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    Explosion Rune

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    Kurodashi

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    Explosion Rune

    Post by Kurodashi on 16th December 2017, 05:18

    Magic

    Primary Magic: Explosion Rune
    Secondary Magic: -

    Caster or Holder: Caster
    Description: A straight forward magic, 'Explosion Rune' does what its name hints on, it lets the user create runes that, once released, causes an explosion. This magic was once created by a mage who wanted to improve mining, yet, as anything made publicly, it found its different ways of usage from user to user, one thing is sure tho, all it does is cause destruction. The basic way this magic works, is that the user has runes on each of his hand with which he can set runes (bombs) onto anything he directly touches with the palm of said hands. If he wants to though, he can also just trigger the seals in his hands, causing an explosion like the other runes. Once placed runes can't be removed by force, damaging a rune for more the 50% will cause it to explode regardless of trigger.

    To Kuro, the magic is, in combination with his unique abilities like made for him, it gives him the ability to plan out every move, while keping his usage of the explosion versatile and his enemy guessing. Kuro, while imune to the explosions he creates, uses them to keep his enemies away from him, often trying to set up enough seals to kil his oponent in one blow - if more then one explosion is even necessarry. In this way he turns trees, Rocks and even living things into bombs, not caring for damaging his surroundings aslong as he gets his way. Kuro usually goes defensive, setting up and waiting for his chance to strike, while Shiro rushes in, spamming explosions until he runs out of energy.

    Strengths:

    - strong against anything that has to get close to him
    - user can sense where his seals are as long as they exist
    - magic counts as light + fire element and thus can't be eaten by slayers
    - Gets stronger in drawn out fights

    Weaknesses:

    - no defensive capabilities aside from trying to use an explosion
    - hard to control right / friendly fire + environment destruction
    - weak against water element
    - weakened against anything attacking from distance

    Lineage:
    Spoiler:
    Other Half
       Description: A very long time has passed since the initial curse that caused this "condition". One of your ancestors was in the middle of a war and was desperate enough to trade off his sanity for immense power. They were able to win the war and spare their village, but were quickly executed after it was all over. The village elder had hoped that they were the last of his "kind" while burning the body, but what they didn't know was that they had given birth to a child already. This condition wasn't initially spotted, so it was kept under wraps from everyone else. When the child was old enough, the remaining parent sent them off to avoid persecution from the village's residents.
       Ability: The user is able to drown out any sense of pain and goes into a state of all out attack. Though, they still take damage, they don't feel it. This also clouds the ability to distinguish friend from foe.
       They temporarily gain 100% HP more when used,  but their true HP is damaged first.   If damage would kill them normally, they continue to use the temporary HP for the duration.  They don't need to breathe and seem to ignore massive damage to vital organs including brain, lungs, and heart.
       The all-out attacking frenzy increases damage they do by 50%.
       Once the spell ends if they took damage exceeding their normal HP, they die then rather than earlier when the damage was taken.
       This effect automatically triggers if reduced to 0% HP,  or can be activated intentionally.   They can be healed while in this effect and if healed above 0% HP they won't die.
       Usage: 6 posts. 10 post cooldown. The extra HP does not regenerate after use and if used again starts where it was before.
    Unique Abilities:
    1. Triggers - Upon setting a bomb, Kuro can decide which trigger will be used to ativate a bomb. There are three triggers possible for bombs, time, contact and remote triggering. Remote triggering is aways possible for any seal, even if it has a time or contact seal on it. Time Seals, are what the name suggests, seals that trigger an explosion once a certain time is up that has been set beforehand. Contact seals are equally as suggestive by their name, these bomb seals will cause an explosion once touched by any living being. (It will always be clarified atleast for OOC purposes in a post when setting a time or contact bomb and the time remaining if applicable). Rune that expoded will vanish, this does not count however for the runes on Kuros hands, they are permanent. As a fun fact for anyone looking at the runes, they look like tattoos on the palm of each hand. In words the runes mean 'smile'.

    2. Big and small ones - Kuro is able to increase or decrease the damage of his bombs by up to 25%, 50% or 75%. Increasing or decreasing it by 25% doesn't cost or give him any other advantages. 50% more damage increases the cost by 30% and similiarly, decreasing the damage by 50% saves him 30% mp. And so increasing/decreasing the damage by 75%, increases/decreases his mp costs by 60% respectively. Also, increased and decreased damage increase/decrease the area of effect of the explosion respectively.

