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    Sound Slayer 2nd Gen

    Baird
    Baird

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    Sound Slayer 2nd Gen Empty Sound Slayer 2nd Gen

    Post by Baird on 9th October 2019, 8:27 pm

    Sound Slayer 2nd Gen 5KIvPdg
    Magic Name: Sound Slayer
    Magic Type: Dragon Slayer 2nd Gen
    Proof: Page 2, Post n°28 - Oddities Shop
    Description: Like any other Slayer, Sound dragon slayer is able to control elements, such as Sounds, Wind, and Music to their will. They can even eat Sound and Air to be able to control these elements better. A typical quirk of the Sound slayer would be spontaneous bursting out into songs or whistling tunes, but they’d have to be careful as they could be deadly depending on if a spell is set loose.
    Sound Dragon Slayer:

    Sound Slayer 2nd Gen TZfdkhS

    Name:
    Sound Slayer Lacrima

    Type:
    Dragon Slayer

    Item/Energy needed to reach Force:
    Sound, Air

    Slayer Can Control:
    Sound, Wind, Music

    Appearance & Mechanics:
    A perfectly round lacrima of milky white color and texture, cold to the touch, seeming almost like a normal, cheap crystal, nothing out of the ordinary. Still, while this lacrima may not be visually impressive, it manifests its qualities in other, perhaps more subtle ways. When one touches the lacrima, they will notice that the object almost seems to hum, vibrating ever-so-gently, and, if one holds the lacrima to their ear, it will almost seem like a distant melody will begin playing for them.

    The Sound Dragon Slayer Lacrima enables its wielder to produce, use & manipulate magic and spells comprised of all manners of sound and air as well as consume these elements for MP regain and the force mechanic. These elements have no impurity to them, the slayer possessing this lacrima wielding the neutral versions of the elements attributed to this lacrima and the magic stemming from it.
    Dragon Slayer 2nd Gen:

    ~ +25% Strength, Speed, HP.
    ~ Greatly enhanced Hearing, Sight, and Smell.
    ~ Ability to Consume Magic of same element for MP as well as the Force Ability (See below)
    ~Resistance to their slayer element based on strength of spell/ability as follows:
    ~ 2 Ranks Above Character: 0%
    ~ 1 Rank Above Character: 10%
    ~ Same Rank as Character: 25%
    ~ 1 Rank below Character: 35%
    ~ 2 Ranks below character: 50%


    Magic Consumption: Slayers can consume their own element(s) and this allows them to recover magic power. If a spell has 20MP within it and they eat it, the slayer gains 20MP, etc. If the spell they consume is any higher in rank than they are they only consume MP equal to a quarter of a spell of their own rank, but they take full damage from the spell. Resistances do not affect this damage taken in any way.
    ~ Naturally Occurring Elements: Naturally occurring sources of the element can only restore MP equal to a quarter in MP of a spell of the users rank per post when eaten, no matter how much of it you eat.
    ~ Additional notes: Slayers cannot consume their own spells whether this is from their magic, a weapon, a summons/Take Over's spell. Slayers can’t eat their pet’s spells, or their pets if they are made of an elemental magic.


    Dragon Slayers: Dragon Slayers can eat all pure forms of their own element, but they cannot eat elements that are mixed with other elements. (Ex.: Ice DS cannot eat Dark Ice) If they do, they get incredibly sick and are drained of 10% of their health.
    ~ Advantages: The form of elemental magic they use is neutral (pure), in between the light and dark side of the magical spectrum. Deals double damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-human type opponents.

    ~ Disadvantages: Though Dragon Slayers get these benefits, they do have one set back. Motion sickness. Dragon Slayers cannot ride on anything without getting motion sick. However, they can use their exceeds or friends to fly around because they are not vehicles, they are friends. The only slayer that is immune to motion sickness is the Sky Dragon Slayer. Motion sickness can be cured in a thread using a user-rank healing spell.


    Second Generation: These Slayers have learned the magic from a lacrima produced by the Great Dragon/God/Demon of their respective element.

    Second Generation Force: A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force (Max. H rank), but must have at least 50% of their total MP to be able to enter.

