Xixas Averall - Forged Armaments
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Xixas Averall - Forged Armaments
Ability Name - Core Sight
Effect - The eyes of an ageless vagabond, saturated in the heart of a planet for a thousand years. The user's eyes passively see the working of magic even when it forms behind walls, or within a being. The glance is capable of discerning the type of magic being molded, but not the result of its crafting. This gives the user a resistance to visual afflictions of a magical state as well as the ability to analyze the core workings of anything magical with absolute insight, able to pierce the veil of deceit or magical redirection to find the truth. The innate design, function, and form will become clear with this activation.
Limitations - Passively active, although the absolute scan is once per topic.
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Ability Name - Arsenal of a Rogue
Effect - The user is able to carry various weapons into battle, the amount depending on the size and portability of those wielded. Each weapon is forged in the Fyre of the Seventh plane, granting them primary and/or secondary effects based on Omega and Alpha Fyre.
Scimitar - A three foot sword with a slight curve. The scimitar's blade splits magic, blasting the flanks it cuts to either side. Once per post, the user may slash the weapon to fire a silver projectile carrying the same effect. The projectile takes the form of a solid, glimmering strip two feet in length. Flies at high speed and deals physical damage equal to the user's arcane stat. Using the projectile extends the cool down by one post.
Axe - A hand axe with a vertical, rectangle blade. When the axe is swung and lands onto a physical surface, either material or magical, it leaves a glowing mark in the form of cracks. The post after that of reception, the mark detonates with a blast equal to the user's arcane stat. The blast disperses magic. If the user hits the same mark with the axe, the mark doubles in power but is postponed to the next post after opponent's reception.
Dagger - A jagged, dual-sided dagger with a stiletto tip-- the weapon only a foot long. Can be split to dual wield or remain one weapon. The bladed sides sever magic and negate the magic they touch. If the stiletto tip pierces anything magical, it begins the rapidly drain the magic into the weapon, granting the next attack that lands double damage based on strength. If the weapon is split, it loses the drain capability. Splitting the dagger while it has charge creates a pressure blast ten feet in diameter that repels anything physical and magical. Also affects the user. Blast is equal to arcane.
Crossbow - Two hand crossbows on the user's arms. They can each be fired once per post and reload automatically at the end of the post. The silver bolts last for two posts after they land and can be activated to converge on the most recent bolt fired (of the user's choice if multiple are fired) with the same speed and power.
War Gloves - The user can willfully enact layers of steel on their arms and hands, creating two gloves over the hands that stretch to the user's elbows. They have a full rank in defense and magic resistance. The gloves, when active, can physically grab energy based magic and reduce the pressure taken when attempting to catch/grab it. Momentum for physical attacks is cut in half. If the gloves are hit with an attack that overpowers their defense, they shatter but ensure a defense against the attack regardless of rank.
Great sword - A two-handed great sword with a length of four feet. The sword is capable of slicing magic and blasting it to either side. When the sword is swept, once every other post, the user can send a wave of visual pressure, ten feet in width and five feet in height, which blasts away magic and weak physical constructs with a pressure level equal to the user's strength plus a full rank in arcane. Once per every other post, the user can stab forward with the blade and fire a ray of silver energy that travels seventy feet. The beam is virtually instant and can pierce magic as well as cause extra damage to shields/barriers (Piercing property). However, it requires the user to take a specific stance with the weapon held up across the upper torso. The sword glows white upon use. Using one skill puts the other on cool down + one post.
Buckler - The user can equip their arms and legs with V-shaped bucklers about a foot in size, attached to the forearms and shins. The bucklers can only take one hit before shattering, but will defend against any attack that hits it, physical or magical. It reforms three posts after the breakage. Breaking all four before regeneration causes the bucklers to cease reformation. The momentum of the attack that shatters the buckler is halted.
Sash - A sash worn around the user's waist or neck. It passively grants the user resistance to bodily afflictions such as poisons and curses, reducing their effects by half. The scarf can be imbued with Fyre, causing it to grow and extend in length, and wrap around the user. The sash seems to meld into their garbs, completely covering the body in wrappings, then protruding several thin strips of cloth from their body. A total of seven ribbons of phantom light emit outward from various joints on the body, each fifteen feet in length. They extend outward, fluttering in a wind that doesn't exist. The sashes glow silver and oaken, but are phantom to the touch and translucent. When activated, the user becomes a rogue in truth, abandoning their recognizable identity as they skulk the field. Those who lay eyes on the user are given a mental affliction that causes a lack of ability to recognize the user and knowledge of their attacks is scattered. If the user is seen before activation, their name and identity remain revealed, but their abilities are unable to be discerned. Lasts five posts and cannot be activated again that topic.