    3. Tactic Device - Kuro has in his time also learned to enable his bombs to damage more then just the physical Body, but also the magicpower, which is sapped by 3% for each time the enemy gets hit with a bomb. Basically, his bomb destroy the connection to the magicpower and it gets lost, causing a feeling of accelerated exhaustion in the opponent - maybe that's also a side effect caused by being thrown around by exploson...

    Spells:

    Spoiler:
    Name: Instant Release
    Rank: D
    Type: Fire/Light - AoE, Instant
    Duration: 1
    Cooldown: 2
    Description: Instant Release causes, as the name might suggest, the release of a rune of Kuro's choosing, which means that he can  use an explosion caused by the permanent seals on the palms of his hands. As he is immune to the explosion, Kuro will remain unaffected (but not the ground he stands on~).

    Strengths:

    - good to keep melee reliant fighters away
    - pushes enemies, procetiles and similiar back

    Weaknesses:

    - causes a lot of colateral damage to the surrounding areas and allies if the get caught up in it
    - can cause the surroundings to ignite
    - can only be cast from his position since he makes the runes on his hands explode, which makes this weak against ranged fighters


    Spoiler:
    Name: Time Release Rune
    Rank: D
    Type:Fire/light - AoE, Instant
    Duration: 1
    Cooldown: 2
    Description: This Spell is the first of multiple runes Kuro can set by touching anything with his palm. Time runes are red and look just as if someone had painted a rune onto the surface it was placed on. This rune is different from the others, as it always displays a number instead of a symbol. The Number indicates in minutes and will decrease as time passes, it doesn't actually show seconds though. Once the time is over the rune explodes causing damage to anyone or anything standing in it's explosion radius. Time/Rounds until explosion are custom and will be specified on cast.

    Strengths:

    - unless activated by remote explosion before the time is up, this spell causes 25% more damage
    - always pushes NPCs away (players decide themselves)

    Weaknesses:

    - friendly fire and destroying surroundings
    - is reliant on a countdown to reach it's full potential
    - rune can be disabled by writing another kind of magicrune over it


    Spoiler:
    Name: Contact Release Rune
    Rank: D
    Type:Fire/Light - AoE, Instant
    Duration:1
    Cooldown:2

    Description: Similiar to the Time Release Rune, this spell works upon placing a rune onto any surface Kuro wants to by touching it with the palm of his hand. Runes created by this spell look like those on his hands and appear like a black painted rune on the surface. Other then the time runes, these runes activate by a living being being 1 meter away from it or closer. These runes explode instantly when placed on living beings.

    Strengths:

    - always pushes NPCs away (players decide themselves)
    - has 50% increased base radius if not released by remote triggering

    Weaknesses:

    - friendly fire and destroying surroundings
    - is reliant on contact or remote triggering
    - rune can be disabled by writing another kind of magicrune over it


    Spoiler:
    Name: Trick Rune
    Rank: D
    Type: Fire/Light
    Duration: 1
    Cooldown: 2

    Description: The 'Trick Rune' is set in the same way as the time and contact ones, by Kuro placing a rune from the palm of his hand onto a surface. It looks exactly the same as the contact Rune. Other then the other two runes though, this one has no inbuild trigger, which is where its name comes from: it seems like a dud. Contrary to beleif though, this rune can still be caused to explode by remote triggering.

    Strengths:

    - same knockback effect on NPCs and players as the other ones, where as players decide if the get pushed away from the explosion, NPCs always get knocked away
    - can easily get mistaken for a dud, expecialy if some lieing is involved, generally good tactical device

    Weaknesses:

    - friendly fire and destroying surroundings
    - rune can be disabled by writing another kind of magicrune over it
    avatar
    Kurodashi

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    Re: Explosion Rune

    Post by Kurodashi on 16th December 2017, 05:19

    I'm done. I hope it is obvious that the duration for runes lasting is not the same as the 1 round casttime duration thingy.
    avatar
    Jiyu Kazehime

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Haiku Contest Participant- Fan Art Contest Participant- Lineage Making Contest Participant- Be on Madame Astrid's friend list- Player -
    Lineage : Inugami
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    Experience : 63,215

    Character Sheet
    Character Name: Jiyu Kazehime
    Primary Magic: Wind Magic
    Secondary Magic: Demonic Takeover

    Re: Explosion Rune

    Post by Jiyu Kazehime on 18th December 2017, 06:16

    Hiya, call me Kitty or Windy, lets get to work on making sure you can blow things up IC.
    Grading done in this color.

