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    Nightken's armored clothing

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    Nightken
     
     

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    Character Name: Nightken Blackwing
    Primary Magic: Lightning
    Secondary Magic: Metal

    Nightken's armored clothing

    Post by Nightken on 24th November 2012, 5:31 pm

    Name: Armored Clothes
    Type: Armored Clothing
    Rank: Artifact
    Description: The clothes are made out of polarized titanium making it so they are extremely durable. The clothing consists of a pair of combat titanium toed boots, cargo styled pants, short sleeve shirt, a pair of cut-off combat gloves with titanium plate on back, and a duster.
    Abilities:
    Strengths They are fireproof, resist heat and cold easily, doesn't freeze easily, and it is ten times strong than steel so it can't be cut or pierced
    -Can't be eaten
    -Light wieght
    Weaknesses The force of the hit(s) is still transferred to the wearer
    -Does't handle rapid temperature changes well
    -After five hits from ice attacks to the same spot will freeze that spot on the clothes while frozen extremely brittle
    -Causes Nightken to attract positively charged electricity

    Technique:
    Name: Elettro Guard
    Type: Lightning
    Rank: S
    Description: This ability of the armored clothing siphons off ten percent of every lightning spell used by the wearer to cause the clothing to become electrically charged making enemies hesitant to get into close combat. When someone aside from the wearer touches the clothing while it has an electric charge all of the gathered electricity instantly goes to the point of contact shocking the person who touched it for A-rank damage plus the percentage gathered on the armor along with knocking them back up to a max of eighty feet.
    Knock back range:
    10%-40%=10 feet
    50%-90%=40 feet
    100%-200%=80 feet
    Strengths: -Makes enemies hesitant to physically touch the wearer
    -Shock damage depends on the amount of electricity gathered(S+ percentage gathered)
    -Repels negatively charged lightning
    Weaknesses: ten percent of every lightning spell is siphoned off and clings to the clothes
    -Doesn't siphon off ten percent from Overdrive
    -Slightly weakens lightning spells used
    -Causes Nightken to attract positively charged electricity
    Cooldown: 3 posts after electricity is used up
    Duration: Until something or someone comes into contact with the clothing(excluding the wearer)(1 post)

    Name: Overdrive
    Type: Lightning,Buff
    Rank: S
    Description: Every three posts the first lightning spell used after that time gets a fifty percent power boost, but if a lightning spell isn't used during that time this ability goes on cooldown. This periodic boost can only be used if Elettro Guard is at fifty percent or more.
    Strengths:-50% boost to first lightning spell in the post
    -Periodic boost
    -Can turn a sticky situation around
    Weaknesses: -Can only be used if Elettro Guard has 50% or more charge
    -If a spell isn't used during the boost time it goes on cooldown
    -Only boosts the damage of the next lightning spell not the actual rank of the spell
    -Can cause allies to suffer more damage from the boosted spell if they get in the way
    Cooldown: 3 posts Duration: Instant


    Last edited by Nightken on 28th April 2015, 7:26 pm; edited 11 times in total


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    Re: Nightken's armored clothing

    Post by Alleria on 5th December 2012, 3:43 pm

    Oh your a lightning mage?
    Ok both abilities should have cooldown and duration and seeing that the second ability is a buff it should be instant or 1 post.


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    Re: Nightken's armored clothing

    Post by Nightken on 5th December 2012, 3:52 pm

    bump


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    Re: Nightken's armored clothing

    Post by Alleria on 5th December 2012, 9:03 pm

    The first technique i dont get, Duration is until used?


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    Primary Magic: Lightning
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    Re: Nightken's armored clothing

    Post by Nightken on 6th December 2012, 10:40 am

    bump i'm not sure if this is good for the duration, if not i'll just put N/A


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    Re: Nightken's armored clothing

    Post by Alleria on 6th December 2012, 12:31 pm

    Oh ok, I get it now.
    Put a tag beside the duration. 1 Post
    Then its done ^_^


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    Character Name: Nightken Blackwing
    Primary Magic: Lightning
    Secondary Magic: Metal

    Re: Nightken's armored clothing

    Post by Nightken on 6th December 2012, 12:51 pm

    bump


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    Re: Nightken's armored clothing

    Post by Alleria on 6th December 2012, 1:06 pm

    Ok enjoy your tux.
    Approved.