    ~ Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
    ~ The base spell damage is increased to 150%.
    ~ In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.), which adds a base of 20 melee damage onto their strikes.
    ~ During force spells cost no MP to cast.
    ~ To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.
    Unique Abilities:
    ~ (D) Wind Power: As a sound slayer is able to control Wind, their Mana Power is buffed by 50% at B rank, going up 5% each rank up to 60% at S rank.
    ~ (B) Soul Music: As music is a healing mechanism, this boosts the slayers Health by 50% at B rank, going up 5% each rank up to 60% at S rank.
    ~ (S) Sound like Trouble: After the slayer whistles, their magic damage is buffed by 70% for 5 posts once per thread.
    Signature Spells:

    C - Melodic Melodies:

    Name: Melodic Melodies
    Rank: User rank up to S
    MP Cost: N/A
    Category: Supportive
    Type: Area of Effect
    Healing: User Rank AoE Healing
    Range: User Rank AoE Range
    Speed: User Rank AoE Speed
    Duration: Rank Duration
    Downside: N/A
    Description: The user will start to sing, or hum, in a soft tune;
    Mercy on this soul.
    Your health is but a small toy,
    Resting in my hands.
    After they are done singing, or humming, the haiku, the area around them will send a burst out and heal those for the rank AoE healing.
    A - Musical Veins:

    Name: Musical Veins
    Rank: User Rank up to S
    MP Cost: N/A
    Category: Auxiliary
    Type: Single Target
    Damage: N/A
    Range: Self || Melee
    Speed: Self || Melee
    Duration: Passive
    Downside: N/A
    Description: With Music being the very core of the user, they passively have a 27% buff to both MP and Physical Strength each at A rank, and a 30% to each at S rank.
    H - Whistling Roar:

    Name: Whistling Roar
    Rank: S
    MP Cost: N/A
    Category: Offensive
    Type: Burst
    Damage: 120 HP
    Range: 100 meters
    Speed: 100 meters per second
    Duration: 10 posts
    Downside: N/A
    Description: Similar to the dragons roar, the user will suck in air before they let out a burst of air that will turn into a cone of up to 5 meters while they let a whistle through their lips in attempt to smack into their opponent to deal damage.
    B Spells:

    Vocal Boom:

    Name: Vocal Boom
    Rank: B
    MP Cost: 40 MP
    Category: Offensive
    Type: Burst
    Damage: 100 HP
    Range: 50 meters
    Speed: 50 meters per second
    Duration: 6 posts
    Downside: Sacrificing 1 effect for 25% more damage
    Description: Vocals are a musicians pride and joy. After clearing their throat, they can let out a ‘boom’ either saying so, or whispering it, and a pulse of energy rushes out in front of them.
    Sweet Breeze ⎼ B+:

    Name: Sweet Breeze
    Rank: B+
    MP Cost: 60 MP
    Category: Defensive
    Type: Multiple Target
    Durability: 270 HP
    Range: 225 meters
    Speed: 165 meters per second
    Duration: 8 posts
    Downside: N/A
    Description: With a whistle, the user can have rapid winds suddenly around them that would feel just lightly breezy to them or the 7 other people (8 total) they cover in the breeze. Those within the cocoons of wind are able to see perfectly out of them to fight as normal, as the cocoon puts a layer over the user or allies like a soft blanket. Those who are also in the cocoon get a spell damage buff of 90%.
    Musical Blast ⎼ B+:

    Name: Musical Blast
    Rank: B+
    MP Cost: 60 MP
    Category: Offensive
    Type: Single Target
    Damage: 180 HP
    Range: 150 meters
    Speed: 150 meters per second
    Duration: 8 posts
    Downside: 50% less range and speed for 50% more damage.
    Description: Once per post, the musician can let out a note of their choosing and suddenly they’ll be blasting a soundwave towards a single target within range to at least attempt to knock them off guard. If the wave hits the target, they’ll have their speed and spell damage debuffed for the duration of the spell by 45% each. At the same time, the user will have their MP regenerated by 5% each post for the duration of the spell.
    A Spells:

    Embrace of Music:

    Name: Embrace of Music
    Rank: A
    MP Cost: 50 MP
    Category: Defensive
    Type: Burst
    Durability: 450 HP
    Range: 37 meters
    Speed: 37 meters per second
    Duration: 7 posts
    Downside: 50% less range and speed for 50% more durability
    Description: Like a whisper in the wind, a greenish aura will come up around those who are allies that are within range of the user and wrap around them protectively. As the musician vocalizes their music, the aura will pulse on allies and buff their spell strength by 32%. The aura also will counter immobilizing spells for those who happen to be hit by one when they’re within the spells aura, allowing them 50% base speed.
    AutoTune:

    Name: AutoTune
    Rank: A
    MP Cost: 50 MP
    Category: Offensive
    Type: Area of Effect
    Damage: 37 HP per post (185 HP total)
    Range: 75 meters
    Speed: 37 meters per second
    Duration: 5 posts
    Downside: 50% less range and speed for 50% more damage
    Description: The musician will start to sing ‘Oooo’ and as soon as he does, it’ll start to get a robotic voice and sound a bit like autotune was used on the voice. Those within range of the voice will be dealt damage once per post till the musician runs out of breath (end of spell) while also being drained 5% MP per post. The 5% MP that is drained is regenerated back to the musician for them to use instead.
    Sound Clap:

    Name: Sound Clap
    Rank: A
    MP Cost: 50 MP
    Category: Offensive
    Type: Burst
    Damage: 125 HP
    Range: 75 meters
    Speed: 75 meters per second
    Duration: 7 posts
    Downside: Sacrificing one effect for 25% more damage
    Description: The user will clap their hands together once per post and the area around them will instantly have a pulse rush away from them. If someone gets caught in the pulse, they will be immobilized for one post, and can’t be caught again for till two posts have passed to be immobilized again if the spell is recasted.
    Soothing Sounds:

    Name: Soothing Sounds
    Rank: A
    MP Cost: N/A
    Category: Auxiliary
    Type: Single Target
    Damage: N/A
    Range: Self || Melee
    Speed: Self || Melee
    Duration: Passive
    Downside: N/A
    Description: A pleasant and low hum can be heard around the caster, this is the hum of their mana power being buffed by 55%. Though this hum can be controlled at will by the user to make it so only really special hearings can hear the hum.
    BloodLive:

    Name: BloodLive
    Rank: A
    MP Cost: N/A
    Category: Auxiliary
    Type: Single Target
    Damage: N/A
    Range: Self || Melee
    Speed: Self || Melee
    Duration: Passive
    Downside: N/A
    Description: With the music completely encompassing the user, they have a 55% increase to health.
    Rock Beat:

    Name: Rock Beat
    Rank: A
    MP Cost: 50 MP
    Category: Supportive
    Type: Single Target
    Healing: 100 HP
    Range: 300 meters
    Speed: 300 meters per second
    Duration: 7
    Downside: N/A
    Description: A quick couple stomps per post on the ground sends either a target, or the user, a pulse through them that would heal them for the post. The pulse is also able to buff their speed and physical strength by 32% each and lets them regenerate 5% MP per post.
    Skeebop:

    Name: Skeebop
    Rank: A
    MP Cost: 50 MP
    Category: Defensive
    Type: Multiple Target
    Durability: 225 HP
    Range: 225 meters
    Speed: 165 meters per second
    Duration: 7 posts
    Downside: N/A
    Description: The user will make a ‘Skee Skeebop’ noise and instantly seven allies will have a greenish glow around them as a shield is placed on them. Those with the shield will have their spell damage buffed by 65% and will send a greenish pulse out once per post within the spells range from those shielded and drain enemies of 5% HP per post.
    Breath:

    Name: Breath
    Rank: A
    MP Cost: 50 MP
    Category: Offensive
    Type: Burst
    Damage: 50 HP per post (250HP total)
    Range: 75 meters
    Speed: 75 meters per second
    Duration: 5 posts
    Downside: N/A
    Description: The musician will simply breathe out air like normal, but as they do so, the air they expell will be greenish in aura and start to spread around the area like a fog. The fog sends out pulses every post it is active, and those who are within range will be dealt damage so long as they stay in the fog. 5% of their MP will also be drained as long as they stay within the fog.
    Sound Wave ⧿ A+:

    Name: Sound Wave
    Rank: A+
    MP Cost: 75 MP
    Category: Offensive, Supportive
    Type: Burst
    Damage | Healing: 93 HP | 93 HP
    Range: 110 meters
    Speed: 110 meters
    Duration: 9 posts
    Downside: Sacrificing 2 effects for 25% more damage and healing each.
    Description: Much like Sound Clap, Sound Wave is activated by the user clapping their hands, but instead of once, it’s three times. The three claps will send a sound wave pulse out to range and speed and attack any whom the musician feels are enemies, and heals those who they consider to be allies.
    Air Horn ⧿ A+:

    Name: Air Horn
    Rank: A+
    MP Cost: 75 MP
    Category: Offensive
    Type: Single Target
    Damage: 225 HP
    Range: 5 meters
    Speed: 450 meters per second
    Duration: 9 posts
    Downside: Sacrificing 1 effect and 98% range for 50% more damage
    Description: Once per post, the musician will attempt to pick a target and hold out their hand as if they had a can in it that they can press a button that’s on top of it. Should they have a target in sight, they will push their index finger down on the ‘button’ in which an air horn sound will blast right in the direction of the person to deal damage. With OOC permission, the sound of the air horn being used up close can deafen a character and could possibly drive them mad for a bit till their hearing comes back (or not at all should the other allow it).


