground. [Weak]

Blade Link - The bond between a warrior and their blade is much greater than can be understood by others who use more than one weapon. Thusly, they know how to better control it and their striking is more precise, offering a chance to do greater damage on a regular strike. [Medium]

Stealth - The process and logic of examining the areas of Darkness Incarnate have brought on a whole new sense of being hidden and quiet. This enables the warrior to move with litte sound, and generally hide more easily when given the opportunity. [Medium]

Enhanced Perception - Perhaps natural or the cause of being tricked upon hidden traps or injuries, after the bruises are gone, finely tuned senses are welcomed instead. Things like subtle movements, the unsheathing of a weapon, or perhaps the creaking of a beam can all be brought to the warriors attention. Though the exact location may not be received, at least the general direction may be. [Medium]

Anatomy - With an expertise in knowledge of the humanoid body, the warrior knows just where to hit that shall put out much more pain than a regular strike. Weak points on the body, naturally unarmed places and easy places to hit armor are all examples of what may be included in the knowledge. [Strong]

Specials:

Strategic slash - By slashing at something important, the warrior does small damage to the opponent. The critical damage comes from the incidental bleeding that comes afterwards. [2x per battle, Weak]

Lunge - The damage and effectiveness of this attack is solely based upon the sheer strength ratio compared to the opponent. [3x per battle, Weak]

Battle cry - By letting out a large scream of rage during battle, the user can invigorate their body and perpare themselves for battle. After yelling out, the body is set into an adrenaline rush, augmenting their natural abilities to a slight degree. The warrior is stronger, faster, and is able to react more quickly to dangerous situations. This effect lasts for 2 posts, but after succession or after finishing, the user will feel physically drained the next following post. [ 2x per battle, Strong]

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PostPosted: Thu Jul 12, 2007 6:35 pm 
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Arcane mind: Azgard's mind was altered by arcane magic long ago, making him much smarter than the average human. He can decipher information coming from the field at high speeds and can react accordingly. It is also harder to fool him with conventional methods.[medium]

Strength of the earth: Being an earth mage by nature, Azgard's is stronger than most mages, equaling a human rogue. [weak]

Hey, Wait, What, Huh?
- Deathjet


I used the ones I made for your mage. :)


Endurance: Due to his tough training and having lived in the wilds for a long time. Farlong is blessed with amazing endurance that allows him to fight for longer than most before growing tired. [weak]

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Last edited by Yozshand on Fri Jul 13, 2007 4:52 pm, edited 1 time in total.

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PostPosted: Fri Jul 13, 2007 1:47 pm 
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This one's a serious attempt:
Bloody Strike (Strong - Critical Strike) - [Name] has memorized the location of every major blood vessel in the body and most minor ones. When he lands a hit with his dagger, he makes slight adjustments on contact to sever as many as possible. This makes the dagger draw more blood than a weapon of its size should. (Unapproved)

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PostPosted: Mon Aug 13, 2007 6:23 am 
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Ranger

Urushiol Shot (Intox/Strong)
By refining the chemical urushiol from several different plants, Ranger Brad has developed a highly concentrated liquid form of it. This liquid is contained in small, fragile bulbs attached to the ends of two arrows. When a bulb comes in contact with a solid object, it will shatter and splash the area in with the liquid urushiol. This liquid causes any skin cells that it touches to be rejected by the victims body. This causes a severe rash to be formed. This rash is extremely itchy. But due to the high concentration of the urushiol, the rash only lasts for three posts. The liquid is still potent for up to two posts if left on non-organic items.

(Based on the actual chemical from poison ivy that makes you break out into a rash)

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PostPosted: Mon Aug 20, 2007 2:53 am 
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Too far gone

Frak's mind was broken long ago by an evil sorcerer who had held and tortured him. Because of this, Frak has lost all sense of self, and will attack a person blindly without a second thought of his well being. The reason he has lost all sense of self however, is because he feels almost no pain. Perhaps a small twinge from a deep sword wound, or perhaps a spike of pain from a severed limb, but other than that, he feels nothing. The effects of the wound remain however.