    But first I would like to clarify something/ask a question of sorts before I grade everything. If you wish to set bombs and have them explode later, like say set a bomb on post one and have it explode on post 4 it must have a 4 post duration, because of the way cooldown and duration work together. Is anything in here done in a way where both the setting of the bomb and its time till explosion aren't included in the duration? Because I read some of this as being that case, but I wanted to be sure.  
    @Kurodashi wrote:Magic

    Primary Magic: Explosion Rune
    Secondary Magic: -

    Caster or Holder: Caster
    Description: A straight forward magic, 'Explosion Rune' does what its name hints on, it lets the user create runes that, once released, causes an explosion. This magic was once created by a mage who wanted to improve mining, yet, as anything made publicly, it found its different ways of usage from user to user, one thing is sure tho, all it does is cause destruction. The basic way this magic works, is that the user has runes on each of his hand with which he can set runes (bombs) onto anything he directly touches with the palm of said hands. If he wants to though, he can also just trigger the seals in his hands, causing an explosion like the other runes. Once placed runes can't be removed by force, damaging a rune for more the 50% will cause it to explode regardless of trigger.

    To Kuro, the magic is, in combination with his unique abilities like made for him, it gives him the ability to plan out every move, while keping his usage of the explosion versatile and his enemy guessing. Kuro, while imune to the explosions he creates, uses them to keep his enemies away from him, often trying to set up enough seals to kil his oponent in one blow - if more then one explosion is even necessarry. In this way he turns trees, Rocks and even living things into bombs, not caring for damaging his surroundings aslong as he gets his way. Kuro usually goes defensive, setting up and waiting for his chance to strike, while Shiro rushes in, spamming explosions until he runs out of energy.

    Strengths:

    - strong against anything that has to get close to him
    - user can sense where his seals are as long as they exist
    - magic counts as light + fire element and thus can't be eaten by slayers
    - Gets stronger in drawn out fights

    Weaknesses:

    - no defensive capabilities aside from trying to use an explosion
    - hard to control right / friendly fire + environment destruction
    - weak against water element
    - weakened against anything attacking from distance
    Need an additional weakness or to remove a strength.
    Lineage:
    Spoiler:
    Other Half
       Description: A very long time has passed since the initial curse that caused this "condition". One of your ancestors was in the middle of a war and was desperate enough to trade off his sanity for immense power. They were able to win the war and spare their village, but were quickly executed after it was all over. The village elder had hoped that they were the last of his "kind" while burning the body, but what they didn't know was that they had given birth to a child already. This condition wasn't initially spotted, so it was kept under wraps from everyone else. When the child was old enough, the remaining parent sent them off to avoid persecution from the village's residents.
       Ability: The user is able to drown out any sense of pain and goes into a state of all out attack. Though, they still take damage, they don't feel it. This also clouds the ability to distinguish friend from foe.
       They temporarily gain 100% HP more when used,  but their true HP is damaged first.   If damage would kill them normally, they continue to use the temporary HP for the duration.  They don't need to breathe and seem to ignore massive damage to vital organs including brain, lungs, and heart.
       The all-out attacking frenzy increases damage they do by 50%.
       Once the spell ends if they took damage exceeding their normal HP, they die then rather than earlier when the damage was taken.
       This effect automatically triggers if reduced to 0% HP,  or can be activated intentionally.   They can be healed while in this effect and if healed above 0% HP they won't die.
       Usage: 6 posts. 10 post cooldown. The extra HP does not regenerate after use and if used again starts where it was before.
    Unique Abilities:
    1. Triggers - Upon setting a bomb, Kuro can decide which trigger will be used to ativate a bomb. There are three triggers possible for bombs, time, contact and remote triggering. Remote triggering is aways possible for any seal, even if it has a time or contact seal on it. Time Seals, are what the name suggests, seals that trigger an explosion once a certain time is up that has been set beforehand. Contact seals are equally as suggestive by their name, these bomb seals will cause an explosion once touched by any living being. (It will always be clarified atleast for OOC purposes in a post when setting a time or contact bomb and the time remaining if applicable). Rune that expoded will vanish, this does not count however for the runes on Kuros hands, they are permanent. As a fun fact for anyone looking at the runes, they look like tattoos on the palm of each hand. In words the runes mean 'smile'.

    2. Big and small ones - Kuro is able to increase or decrease the damage of his bombs by up to 25%, 50% or 75%. Increasing or decreasing it by 25% doesn't cost or give him any other advantages. 50% more damage increases the cost by 30% and similiarly, decreasing the damage by 50% saves him 30% mp. And so increasing/decreasing the damage by 75%, increases/decreases his mp costs by 60% respectively. Also, increased and decreased damage increase/decrease the area of effect of the explosion respectively. This has a lot of complication/unrequired nerfing things,
    we can make this much easier on both yourself and future graders.