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    Character Name: Nightken Blackwing
    Primary Magic: Lightning
    Secondary Magic: Metal

    Re: Nightken's armored clothing

    Post by Nightken on 5th January 2013, 2:32 pm

    bump


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    Re: Nightken's armored clothing

    Post by Rosetta Crawford on 8th January 2013, 2:03 pm

    Approved


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    Re: Nightken's armored clothing

    Post by Alye on 2nd March 2013, 12:24 pm

    Appppproved!


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    Character Name: Nightken Blackwing
    Primary Magic: Lightning
    Secondary Magic: Metal

    Re: Nightken's armored clothing

    Post by Nightken on 4th May 2014, 2:16 pm

    edited the rank of abilities


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    Re: Nightken's armored clothing

    Post by Grizzly on 5th May 2014, 4:38 pm

    S'ok. This is approved.


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    Re: Nightken's armored clothing

    Post by Chaotic Rumble on 4th January 2015, 12:46 pm

    Unlocked and moved upon request + for updates~


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    Re: Nightken's armored clothing

    Post by Nightken on 4th January 2015, 1:07 pm

    Did the updates


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    Re: Nightken's armored clothing

    Post by Yvonne on 27th January 2015, 6:10 am

    Firstly, list all the weaknesses and strengths. Your armor passives need 3 strengths and 4 weaknesses. Bump after that and I'll see what happens from there.


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    Character Name: Nightken Blackwing
    Primary Magic: Lightning
    Secondary Magic: Metal

    Re: Nightken's armored clothing

    Post by Nightken on 27th January 2015, 4:48 pm

    Bump


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    Re: Nightken's armored clothing

    Post by Yvonne on 28th January 2015, 6:05 am

    Okay...I need you to describe your first spell a little, alright? As of now, I'm not getting what exactly you are trying to do. Are you trying to shock your enemies if they touch you or are you trying to knock them back? And you take 10% from your spells to charge the armor for this, do you? Also, "-At bottom of each post in combat will put how much power the elettro guard is at. Max of two hundred percent" is not a weakness.

    For the second one, duration should be use of five spells and the rest of that is ok.


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    Secondary Magic: Metal

    Re: Nightken's armored clothing

    Post by Nightken on 28th January 2015, 4:08 pm

    bump


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    Re: Nightken's armored clothing

    Post by Yvonne on 29th January 2015, 12:05 am

    Approved!


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    Re: Nightken's armored clothing

    Post by Kihia on 28th April 2015, 6:05 pm

    Prechange:
    Nightken wrote:Name: Armored Clothes
    Type: Armored Clothing
    Rank: Legendary+
    Description: The clothes are made out of polarized titanium making it so they are extremely durable. The clothing consists of a pair of combat titanium toed boots, cargo styled pants, short sleeve shirt, a pair of cut-off combat gloves with titanium plate on back, and a duster.
    Abilities:
    Strengths They are fireproof, resist heat and cold easily, doesn't freeze easily, and it is ten times strong than steel so it can't be cut or pierced
    -Can't be eaten
    -Light wieght
    Weaknesses The force of the hit(s) is still transferred to the wearer
    -Does't handle rapid temperature changes well
    -After five hits from ice attacks to the same spot will freeze that spot on the clothes while frozen extremely brittle
    -Causes Nightken to attract positively charged electricity

    Technique:
    Name: Elettro Guard
    Type: Lightning
    Rank: A
    Description: This ability of the armored clothing siphons off ten percent of every lightning spell used by the wearer to cause the clothing to become electrically charged making enemies hesitant to get into close combat. When someone aside from the wearer touches the clothing while it has an electric charge all of the gathered electricity instantly goes to the point of contact shocking the person who touched it for A-rank damage plus the percentage gathered on the armor along with knocking them back up to a max of eighty feet.
    Knock back range:
    10%-40%=10 feet
    50%-90%=40 feet
    100%-200%=80 feet
    Strengths: -Makes enemies hesitant to physically touch the wearer
    -Shock damage depends on the amount of electricity gathered(A+ percentage gathered)
    -Repels negatively charged lightning
    Weaknesses: ten percent of every lightning spell is siphoned off and clings to the clothes
    -Doesn't siphon off ten percent from Overdrive
    -Slightly weakens lightning spells used
    -Causes Nightken to attract positively charged electricity
    Cooldown: 3 posts after electricity is used up
    Duration: Until something or someone comes into contact with the clothing(excluding the wearer)(1 post)