    Last edited by Baird on 9th July 2020, 8:33 pm; edited 2 times in total


    _____________________________________________________________________________________

    Baird
    Baird

    Alt Account- Get Married- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- Working Together- Christian Minecraft Server- Teaming Up!- Achiever- Shipped- Sticking Around- Halloween job event participant - Veteran Level 1- Character Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Player 
    Lineage : Warrior of Steel
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    Sound Slayer 2nd Gen Empty Re: Sound Slayer 2nd Gen

    Post by Baird on 13th February 2020, 11:38 pm

    Reserved for future spells.


    _____________________________________________________________________________________

    Johann
    Johann

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    Character Sheet
    First Magic: Saga of War - Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Sound Slayer 2nd Gen Empty Re: Sound Slayer 2nd Gen

    Post by Johann on 20th February 2020, 8:45 am

    Hello Baird, Joh here to grade. You know how this goes by now, all edits in this color

    Spoiler:
    @Baird wrote:
    Sound Slayer 2nd Gen 5KIvPdg
    Magic Name: Sound Slayer
    Magic Type: Dragon Slayer 2nd Gen
    Proof: Page 2, Post n°28 - Oddities Shop
    Description: Like any other Slayer, Sound dragon slayer is able to control elements, such as Sounds, Wind, and Music to their will. They can even eat Sound and Air to be able to control these elements better. A typical quirk of the Sound slayer would be spontaneous bursting out into songs or whistling tunes, but they’d have to be careful as they could be deadly depending on if a spell is set loose.
    Sound Dragon Slayer:

    Sound Slayer 2nd Gen TZfdkhS

    Name:
    Sound Slayer Lacrima

    Type:
    Dragon Slayer

    Item/Energy needed to reach Force:
    Sound, Air

    Slayer Can Control:
    Sound, Wind, Music

    Appearance & Mechanics:
    A perfectly round lacrima of milky white color and texture, cold to the touch, seeming almost like a normal, cheap crystal, nothing out of the ordinary. Still, while this lacrima may not be visually impressive, it manifests its qualities in other, perhaps more subtle ways. When one touches the lacrima, they will notice that the object almost seems to hum, vibrating ever-so-gently, and, if one holds the lacrima to their ear, it will almost seem like a distant melody will begin playing for them.

    The Sound Dragon Slayer Lacrima enables its wielder to produce, use & manipulate magic and spells comprised of all manners of sound and air as well as consume these elements for MP regain and the force mechanic. These elements have no impurity to them, the slayer possessing this lacrima wielding the neutral versions of the elements attributed to this lacrima and the magic stemming from it.
    Dragon Slayer 2nd Gen:

    ~ +25% Strength, Speed, HP.
    ~ Greatly enhanced Hearing, Sight, and Smell.
    ~ Ability to Consume Magic of same element for MP as well as the Force Ability (See below)
    ~Resistance to their slayer element based on strength of spell/ability as follows:
    ~ 2 Ranks Above Character: 0%
    ~ 1 Rank Above Character: 10%
    ~ Same Rank as Character: 25%
    ~ 1 Rank below Character: 35%
    ~ 2 Ranks below character: 50%


    Magic Consumption: Slayers can consume their own element(s) and this allows them to recover magic power. If a spell has 20MP within it and they eat it, the slayer gains 20MP, etc. If the spell they consume is any higher in rank than they are they only consume MP equal to a quarter of a spell of their own rank, but they take full damage from the spell. Resistances do not affect this damage taken in any way.
    ~ Naturally Occurring Elements: Naturally occurring sources of the element can only restore MP equal to a quarter in MP of a spell of the users rank per post when eaten, no matter how much of it you eat.
    ~ Additional notes: Slayers cannot consume their own spells whether this is from their magic, a weapon, a summons/Take Over's spell. Slayers can’t eat their pet’s spells, or their pets if they are made of an elemental magic.


