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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 Sun 25 Nov - 1:31

    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 Wed 29 Apr - 4:26; edited 11 times in total


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    Re: Nightken's armored clothing

    Post by Alleria on Wed 5 Dec - 23:43

    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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    Primary Magic: Lightning
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    Re: Nightken's armored clothing

    Post by Nightken on Wed 5 Dec - 23:52

    bump


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    Re: Nightken's armored clothing

    Post by Alleria on Thu 6 Dec - 5:03

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


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

    Re: Nightken's armored clothing

    Post by Nightken on Thu 6 Dec - 18:40

    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 Thu 6 Dec - 20:31

    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 Thu 6 Dec - 20:51

    bump


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    Re: Nightken's armored clothing

    Post by Alleria on Thu 6 Dec - 21:06

    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 Sat 5 Jan - 22:32

    bump


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    Re: Nightken's armored clothing

    Post by Rosetta Crawford on Tue 8 Jan - 22:03

    Approved


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    Re: Nightken's armored clothing

    Post by Alye on Sat 2 Mar - 20:24

    Appppproved!


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

    Re: Nightken's armored clothing

    Post by Nightken on Sun 4 May - 23:16

    edited the rank of abilities


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    Re: Nightken's armored clothing

    Post by Grizzly on Tue 6 May - 1:38

    S'ok. This is approved.


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    Re: Nightken's armored clothing

    Post by Chaotic Rumble on Sun 4 Jan - 20:46

    Unlocked and moved upon request + for updates~


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    Re: Nightken's armored clothing

    Post by Nightken on Sun 4 Jan - 21:07

    Did the updates


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    Re: Nightken's armored clothing

    Post by Yvonne on Tue 27 Jan - 14:10

    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 Wed 28 Jan - 0:48

    Bump


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    Re: Nightken's armored clothing

    Post by Yvonne on Wed 28 Jan - 14:05

    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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    Re: Nightken's armored clothing

    Post by Nightken on Thu 29 Jan - 0:08

    bump


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    Re: Nightken's armored clothing

    Post by Yvonne on Thu 29 Jan - 8:05

    Approved!


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    Re: Nightken's armored clothing

    Post by Kihia on Wed 29 Apr - 3:05

    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



    Themes:

    Introduction/Plot point:


    Combat:


    Ice Make: Knight:
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    Nightken
     
     

    Gain An Artifact- Quality Badge Level 2- Rising Star- Guild Master- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Fallen- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Have Alye On Your Friends List- Have Lord Fredericks On Your Friends List- 1 Year Anniversary- Player -
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    Age : 26
    Mentor : Izunagi Blackwing(Dead)
    Experience : 13,894

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

    Re: Nightken's armored clothing

    Post by Nightken on Wed 29 Apr - 3:07

    bump


    ___________________________________________________________________
    Themes:
    Character Theme:

    Normal Battle Theme:

    Pissed Off:


    Missions Complete-
    100 year:
    10 year:
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    S:
    A:
    B: 3
    C: 4
    D: 6

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    Kihia
    ~*~*~*~*~*~*~*~*~*~*~
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    Administrator- Moderator- Chatbox Moderator- Dragon VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Guild Master- Demon Slayer- Legal Guild Ace- S-Rank- A-Rank- Rich- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Sacred- Master [1000]- Senior [500]- Novice [250]- Player -
    Lineage : Bloodline of the Frozen Armor
    Position : None
    Posts : 1525
    Guild : Lamia Scale
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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 Wed 29 Apr - 4:34

    Reppapproved


    ___________________________________________________________________

    EXP:350/1200



    Themes:

    Introduction/Plot point:


    Combat:


    Ice Make: Knight:

    Guest
    Guest

    Re: Nightken's armored clothing

    Post by Guest on Sat 25 Feb - 6:31

    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 Sat 25 Feb - 18:08

    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 Sun 24 Sep - 14:07