    Name: Overdrive
    Type: Lightning,Buff
    Rank: A
    Description: All the electricity that the Elettro Guard has gathered is transferred to the next lightning spell and amplify the power equal to the amount of power the Elettro Guard has.
    Strengths: Super charges next lightning spell cast
    -Allows the next lightning spell damage to be increased above one rank higher than the spell being used
    -Can turn a sticky situation around
    Weaknesses: -Can only be used if Elettro Guard has fifty percent or more
    -Once used the ability can't be used until four different lightning spells are used
    -Only boosts the damage of the next lightning spell not the actual rank of the spell
    -Can cause allies to suffer more damage from the boosted spell if they get in the way
    Cooldown: Five lightning spell uses. Duration: Instant


    ___________________________________________________________________

    EXP:350/1200



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    Ice Make: Knight:
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    Nightken
     
     

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    Age : 26
    Mentor : Izunagi Blackwing(Dead)
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    Character Sheet
    Character Name: Nightken Blackwing
    Primary Magic: Lightning
    Secondary Magic: Metal

    Re: Nightken's armored clothing

    Post by Nightken on 28th April 2015, 6:07 pm

    bump


    ___________________________________________________________________
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    Kihia
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    Lineage : Bloodline of the Frozen Armor
    Position : None
    Posts : 1525
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    Mentor : Iarok Kaloka (deceased)
    Experience : 337.5

    Character Sheet
    Character Name: Kihia Avoa
    Primary Magic: Ice Make Magic
    Secondary Magic: Crystal Make Magic

    Re: Nightken's armored clothing

    Post by Kihia on 28th April 2015, 7:34 pm

    Reppapproved


    ___________________________________________________________________

    EXP:350/1200



    Themes:

    Introduction/Plot point:


    Combat:


    Ice Make: Knight:

    Guest
    Guest

    Re: Nightken's armored clothing

    Post by Guest on 24th February 2017, 10:31 pm

    Granted permission to regrade this.
    Spoiler:
    Nightken wrote:Name: Armored Clothes
    Type: Armored Clothing
    Rank: Artifact
    Description: The clothes are made out of polarized titanium making it so they are extremely durable. The clothing consists of a pair of combat titanium toed boots, cargo styled pants, short sleeve shirt, a pair of cut-off combat gloves with titanium plate on back, and a duster.
    Abilities:
    Strengths They are fireproof, resist heat and cold easily, doesn't freeze easily, and it is ten times strong than steel so it can't be cut or pierced
    -Can't be eaten
    -Light wieght
    Weaknesses The force of the hit(s) is still transferred to the wearer
    -Does't handle rapid temperature changes well
    -After five hits from ice attacks to the same spot will freeze that spot on the clothes while frozen extremely brittle
    -Causes Nightken to attract positively charged electricity

    Technique:
    Name: Elettro Guard
    Type: Lightning
    Rank: S
    Description: This ability of the armored clothing siphons off ten percent of every lightning spell used by the wearer to cause the clothing to become electrically charged making enemies hesitant to get into close combat. When someone aside from the wearer touches the clothing while it has an electric charge all of the gathered electricity instantly goes to the point of contact shocking the person who touched it for A-rank damage plus the percentage gathered on the armor along with knocking them back up to a max of eighty feet.
    Knock back range:
    10%-40%=10 feet
    50%-90%=40 feet
    100%-200%=80 feet
    Strengths: -Makes enemies hesitant to physically touch the wearer
    -Shock damage depends on the amount of electricity gathered(S+ percentage gathered)
    -Repels negatively charged lightning
    Weaknesses: ten percent of every lightning spell is siphoned off and clings to the clothes
    -Doesn't siphon off ten percent from Overdrive
    -Slightly weakens lightning spells used
    -Causes Nightken to attract positively charged electricity
    Cooldown: 3 posts after electricity is used up
    Duration: Until something or someone comes into contact with the clothing(excluding the wearer)(1 post)