    Dragon Slayers: Dragon Slayers can eat all pure forms of their own element, but they cannot eat elements that are mixed with other elements. (Ex.: Ice DS cannot eat Dark Ice) If they do, they get incredibly sick and are drained of 10% of their health.
    ~ Advantages: The form of elemental magic they use is neutral (pure), in between the light and dark side of the magical spectrum. Deals double damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-human type opponents.

    ~ Disadvantages: Though Dragon Slayers get these benefits, they do have one set back. Motion sickness. Dragon Slayers cannot ride on anything without getting motion sick. However, they can use their exceeds or friends to fly around because they are not vehicles, they are friends. The only slayer that is immune to motion sickness is the Sky Dragon Slayer. Motion sickness can be cured in a thread using a user-rank healing spell.


    Second Generation: These Slayers have learned the magic from a lacrima produced by the Great Dragon/God/Demon of their respective element.

    Second Generation Force: A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force (Max. H rank), but must have at least 50% of their total MP to be able to enter.

    ~ Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
    ~ The base spell damage is increased to 150%.
    ~ In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.), which adds a base of 20 melee damage onto their strikes.
    ~ During force spells cost no MP to cast.
    ~ To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.
    Unique Abilities:
    ~ (D) Wind Power: As a sound slayer is able to control Wind, their Mana Power is buffed by 50% at B rank, going up 5% each rank up to 60% at S rank.
    ~ (B) Soul Music: As music is a healing mechanism, this boosts the slayers Health by 25% at B rank, going up by to 30% at A rank.
    ~ (S) Sound like Trouble: After the slayer whistles, their magic damage is buffed by 70% for 5 posts once per thread.
    Signature Spells:

    C - Melodic Melodies:

    Name: Melodic Melodies
    Rank: User rank up to S
    Category: Supportive
    Type: Area of Effect
    Healing: User Rank AoE Healing
    Range: User Rank AoE Range
    Speed: User Rank AoE Speed
    Duration: Rank Duration
    Downside: N/A
    Description: The user will start to sing, or hum, in a soft tune;
    Mercy on this soul.
    Your health is but a small toy,
    Resting in my hands.
    After they are done singing, or humming, the haiku, the area around them will send a burst out and heal those for the rank AoE healing.
    A - Musical Veins:

    Name: Musical Veins
    Rank: User Rank up to S
    Category: Auxiliary
    Type: Single Target
    Damage: N/A
    Range: Self || Melee
    Speed: Self || Melee
    Duration: Passive
    Downside: N/A
    Description: With Music being the very core of the user, they passively have a 27% buff to both MP and Physical Strength each at A rank, and a 30% to each at S rank.
    H - Whistling Roar:

    Name: Whistling Roar
    Rank: S
    Category: Offensive
    Type: Burst
    Damage: 120 HP
    Range: 100 meters
    Speed: 100 meters per second
    Duration: 10 posts
    Downside: N/A
    Description: Similar to the dragons roar, the user will suck in air before they let out a burst of air that will turn into a cone of up to 5 meters while they let a whistle through their lips in attempt to smack into their opponent to deal damage.
    B Spells:

    Vocal Boom:

    Name: Vocal Boom
    Rank: B (40 MP)
    Category: Offensive
    Type: Burst
    Damage: 100 HP
    Range: 50 meters
    Speed: 50 meters per second
    Duration: 6 posts
    Downside: Sacrificing 1 effect for 25% more damage
    Description: Vocals are a musicians pride and joy. After clearing their throat, they can let out a ‘boom’ either saying so, or whispering it, and a pulse of energy rushes out in front of them.
    Sweet Breeze ⎼ B+:

    Name: Sweet Breeze
    Rank: B+ (60 MP)
    Category: Defensive
    Type: Multiple Target
    Durability: 270 HP
    Range: 225 meters
    Speed: 165 meters per second
    Duration: 8 posts
    Downside: N/A
    Description: With a whistle, the user can have rapid winds suddenly around them that would feel just lightly breezy to them or the 7 other people (8 total) they cover in the breeze. Those within the cocoons of wind are able to see perfectly out of them to fight as normal, as the cocoon puts a layer over the user or allies like a soft blanket. Those who are also in the cocoon get a spell damage buff of 90%.
    Musical Blast ⎼ B+:

    Name: Musical Blast
    Rank: B+ (60 MP)
    Category: Offensive
    Type: Single Target
    Damage: 180 HP
    Range: 150 meters
    Speed: 150 meters per second
    Duration: 8 posts
    Downside: 50% less range and speed for 50% more damage.
    Description: Once per post, the musician can let out a note of their choosing and suddenly they’ll be blasting a soundwave towards a single target within range to at least attempt to knock them off guard. If the wave hits the target, they’ll have their speed and spell damage debuffed for the duration of the spell by 45% each. At the same time, the user will have their MP regenerated by 5% each post for the duration of the spell.
    A Spells:

    Embrace of Music:

    Name: Embrace of Music
    Rank: A (50 MP)
    Category: Defensive
    Type: Burst
    Durability: 450 HP
    Range: 37 meters
    Speed: 37 meters per second
    Duration: 7 posts
    Downside: 50% less range and speed for 50% more durability
    Description: Like a whisper in the wind, a greenish aura will come up around those who are allies that are within range of the user and wrap around them protectively. As the musician plays music, the aura will pulse on allies and buff their spell strength by 32% while countering immobilizing spells by letting those within the spell to have 32% speed instead. (The way this immobilization counter-effect works is not clear. All counter-effects are permanently set at 50% and do not function like buffs, meaning I must ask you to correct this. Please also add that this counter reduces a target's base speed, not their overall speed, as the distinction between the two is important)
    AutoTune:

    Name: AutoTune
    Rank: A (50 MP)
    Category: Offensive
    Type: Area of Effect
    Damage: 37 HP per post (185 HP total)
    Range: 75 meters
    Speed: 37 meters per second
    Duration: 5 posts
    Downside: 50% less range and speed for 50% more damage
    Description: The musician will start to sing ‘Oooo’ and as soon as he does, it’ll start to get a robotic voice and sound a bit like autotune was used on the voice. Those within range of the voice will be dealt damage once per post till the musician runs out of breath (end of spell) while also being drained 5% MP per post. The 5% MP that is drained is regenerated back to the musician for them to use instead.
    Sound Clap:

    Name: Sound Clap
    Rank: A (50 MP)
    Category: Offensive
    Type: Burst
    Damage: 125 HP
    Range: 75 meters
    Speed: 75 meters per second
    Duration: 7 posts
    Downside: Sacrificing one effect for 25% more damage
    Description: The user will clap their hands together once per post and the area around them will instantly have a pulse rush away from them. If someone gets caught in the pulse, they will be immobilized for one post, and can’t be caught again for till two posts have passed to be immobilized again if the spell is recasted.
    Soothing Sounds:

    Name: Soothing Sounds
    Rank: A
    Category: Auxiliary
    Type: Single Target
    Damage: N/A
    Range: Self || Melee
    Speed: Self || Melee
    Duration: Passive
    Downside: N/A
    Description: A pleasant and low hum can be heard around the caster, this is the hum of their mana power being buffed by 55%. Though this hum can be controlled at will by the user to make it so only really special hearings can hear the hum.
    BloodLive:

    Name: BloodLive
    Rank: A
    Category: Auxiliary
    Type: Single Target
    Damage: N/A
    Range: Self || Melee
    Speed: Self || Melee
    Duration: Passive
    Downside: N/A
    Description: With the music completely encompassing the user, they have a 30% increase to health.
    Rock Beat:

    Name: Rock Beat
    Rank: A (50 MP)
    Category: Supportive
    Type: Single Target
    Healing: 100 HP
    Range: 300 meters
    Speed: 300 meters per second
    Duration: 7
    Downside: N/A
    Description: A quick couple stomps per post on the ground sends either a target, or the user, a pulse through them that would heal them for the post. The pulse is also able to buff their speed and physical strength by 32% each and lets them regenerate 5% MP per post.
    Skeebop:

    Name: Skeebop
    Rank: A (50 MP)
    Category: Defensive
    Type: Multiple Target
    Durability: 225 HP
    Range: 225 meters
    Speed: 165 meters per second
    Duration: 7 posts
    Downside: N/A
    Description: The user will make a ‘Skee Skeebop’ noise and instantly seven allies will have a greenish glow around them as a shield is placed on them. Those with the shield will have their spell damage buffed by 65% and will drain enemies of 5% HP per post. (Please explain how the drain portion of this spell functions, as the spell does not include any way of hitting an opponent and inflicting them with the drain, making this an apparent auto-hit)
    Breath:

    Name: Breath
    Rank: A (50 MP)
    Category: Offensive
    Type: Burst
    Damage: 50 HP per post (250HP total)
    Range: 75 meters
    Speed: 75 meters per second
    Duration: 5 posts
    Downside: N/A
    Description: The musician will simply breathe out air like normal, but as they do so, the air they expell will be greenish in aura and start to spread around the area like a fog. The fog sends out pulses every post it is active, and those who are within range will be dealt damage so long as they stay in the fog. 5% of their MP will also be drained as long as they stay within the fog.
    Sound Wave ⧿ A+:

    Name: Sound Wave
    Rank: A+ (75 MP)
    Category: Offensive, Supportive
    Type: Burst
    Damage | Healing: 187 HP | 187 HP (The total damage potential of this spell would have to be cut in half, meaning a base damage and healing of 75 HP each. Factoring in your downside, you would have to lower both to 93 HP)
    Range: 110 meters
    Speed: 110 meters
    Duration: 9 posts
    Downside: Sacrificing 2 effects for 25% more damage and healing each.
    Description: Much like Sound Clap, Sound Wave is activated by the user clapping their hands, but instead of once, it’s three times. The three claps will send a sound wave pulse out to range and speed and attack any whom the musician feels are enemies, and heals those who they consider to be allies.
    Air Horn ⧿ A+:

    Name: Air Horn
    Rank: A+ (75 MP)
    Category: Offensive
    Type: Single Target
    Damage: 225 HP
    Range: 5 meters
    Speed: 450 meters per second
    Duration: 9 posts
    Downside: Sacrificing 1 effect and 98% range for 50% more damage
    Description: Once per post, the musician will attempt to pick a target and hold out their hand as if they had a can in it that they can press a button that’s on top of it. Should they have a target in sight, they will push their index finger down on the ‘button’ in which an air horn sound will blast right in the direction of the person to deal damage. With OOC permission, the sound of the air horn being used up close can deafen a character and could possibly drive them mad for a bit till their hearing comes back (or not at all should the other allow it).


    _____________________________________________________________________________________

    Sound Slayer 2nd Gen Johannsiggies
    Baird
    Baird

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    Sound Slayer 2nd Gen Empty Re: Sound Slayer 2nd Gen

    Post by Baird on 20th April 2020, 4:16 am

    bump bump again capatan

    i edited my UA Soul Sound and A rank spell Bloodlive to reflect the current hp buff rules as well

    also added in the MP cost section to my spells ^^


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    Johann
    Johann

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    Sound Slayer 2nd Gen Empty Re: Sound Slayer 2nd Gen

    Post by Johann on 30th April 2020, 6:39 am

    Just one more edit to "Skeebop"

    Spoiler:
    @Baird wrote:
    Sound Slayer 2nd Gen 5KIvPdg
    Magic Name: Sound Slayer
    Magic Type: Dragon Slayer 2nd Gen
    Proof: Page 2, Post n°28 - Oddities Shop
    Description: Like any other Slayer, Sound dragon slayer is able to control elements, such as Sounds, Wind, and Music to their will. They can even eat Sound and Air to be able to control these elements better. A typical quirk of the Sound slayer would be spontaneous bursting out into songs or whistling tunes, but they’d have to be careful as they could be deadly depending on if a spell is set loose.
    Sound Dragon Slayer:

    Sound Slayer 2nd Gen TZfdkhS

    Name:
    Sound Slayer Lacrima

    Type:
    Dragon Slayer

    Item/Energy needed to reach Force:
    Sound, Air

    Slayer Can Control:
    Sound, Wind, Music

    Appearance & Mechanics:
    A perfectly round lacrima of milky white color and texture, cold to the touch, seeming almost like a normal, cheap crystal, nothing out of the ordinary. Still, while this lacrima may not be visually impressive, it manifests its qualities in other, perhaps more subtle ways. When one touches the lacrima, they will notice that the object almost seems to hum, vibrating ever-so-gently, and, if one holds the lacrima to their ear, it will almost seem like a distant melody will begin playing for them.

    The Sound Dragon Slayer Lacrima enables its wielder to produce, use & manipulate magic and spells comprised of all manners of sound and air as well as consume these elements for MP regain and the force mechanic. These elements have no impurity to them, the slayer possessing this lacrima wielding the neutral versions of the elements attributed to this lacrima and the magic stemming from it.
    Dragon Slayer 2nd Gen:

    ~ +25% Strength, Speed, HP.
    ~ Greatly enhanced Hearing, Sight, and Smell.
    ~ Ability to Consume Magic of same element for MP as well as the Force Ability (See below)
    ~Resistance to their slayer element based on strength of spell/ability as follows:
    ~ 2 Ranks Above Character: 0%
    ~ 1 Rank Above Character: 10%
    ~ Same Rank as Character: 25%
    ~ 1 Rank below Character: 35%
    ~ 2 Ranks below character: 50%