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PostPosted: Thu Aug 30, 2007 10:46 pm 
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Are you going to post all the weapons form the weapon bank in here? if we are truly combining them.

WEPON IDEAS!!!!

Dwarven Smite (unapproved)

This is a massive weapon forged in the great forge of Mt Silvervane is one of the most treasured among the Dwarven race. The Dwarven smite is a combination of a Battleaxe and a war hammer. It his about one and a half times the weight of ether weapon. Instead of having a double axe or hammer head this weapon has one of each. This weapon is extremely heavy and hard hitting. It can cause massive Slashing or Blunt damage.

Twin Hackers (unapproved)

This pair of small battle axes was also forged in Mt Silvervane after the creation of the Dwarven Smite. These axes however are made light fast and with a extreme sharpness. Both axes are made to be used at the same time and so they are slightly curved handgrips to compensate for a left and right hand. This gives an unrivaled grip for an axes as long as they are held in the right hand. Both axes are similar to Hatchets only full metal handles and much sharper and deadlier.

Throwing Hammers x5 (unapproved)
Similar to a throwing axe only with heavy blunt damage. And I don?t mean some little nock in the nail hammer I mean hammer almost the size of a small war hammer only better balanced to fly.

Small Siege CrossBow (unapproved)

This weapon originally made to be mounted on a cart as a small siege weapon. This can be used by strong classes as a weapon. Mostly by orcs and the occasional dwarf. This crossbow is about a meter long and foot wide. This is extremely heavy and difficult to use. It takes along time to reload. The ammo fired are about a meter long Steel bold capable of piercing most amour and has been known to go straight through a mans body. The ammo is heavy so you can only carry 3 on the back.

Note: a character may have to learn some sort of strength skill to wield this. Also this may have to cost more than 15 nearer 25 is should think
(got the idea from Terry Pratchet novel)

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PostPosted: Fri Sep 21, 2007 12:09 pm 
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Weapons aren't allowed to have abilities, unless they are PQ won items, tourney items, or have an appropriate skill linked to them.

Salasan Venom - A dark brown liquid with the viscosity of tar or molasses. When introduced into the bloodstream, it produces antigens that destroy muscle tissue around the entry point. This degeneration is rapid, and may appear throughout the body. The resulting splotches caused by this venom are simply neutralized skin and muscle. They appear in random places near the wound, and are very painful. The downside to this poison is that the wounds scab over fairly quickly, and don?t bleed much
[Strong]
[Ranger Intox Skill = Medium]


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PostPosted: Mon Oct 29, 2007 12:21 pm 
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PREPARE FOR THE FUTURE YOU WILL SEE SOME OF THESE ON MY MARTIAL ARTIST AS HE GROWS.... though some will may only be possible if he upgrades...
Oh and all of these will have the following catalyst attacked just incase they are too strong.

CATALYST
2nd Ki Mastery: Josh has increased his skill with the Ki arts even further... with this catalyst Josh had learned how to make his Ki mimick the elements, making them stronger and opening a whole new area of Ki attacks.

WEAK SPECIALS
Battle Art no 2: Light Globe (Light)
Hands are clapped together then slowly pulled apart as Light Ki is concentrated in the area creating a small sphere of light. This sphere is used to illuminate a dark area and will float in the air for 3 posts before vanishing. (3x lasts, 3 posts) (weak)

Battle Art no 3: Force Punch (non elemental)
Body Ki is concentrated at the shoulder of the attacking arm. When this arm strikes something the Ki is sent as a pulse down the arm and hits the struck object. Has enough pushing force to knock opponent back, the distance depending on the size of opponent, (e.g. Orc would only go a few metres, a human would 5, a halfling would be knocked flying.) This push doesn?t really increase damage unless an opponent is knock into something. Momentarily weakens the user. (3uses) (weak)