    Name: Overdrive
    Type: Lightning,Buff
    Rank: S
    Description: Every three posts the first lightning spell used after that time gets a fifty percent power boost, but if a lightning spell isn't used during that time this ability goes on cooldown. This periodic boost can only be used if Elettro Guard is at fifty percent or more.
    Strengths:-50% boost to first lightning spell in the post
    -Periodic boost
    -Can turn a sticky situation around
    Weaknesses: -Can only be used if Elettro Guard has 50% or more charge
    -If a spell isn't used during the boost time it goes on cooldown
    -Only boosts the damage of the next lightning spell not the actual rank of the spell
    -Can cause allies to suffer more damage from the boosted spell if they get in the way
    Cooldown: 3 posts Duration: Instant

    Guest
    Guest

    Re: Nightken's armored clothing

    Post by Guest on 25th February 2017, 10:08 am

    Requests can be found in this color.
    Nightken wrote:Name: Armored Clothes
    Type: Armored Clothing
    Rank: Artifact
    Description: The clothes are made out of polarized titanium making it so they are extremely durable. The clothing consists of a pair of combat titanium toed boots, cargo styled pants, short sleeve shirt, a pair of cut-off combat gloves with titanium plate on back, and a duster.
    Abilities:
    Strengths They are fireproof, resist heat and cold easily, doesn't freeze easily, and it is ten times strong than steel so it can't be cut or pierced I'm fine with this being a strength, but it must state it can't be cut or pierced through by physical attacks equal to or lower in rank to the wearer only.
    -Can't be eaten Metal Slayers can eat the titanium since they are Metal slayers. . . so, no it can't not be eaten.
    -Light wieght
    Weaknesses The force of the hit(s) is still transferred to the wearer
    -Does't handle rapid temperature changes well
    -After five hits from ice attacks to the same spot will freeze that spot on the clothes while frozen extremely brittle
    -Causes Nightken to attract positively charged electricity

    Technique:
    Name: Elettro Guard
    Type: Lightning
    Rank: S
    Description: This ability of the armored clothing siphons off ten percent of every lightning spell used by the wearer to cause the clothing to become electrically charged making enemies hesitant to get into close combat. When someone aside from the wearer touches the clothing while it has an electric charge all of the gathered electricity instantly goes to the point of contact shocking the person who touched it for A-rank damage plus the percentage gathered on the armor along with knocking them back up to a max of eighty feet.
    Knock back range:
    10%-40%=10 feet
    50%-90%=40 feet
    100%-200%=80 feet
    Strengths: -Makes enemies hesitant to physically touch the wearer
    -Shock damage depends on the amount of electricity gathered(S+ percentage gathered)
    -Repels negatively charged lightning
    Weaknesses: ten percent of every lightning spell is siphoned off and clings to the clothes
    -Doesn't siphon off ten percent from Overdrive
    -Slightly weakens lightning spells used
    -Causes Nightken to attract positively charged electricity
    Cooldown: 3 posts after electricity is used up
    Duration: Until something or someone comes into contact with the clothing(excluding the wearer)(1 post)
    Armor is not allowed to have offensive abilities. So, I'm going to have to outright deny this ability. Please change this to something that is defensive/supportive, as that is all armors can have.

    Name: Overdrive
    Type: Lightning,Buff
    Rank: S
    Description: Every three posts the first lightning spell used after that time gets a fifty percent power boost, but if a lightning spell isn't used during that time this ability goes on cooldown. This periodic boost can only be used if Elettro Guard is at fifty percent or more.
    Strengths:-50% boost to first lightning spell in the post
    -Periodic boost
    -Can turn a sticky situation around
    Weaknesses: -Can only be used if Elettro Guard has 50% or more charge
    -If a spell isn't used during the boost time it goes on cooldown
    -Only boosts the damage of the next lightning spell not the actual rank of the spell
    -Can cause allies to suffer more damage from the boosted spell if they get in the way
    Cooldown: 3 posts Duration: Instant
    You may or may not want to fix this up upon fixing the other ability. Up to you.

      Current date/time is 17th November 2017, 10:19 am