Staff - A rod one foot in length capable of extending to five feet, and back to one foot. Passively exists at three feet. Can change length once per post. When activated, the user can place the lance onto a surface and instantly generate a field of Fyre. This field is five times the current size of the weapon and cancels any activate magic within the field, as well as repelling weaker projectiles. The field lasts until the staff is removed. If the field only partially covers a magical entity, it reduces its effectiveness by half.
Limitations - within descriptions
Encumbrance limitations
Scimitar - 1
Axe - 1
Dagger - .5
Crossbow - .5
War Gloves - .5
Great Sword - 2
Buckler - 1
Sash - .5
Staff - 1
The user is capable of carrying an item load of five
-
Ability Name - King of Boundaries
Effect - The user is capable of stepping onto air, water or pure energy/magic once per post. This is usable from their hands and feet. The user can, twice per every other post, change the direction in which gravity affects them. This allows them to fall in a direction other than down while granting kinetic movement similar to normal gravity. If the user is moving in one direction and begins changing their gravity to another, they will slow for a moment before the gravity resumes. This effect can be granted to an entity touched by the user's hands.
Limitations - The change in gravity last for two posts for the user. For outside entities, it lasts only for the remainder of the post used.
-
Initial Release - Proof of Existence (Ghost of Steppes)
Effect - The user is capable of utilizing all weapons in Arsenal of a Rogue, the weapons appearing in and vanishing from their hands at will. The user may also reforge any broken or non-usuable weaponry once a post. As a final action, the user is capable of breaking down weapons up to 3 points of weight load to forge the Relic Scythe. The Relic Scythe takes the form of a steel staff four feet in length. When channeled with Fyre, a curved blade emits from one side. The blade is capable of slicing, negating, and blasting away magic it cuts. It also phases through non-magical/physical entities with a phantom touch, while severing organic material without any resistance.
Limitations - Lasts five posts, cannot be used again that topic. Whatever weapons are used to forge the scythe can be replaced with those in storage after the ability ends. The scythe crumbles away after the ability ends. Cannot reforge weapons used to craft the Relic Scythe. Cool downs for all weapons function as normal and continue to count down even when dismissed.
Effect - The eyes of an ageless vagabond, saturated in the heart of a planet for a thousand years. The user's eyes passively see the working of magic even when it forms behind walls, or within a being. The glance is capable of discerning the type of magic being molded, but not the result of its crafting. This gives the user a resistance to visual afflictions of a magical state as well as the ability to analyze the core workings of anything magical with absolute insight, able to pierce the veil of deceit or magical redirection to find the truth. The innate design, function, and form will become clear with this activation.
Limitations - Passively active, although the absolute scan is once per topic.
-
Ability Name - Arsenal of a Rogue
Effect - The user is able to carry various weapons into battle, the amount depending on the size and portability of those wielded. Each weapon is forged in the Fyre of the Seventh plane, granting them primary and/or secondary effects based on Omega and Alpha Fyre.
Scimitar - A three foot sword with a slight curve. The scimitar's blade splits magic, blasting the flanks it cuts to either side. Once per post, the user may slash the weapon to fire a silver projectile carrying the same effect. The projectile takes the form of a solid, glimmering strip two feet in length. Flies at high speed and deals physical damage equal to the user's arcane stat. Using the projectile extends the cool down by one post.
Axe - A hand axe with a vertical, rectangle blade. When the axe is swung and lands onto a physical surface, either material or magical, it leaves a glowing mark in the form of cracks. The post after that of reception, the mark detonates with a blast equal to the user's arcane stat. The blast disperses magic. If the user hits the same mark with the axe, the mark doubles in power but is postponed to the next post after opponent's reception.
Dagger - A jagged, dual-sided dagger with a stiletto tip-- the weapon only a foot long. Can be split to dual wield or remain one weapon. The bladed sides sever magic and negate the magic they touch. If the stiletto tip pierces anything magical, it begins the rapidly drain the magic into the weapon, granting the next attack that lands double damage based on strength. If the weapon is split, it loses the drain capability. Splitting the dagger while it has charge creates a pressure blast ten feet in diameter that repels anything physical and magical. Also affects the user. Blast is equal to arcane.
Crossbow - Two hand crossbows on the user's arms. They can each be fired once per post and reload automatically at the end of the post. The silver bolts last for two posts after they land and can be activated to converge on the most recent bolt fired (of the user's choice if multiple are fired) with the same speed and power.