Battle Art 4: Fiery punch.
Fire Ki is concentrated in the hand making it hot. Then this Fire Ki is fueled by adding a small amount of Wind Ki to the same hand. This causes the hand to burst into flames, although the hand itself is protects by a layer of Water Ki. This Fire only lasts long enough for a single attack but adds burning to the blow and increases damage a little. (3uses) (weak)

Battle Art 12: Speed Pulse
Lightning Ki is sent into the muscles in the legs which control a persons speed and releases the inhibition for a few seconds. Because of this sudden lose of inhibition the User is able to perform what is known as a flash step. Their movement is increased so much that they appear to simply vanish and reappear somewhere nearby. Only movement speed is affected so there are no super fast slashes and this ability can?t be used to simply appear behind opponent and stab them in back. Used only for it?s maneuverability. (1 use per page)

Battle Art 14: Sense Enhancement:

Ki is sent to the ears, nose or eyes which greatly enhances their ability. Ears makes your hearing better than a dogs, nose does the same for smell. And enhancing the eyes would give you night vision and make you able to see and comprehend every detail in front of you. These enhancements have drawbacks because when something huge happens to you, which would affects the chosen sense, then it hurts and damages. (e.g. loud noise hurts ears. Really bad smell is a nightmare for nose and a bright flash would blind sight enhancer.)
(3 uses) (lasts 3-4 posts or until switched off which ever comes first)

Battle Art 20: Stun Bolt
A small amount of Lightning Ki is concentrated in the index and middle finger of one hand. Both fingers are used to point at a target. The fingers flash white then a moment later a small bolt of electricity is fired from the fingers at the target. It has lightning speed though the flash of light is a good warning that the user is about to do something. No damage other than a small shock but the electrical shock causes disorientation for 1 post.
(3 uses)

Battle Art 25: Fiery Strike
Fire Ki is Sent into the weapon causing all striking or slashing surfaces to burst into flames for a single attack. (3uses)(Adds Burning) (weak)

Battle Art 26: Stone Strike
Earth Ki is sent into the weapon a weapon causing it to take on the properties of very hard stone for a single attack. Sharpness goes down but bludgeon damage goes way up making it any weapon effective against the undead. Weapons heavier so it hits harder.
(3uses)(Adds exchanges cutting damage for bludgeon damge)(Effective against undead)(weak-med)

Battle Art 28: Ice Strike
Water Ki is sent into the weapon causing all striking or cutting surfaces to become super cool without lowering the weapons strength. If the weapon comes into contact with an opponents skin the immediate area around that point becomes numb and slow moving. (eg. Hits the hand the hand becomes numb) This lasts for 2 posts. The super cooling on the weapon lasts for one attack.
(2uses) (useless on undead) (weak-med)

Battle Art 29: Wind Strike
Wind Ki is sent into the weapon causing a small whirlwind to appear around the blade. When the weapon is swung a projection of hard wind emanates from the tip causing the slash to project for another 2m. This force is blunt damage but is good for use against people who like to leap backwards from your attack. (2uses) (med-strong)

Battle Art 30; Lightning strike
Lightning Ki is sent into the weapon causing sparks of energy to jump all over the surface. Anything that is hit has this energy discharged into it, causing numbness for two posts, this differs from Ice strike as it doesn?t actually have to hit the skin to be effective, if the opponent struck has something conductive which is hit, the energy jumps into the body through it. (one slash per use) (2 uses)

MEDIUM SPECIALS

Battle Art 50: Fire Bolt
Arm is pointed at target the hand open, palm pointed at target. Fire Ki is concentrated into the hand and fueled by wind Ki, only this time it is added differently. Instead of just sending it into the hand it is concentrated at the shoulder of the shooting arm. This stored Ki is sent down through the arm as a fast pulse of energy which forces the hand to burst into the flames but at the same time the speed of the pulse causes the fire to fly out of the arm as a tear drop shaped bolt of fire. This bolt is as wide as the hand which fired it, moves fast and hits with slightly less force than a punch but burns. (3 uses) (medium)