    For starters the degree of damage he can manipulate will start at 25%, scaling by 5% until capping at 50% upon reaching S rank, no charge. Than for an extra MP cost or some other draw back you can go to 75%. However this will only affect damage and not actually increase the range bombs explode in above the normal range for their type. However if you don't try for the 75% increase in damage, I'll let this ability also permit 25% additional range to the bombs when used. However buffing both at the same time is too much due to the power of both buffs.


    3. Tactic Device - Kuro has in his time also learned to enable his bombs to damage more then just the physical Body, but also the magicpower, which is sapped by 3% for each time the enemy gets hit with a bomb. Basically, his bomb destroy the connection to the magicpower and it gets lost, causing a feeling of accelerated exhaustion in the opponent - maybe that's also a side effect caused by being thrown around by exploson...

    Spells:

    Spoiler:
    Name: Instant Release
    Rank: D
    Type: Fire/Light - AoE, Instant
    Duration: 1
    Cooldown: 2
    Description: Instant Release causes, as the name might suggest, the release of a rune of Kuro's choosing, which means that he can  use an explosion caused by the permanent seals on the palms of his hands. As he is immune to the explosion, Kuro will remain unaffected (but not the ground he stands on~). How much damage does this do? How close does someone have to be to get hit?

    Strengths:

    - good to keep melee reliant fighters away
    - pushes enemies, procetiles and similiar back

    Weaknesses:

    - causes a lot of colateral damage to the surrounding areas and allies if the get caught up in it
    - can cause the surroundings to ignite
    - can only be cast from his position since he makes the runes on his hands explode, which makes this weak against ranged fighters


    Spoiler:
    Name: Time Release Rune
    Rank: D
    Type:Fire/light - AoE, Instant
    Duration: 1
    Cooldown: 2
    Description: This Spell is the first of multiple runes Kuro can set by touching anything with his palm. Time runes are red and look just as if someone had painted a rune onto the surface it was placed on. This rune is different from the others, as it always displays a number instead of a symbol. The Number indicates in minutes and will decrease as time passes, it doesn't actually show seconds though. Once the time is over the rune explodes causing damage to anyone or anything standing in it's explosion radius. Time/Rounds until explosion are custom and will be specified on cast.
    Whats the explosion radius, how much damage does it do?
    Strengths:

    - unless activated by remote explosion before the time is up, this spell causes 25% more damage
    - always pushes NPCs away (players decide themselves)

    Weaknesses:

    - friendly fire and destroying surroundings
    - is reliant on a countdown to reach it's full potential
    - rune can be disabled by writing another kind of magicrune over it


    Spoiler:
    Name: Contact Release Rune
    Rank: D
    Type:Fire/Light - AoE, Instant
    Duration:1
    Cooldown:2

    Description: Similiar to the Time Release Rune, this spell works upon placing a rune onto any surface Kuro wants to by touching it with the palm of his hand. Runes created by this spell look like those on his hands and appear like a black painted rune on the surface. Other then the time runes, these runes activate by a living being being 1 meter away from it or closer. These runes explode instantly when placed on living beings.
    How big is the explosion and how much damage does it do?
    Strengths:

    - always pushes NPCs away (players decide themselves)
    - has 50% increased base radius if not released by remote triggering

    Weaknesses:

    - friendly fire and destroying surroundings
    - is reliant on contact or remote triggering
    - rune can be disabled by writing another kind of magicrune over it


    Spoiler:
    Name: Trick Rune
    Rank: D
    Type: Fire/Light
    Duration: 1
    Cooldown: 2

    Description: The 'Trick Rune' is set in the same way as the time and contact ones, by Kuro placing a rune from the palm of his hand onto a surface. It looks exactly the same as the contact Rune. Other then the other two runes though, this one has no inbuild trigger, which is where its name comes from: it seems like a dud. Contrary to beleif though, this rune can still be caused to explode by remote triggering.
    How far does this explode and whats the damage it deals?
    Strengths:

    - same knockback effect on NPCs and players as the other ones, where as players decide if the get pushed away from the explosion, NPCs always get knocked away
    - can easily get mistaken for a dud, expecialy if some lieing is involved, generally good tactical device

    Weaknesses:

    - friendly fire and destroying surroundings
    - rune can be disabled by writing another kind of magicrune over it


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