War Gloves - The user can willfully enact layers of steel on their arms and hands, creating two gloves over the hands that stretch to the user's elbows. They have a full rank in defense and magic resistance. The gloves, when active, can physically grab energy based magic and reduce the pressure taken when attempting to catch/grab it. Momentum for physical attacks is cut in half. If the gloves are hit with an attack that overpowers their defense, they shatter but ensure a defense against the attack regardless of rank.
Great sword - A two-handed great sword with a length of four feet. The sword is capable of slicing magic and blasting it to either side. When the sword is swept, once every other post, the user can send a wave of visual pressure, ten feet in width and five feet in height, which blasts away magic and weak physical constructs with a pressure level equal to the user's strength plus a full rank in arcane. Once per every other post, the user can stab forward with the blade and fire a ray of silver energy that travels seventy feet. The beam is virtually instant and can pierce magic as well as cause extra damage to shields/barriers (Piercing property). However, it requires the user to take a specific stance with the weapon held up across the upper torso. The sword glows white upon use. Using one skill puts the other on cool down + one post.
Buckler - The user can equip their arms and legs with V-shaped bucklers about a foot in size, attached to the forearms and shins. The bucklers can only take one hit before shattering, but will defend against any attack that hits it, physical or magical. It reforms three posts after the breakage. Breaking all four before regeneration causes the bucklers to cease reformation. The momentum of the attack that shatters the buckler is halted.
Sash - A sash worn around the user's waist or neck. It passively grants the user resistance to bodily afflictions such as poisons and curses, reducing their effects by half. The scarf can be imbued with Fyre, causing it to grow and extend in length, and wrap around the user. The sash seems to meld into their garbs, completely covering the body in wrappings, then protruding several thin strips of cloth from their body. A total of seven ribbons of phantom light emit outward from various joints on the body, each fifteen feet in length. They extend outward, fluttering in a wind that doesn't exist. The sashes glow silver and oaken, but are phantom to the touch and translucent. When activated, the user becomes a rogue in truth, abandoning their recognizable identity as they skulk the field. Those who lay eyes on the user are given a mental affliction that causes a lack of ability to recognize the user and knowledge of their attacks is scattered. If the user is seen before activation, their name and identity remain revealed, but their abilities are unable to be discerned. Lasts five posts and cannot be activated again that topic.
Staff - A rod one foot in length capable of extending to five feet, and back to one foot. Passively exists at three feet. Can change length once per post. When activated, the user can place the lance onto a surface and instantly generate a field of Fyre. This field is five times the current size of the weapon and cancels any activate magic within the field, as well as repelling weaker projectiles. The field lasts until the staff is removed. If the field only partially covers a magical entity, it reduces its effectiveness by half.
Limitations - within descriptions
Encumbrance limitations
Scimitar - 1
Axe - 1
Dagger - .5
Crossbow - .5
War Gloves - .5
Great Sword - 2
Buckler - 1
Sash - .5
Staff - 1
The user is capable of carrying an item load of five
-
Ability Name - King of Boundaries
Effect - The user is capable of stepping onto air, water or pure energy/magic once per post. This is usable from their hands and feet. The user can, twice per every other post, change the direction in which gravity affects them. This allows them to fall in a direction other than down while granting kinetic movement similar to normal gravity. If the user is moving in one direction and begins changing their gravity to another, they will slow for a moment before the gravity resumes. This effect can be granted to an entity touched by the user's hands.
Limitations - The change in gravity last for two posts for the user. For outside entities, it lasts only for the remainder of the post used.
-
Initial Release - Proof of Existence (Ghost of Steppes)
Effect - The user is capable of utilizing all weapons in Arsenal of a Rogue, the weapons appearing in and vanishing from their hands at will. The user may also reforge any broken or non-usuable weaponry once a post. As a final action, the user is capable of breaking down weapons up to 3 points of weight load to forge the Relic Scythe. The Relic Scythe takes the form of a steel staff four feet in length. When channeled with Fyre, a curved blade emits from one side. The blade is capable of slicing, negating, and blasting away magic it cuts. It also phases through non-magical/physical entities with a phantom touch, while severing organic material without any resistance.
Limitations - Lasts five posts, cannot be used again that topic. Whatever weapons are used to forge the scythe can be replaced with those in storage after the ability ends. The scythe crumbles away after the ability ends. Cannot reforge weapons used to craft the Relic Scythe. Cool downs for all weapons function as normal and continue to count down even when dismissed.
Six- Admin
- Posts : 267
Join date : 2013-11-21
Location : Majesty
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