Battle Art 51: Ice Javelin
Both water and wind Ki is sent into the hand and creates a small super cool ball of swirling energy on the palm which draws the water particles out of the air freezing them in the palm spreading them out to form the shape of a 5-6 foot javelin. This Ice Javelin can be thrown straight away, or held for a maximum of 3 posts before it is thrown. If it is used to block a weapon or attack the javelin shatters. Time taken to for the javelin to form depends on the environment. (e.g. really fast in rain or fog, really slow in the desert during the day (2posts)
(constant energy is needed to hold the ice?s form so the user will tire if the javelin is held for more than the initial post. (3uses) (medium)

Battle Art 52: Weapon Extension
Hand is placed on the flat of the blade then moved up the blade, as it leaves the tip of the weapon, the weapon is extended by a force of Ki which glows white. This extension lasts 3 posts. Daggers gain 3 inches, Small swords gain 6 inches, med swords gain a foot and two-handers gain 2 feet. Weapon weight is unaffected. (2 uses) (lasts 3 posts) (med-strong)

Battle Art 53: Gale Force Breath
User sucks in a deep breath while charging the lungs with wind Ki. When the breath is expelled it is nothing like the small breath that was taken in. Instead the breath is released at gale force speeds. At 15m it is felt as a strong wind, at 10m it?s stop most or at least slow most projectiles. At 5m it would knock the opponent backwards. Point blank would knock opponent flying. (2-3uses) (medium)

Battle Art 54: Rock Fist
Earth Ki is sent into the fist followed by water Ki then hardened with Fire Ki, this combination of opposing forces turns the fist into a stone harder than diamond for a brief period of time. This greatly increases melee damage. (2uses, lasts 3 posts. Hand is frozen) (medium)

Battle Art 55: Wyvern/Dragon Breath
Deep breath is inhaled and held for a moment, in that amount of time the lungs are charged with Earth and Wind Ki which turns it into a highly flammable gas. This is exhaled with force into a flame of some sort near the mouth creating small flamethrower with a range of 8m. If the user sacrifices the use of the battle art gale force breath the range is increased to 15-18m. (3uses) (medium)

Battle Art 56: Force Slash
Wind Ki sent into the held weapon and concentrated at the tip of the weapon. When the weapon is slashed or swung a blue crescent moon shaped arc of blue energy is released from the tip. This travels at high speed and does high blunt damage. Arc is about a metre wide. (2uses) (medium)

Battle Art 57: 1st Binding Art: Shadow Bind Strike
Sends Ki into part of the blade which would strike the target. This only lasts for a simple attack but if the weapon strikes a limb then the shadows in the weapon are released and bind the limb for 2 posts. This Can be released in one of two ways, High pain is inflicted to the area after the binding, which disrupts the Ki freeing them. (e.g. they stab themselves in the arm) the other way is if they are a really strong character like and orc or a human with a super strength skill, in which case the movement is slowed not prevented totally.
(2 uses) (medium-strong)

Battle Art 58: Water Spout
Water Ki is used to drawn water up out of the ground in a great spout of water at the users feet, which launches them into the air (about 3-10m) in the direction he chooses. This also has a second use; if he is falling from a high spot a spout can be used to soften his fall. (3 uses) (Medium)

Battle Art 59: Water BoltThis is the water version of Fire Bolt. Arm is pointed at opponent the hand open palm pointed at the target. Water Ki is concentrated at the hand which glows blue for an instant before a pulse of Wind Ki is sent from the Shoulder launching a Teardrop shaped bolt of water at the target. Like fire bolt the bolt is as wide as the hand. It travels fast and hits with a fair amount of blunt force and drenches whatever it hits, which increases electrical damage on opponent if they are wet.
(3 uses) (medium or strong)

Battle Art 60: White cutting Blade
Light Ki is sent into the blade of a weapon causing it to glow, however there is more to it than that. The light enhances the cutting power of the weapon 5fold so that for a single slice it is capable of cutting through stone. (causes 1 post energy drain) (2uses)

Battle Art 61: Bolt Lightning
Lightning Ki is concentrated in the index and middle finger of one hand. Both fingers are used to pointed at a target the fingers flash white then a moment later the Ki reacts with the atmosphere and a small bolt of lightning is fired from the fingers at the target. Lightning speed though the white flash will probably warn the opponent that something is happening. Medium damage on normal opponent. Really high damage on a wet or metal covered opponent. Has burn effect as well as causes disorientation to opponent. (2-3uses) (minor energy drain effect) (med-strong)

Battle Art 63: Earth Bolt
Earth version of Fire Bolt. Arm is pointed at opponent the hand open palm pointed at target. Earth Ki is concentrated at the hand which glows green briefly before a pulse of wind Ki launches it at target at High speed. As it leaves the hand it becomes as hard as stone. Teardrop shape, hand width wide. Blunt damage. (2-3uses) (it?s like getting a fast moving large rock hitting you.) (med-strong)

Battle Art 64: Shatter Bolt
Similar to Water Cannon (17th Art) Arm is pointed at target the hand open, palm pointing at the target. Water Ki is concentrated at the hand and super cooled with wind Ki. The Hand Glows white for an instant before a hard pulse of Wind Ki is fired down the arm, which hurls the Ki in the hand at the target. As it leaves the hand the Ki takes on the form of a teardrop shaped chunk of Ice. It?s about a hands width wide and when it comes within a metre of the target it explodes sending razor shards of ice in all directions for 4m. These shards cut clothing and bare skin but nowhere that is armed. If the caster is within the 4m blast radius they are hit as well. (2uses) (med-strong)

Battle Art 65: Ki Shield
Josh raises one hand or both as if to stop something and releases a quick burst of Ki from his hand forming a solid shield of Ki in front of his hands. This shield varies in strength depending on how much time he has to prepare it but it only lasts a few moments long enough to stop blow or two or stop a flying object. (2uses) (med)

STRONG SPECIALS

Battle Art 100: Stone Wall
Earth Ki is sent into a leg which is stomped into the ground. The Ki is sent into the ground and forces a wall of stone to rise up out of the ground in front of the user. This can stops all but the most powerful attacks but the wall crumbles at the end of the post. (1-2uses) (strong-powerful)

Battle Art 101: Crescent Slash

Similar to Force slash. Must know the 11th Art to use. Wind Ki is sent into the held bladed weapon and concentrated at the tip of the blade. When the weapon is slashed a crescent moon shaped arc of White energy is released from the tip. This travels at a high speed and if a part of the arc hits the ground it is more than capable of tearing the ground up as it travels. It has the same cutting potential as the weapon used then plus some. (2uses) (similar to Jaedin?s arc slash only this one cuts instead of explodes) (strong)

Battle Art 102: Ki Pulse
Josh is faster than most? but even he can?t dodge everything so he has learnt to keep a store of Ki under high pressure held in his body behind his sternum ready for release. At any moment Josh can unleash this Ki and it spreads out to the shape it originally was before it was compressed. This shape is a 4m sphere around Josh, however this Ki goes from a full compression of 2cm sphere in his sternum to a full sphere in a fraction of a second, even the ground below him is pushed in so that the dome can form. Unfortunately for those around him anything within 4m of him is sent flying by the uncompressing of the Ki. Another Sphere can be released after the first but it takes 4 posts for the Ki to recompress (2use) (strong)



There are a few more strong ones and even a few powerful... but if I ever get a powerful I'll surprise you with it...

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PostPosted: Mon Oct 29, 2007 1:52 pm 
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Be prepared to see the shadowcaster class reborn in Zane someday.

Shade's Training: By the training that Zane has taken from his master and friend, Zane has studied the way the shadow weive works. This allows him to know alot more about the shadows than he used to. (Shadowcasting Catalyst)

Shadow Barrage: By drawing shadow magic in near his body as he moves, Zane can then spin atleast 180 to unleash all of the shadow magic. The barrage looks like 3 black orbs, they fly away from him as if he had thrown them, and they do blunt damage as if they were maces. (Strong) (2x per battle)

Shadow Control: By focusing on a shadow near him, Zane lifts the shadow off the ground and throws it as a distraction towards his foe. The shadow acts like a misty light distorting barrier, that prevents the light from getting inside it. (3x per battle, stays on the field for two posts) (Weak)

Of course, I would also use the sage spells :)

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PostPosted: Mon Mar 24, 2008 2:29 am 
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Lonherein: A bow of ancient elven make. This bow is constructed of what was known long ago as 'Mika', which was said to be the best bow making wood in the world, however it has long since disappeared. This bow is constructed in the recurve double bow fashion, giving it incredible force behind its arrows, enough to sunder chainmail easily. The strength required to draw this bow is quite high however, making it hard to keep it drawn for extended periods of time. The yield however is more than worth the strength required. It is said that the string of this bow is made of the sinew of an ancient red dragon, and radiates a hardly perceptible red light. This string is said to be unbreakable. [22 gold]

Spiren Arrows(The arrows in the bow): Spiren Arrows: The heads of these arrows are forged in an enlongated diamond shape. They have been designed for use with the Lonherein, furthering strengthening its already natural capability. Penetration. These arrow heads are thin, broadening to about half an inch at their widest point. By focusing all of the energy on the thin tip they are able to force their way through many armors with ease. Even stout wooden shields may have troubles stopping these.

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 Post subject: Re: The Weapons and Skill Bank
PostPosted: Wed Aug 12, 2009 11:36 pm 
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Can't wait for MWO
Can't wait for MWO
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Joined: Mon Jul 03, 2006 8:15 pm
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you, sir, are awesome.

Below are a few WEAK specials built on the natural strengths of each class. You shouldn't have too many problems using them as they are now, if you so desire.

Crush: It's always a good option; the usefulness of a heavy weapon is apparent when it's used to smash the opposition. Bob (the berserker or fighter) can swing his Viking Axe with more power behind it than normal, offering more damage and more difficulty when trying to defend the blow. [weak, 2x per battle]

Dirt Fling: Honor is important, yes... but survival is more so. Bob (the samurai) can swing his sword in an upwards slash and, scrapping it on the ground, he can shower his opponent with sparks or dirt (whatever applies to the terrain). The true 'power' behind this is that the slash follows through. [weak, 2x per battle]

Glancing Stab: It's important to keep the enemy on their toes. This technique is what Bob (the duelist) uses for such a task. Although this attack lacks power (a quick, weak stab then a retreat), the speed in which it can be done sometimes catches an opponent off guard. It is typically not meant to hit, more or less to be used to regain a 'duelist' edge. [weak, 2x per battle]

Curve Ball: Bob (the ranger) has acquired the ability to slightly 'bend' his shots with a bow. When shot, this specific technique causes the arrow's path to curve inward or outward. This causes more difficulty in dodging than normal. [weak, 2x per battle]

Thief's Leap: Although it's not a conventional attack, Bob (the rogue) can temporarily remove himself from the 2-D world... that is... he can jump. This typically involves vaulting over the enemy or using a wall as leverage to escape. Let's be creative! [weak, 1x per battle]

Inhuming Throw: Killing the target is your number one priority; survival is your second. That is the creed of Bob (the assassin). Despite little training in the ranged arts, he has learned a technique that allows him to accurately throw a dagger. Of course, parting with one's weapon isn't always a great idea. The damage done is based on what is thrown: knives do much less, whereas daggers (curved or kris) do more. [weak, 2x per battle]

Burning: Playing with fire will get you burned. Upon Bob's (the mystic) application, this seal bursts into flames for one post, burning whatever it was attached to. [weak, 2x per battle]

Ghost Meteor: In moments of trouble, Bob (the spiritualist) can order his strength spirit to perform a self-destructive attack upon his enemies. The spirit moves forward at a high speed and attempts to slam itself into the opponent. It does only minor amount of damage, but it leaves the opponent dazed afterward. This is effective in giving Bob a breather but, it instantly 'destroys' the spirit, even if he is possessed by it. [weak, 1x per battle]

Coyote: Canis latrans Bob (the shapeshifter) transforms into a common coyote. These canine creatures are quite fast in combat... but aren't meant for direct combat. They can claw and bite and can be considered decently ferocious if attacked... just hope their speed and agility can keep them out of harm's way. It lasts 3 posts. [Weak]

Ghost Edit:

Double, my bad... but more ideas. =D

Samsara, the Eternal Circle:
This strange, two-piece throwing weapon once stood as a symbol of power for a great kingdom. While they have long since vanished from this world, many of their treasures and relics remain. Literally, the name Samsara and shape of the object stands as a signet to the cycle of life, death, and rebirth. It is a flat, metal throwing disk with a sharpened outer edge and a curved handle that crosses the inner perimeter. It is about 1 foot in diameter and made from a mixture of silver and steel. While simple in design, the true magic behind this chakram is the fact that the handle is secretly a locking mechanism holding two, different parts together. When the lock is released, the circle becomes two, bladed fist-based weapons (or daggers, depending on use). Afterwhich, if the owner decides to make it whole again, he may by simply sliding them back together. While complete, the weapon can be thrown similarly as one would throw a frisbee.

Magic Shield:
A lightweight device strapped to one's wrist wrist taking the shape of a large, silver bracelet. With the flick of a switch, he may have it 'fan' out to a small, circular shield. It is used to block against ranged weapons and attacks of a magical nature. As it is not very strong, it may break after use.


Grrrr.
YOu know better than to double post.
- Deathjet


[You're absolutely right.] -- OSO


Another custom item:

Aegis:
A cloak interwoven with threads of both silk and cloth. It is a wonderful creation: the cloth keeps the wearer warm in the wintertime whereas the silk helps them stay cool during the summer. More of note, however, is the cloaks protective ability. It's uniquely created style and thick build makes it as strong as leather in terms of protection. However, it is very bulky and burdens the wearer with quite a bit of additional weight. Wearing this restricts movement and reaction speed by a moderate degree.


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 Post subject: Re: The Weapons and Skill Bank
PostPosted: Fri Sep 25, 2009 9:04 pm 
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Initiated
Initiated

Joined: Fri Sep 25, 2009 7:49 pm
Posts: 20
For weapons, I didn't see any nets. They could be thrown or laid as a trap. They could be strong twine or even stronger. Maybe some could get sticky. I imagine they would be expensive, but maybe some people would like to use them.


Quote:
As the fighter cut through the net he got tangled in, the archer, who used the opportunity to sneak up behind him, shoots a poison arrow in his back.


Also, blow darts. A weak, cheap short distance ranged weapon. Silent though. And the darts could be poisoned.

For a strong counter-attack (Duelist), he could parry the attack and with special nearly invisible strings, move his hand for the counter. 1/2 second later, the weapon follows. Due do the strings it still has the full force of the parry and the full force of the counter attack. Which would be a surprise.

For a strong flourish (Samurai), he could start a forward attack and, with extra speed, circle behind him and finish the attack (although a bit weaker due to the lost start) behind his opponent's back.


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 Post subject: Re: The Weapons and Skill Bank
PostPosted: Sun Oct 18, 2009 12:22 am 
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What's parapet for?
What's parapet for?
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Location: I come from a land down under :P I'm an Aussie too!
Epic flourish (for lack of a better name) [Strong]
(Name) runs and leaps into his opponent, feinting a powerful overhead slash. However, he then pushes off his opponents shield (or whatever his opponent is using to block) with the hand that was carrying the weapon that was performing the overhead slash. He then pushes off with said hand while bringing his opposite leg onto his opponents body and using that to push off as well. He then grips his weapon with two hands, with the blade aimed for his opponents throat, somersaults over his opponents head and then, just in case that didn't kill them, turns around, facing his opponents unprotected back.
(N.B. I'm planning on using this special on my character when I get a strong.)

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