    Magic Consumption: Slayers can consume their own element(s) and this allows them to recover magic power. If a spell has 20MP within it and they eat it, the slayer gains 20MP, etc. If the spell they consume is any higher in rank than they are they only consume MP equal to a quarter of a spell of their own rank, but they take full damage from the spell. Resistances do not affect this damage taken in any way.
    ~ Naturally Occurring Elements: Naturally occurring sources of the element can only restore MP equal to a quarter in MP of a spell of the users rank per post when eaten, no matter how much of it you eat.
    ~ Additional notes: Slayers cannot consume their own spells whether this is from their magic, a weapon, a summons/Take Over's spell. Slayers can’t eat their pet’s spells, or their pets if they are made of an elemental magic.


    Dragon Slayers: Dragon Slayers can eat all pure forms of their own element, but they cannot eat elements that are mixed with other elements. (Ex.: Ice DS cannot eat Dark Ice) If they do, they get incredibly sick and are drained of 10% of their health.
    ~ Advantages: The form of elemental magic they use is neutral (pure), in between the light and dark side of the magical spectrum. Deals double damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-human type opponents.

    ~ Disadvantages: Though Dragon Slayers get these benefits, they do have one set back. Motion sickness. Dragon Slayers cannot ride on anything without getting motion sick. However, they can use their exceeds or friends to fly around because they are not vehicles, they are friends. The only slayer that is immune to motion sickness is the Sky Dragon Slayer. Motion sickness can be cured in a thread using a user-rank healing spell.


    Second Generation: These Slayers have learned the magic from a lacrima produced by the Great Dragon/God/Demon of their respective element.

    Second Generation Force: A Slayer must consume at least 5 spells of their rank in magical energy from his respective element to achieve Force (Max. H rank), but must have at least 50% of their total MP to be able to enter.

    ~ Force highly increases the power of the Slayer's Strength, Speed, and HP by 50% rather than just 25%.
    ~ The base spell damage is increased to 150%.
    ~ In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.), which adds a base of 20 melee damage onto their strikes.
    ~ During force spells cost no MP to cast.
    ~ To maintain force one must spend 10% of their MP per post. This amount spent cannot be regained during the duration of MP. Once the user of force hits 0% MP or choose to cancel it, force ends. If one hits 0% MP they suffer magical sickness as normal.
    Unique Abilities:
    ~ (D) Wind Power: As a sound slayer is able to control Wind, their Mana Power is buffed by 50% at B rank, going up 5% each rank up to 60% at S rank.
    ~ (B) Soul Music: As music is a healing mechanism, this boosts the slayers Health by 50% at B rank, going up 5% each rank up to 60% at S rank.
    ~ (S) Sound like Trouble: After the slayer whistles, their magic damage is buffed by 70% for 5 posts once per thread.
    Signature Spells:

    C - Melodic Melodies:

    Name: Melodic Melodies
    Rank: User rank up to S
    MP Cost: N/A
    Category: Supportive
    Type: Area of Effect
    Healing: User Rank AoE Healing
    Range: User Rank AoE Range
    Speed: User Rank AoE Speed
    Duration: Rank Duration
    Downside: N/A
    Description: The user will start to sing, or hum, in a soft tune;
    Mercy on this soul.
    Your health is but a small toy,
    Resting in my hands.
    After they are done singing, or humming, the haiku, the area around them will send a burst out and heal those for the rank AoE healing.
    A - Musical Veins:

    Name: Musical Veins
    Rank: User Rank up to S
    MP Cost: N/A
    Category: Auxiliary
    Type: Single Target
    Damage: N/A
    Range: Self || Melee
    Speed: Self || Melee
    Duration: Passive
    Downside: N/A
    Description: With Music being the very core of the user, they passively have a 27% buff to both MP and Physical Strength each at A rank, and a 30% to each at S rank.
    H - Whistling Roar:

    Name: Whistling Roar
    Rank: S
    MP Cost: N/A
    Category: Offensive
    Type: Burst
    Damage: 120 HP
    Range: 100 meters
    Speed: 100 meters per second
    Duration: 10 posts
    Downside: N/A
    Description: Similar to the dragons roar, the user will suck in air before they let out a burst of air that will turn into a cone of up to 5 meters while they let a whistle through their lips in attempt to smack into their opponent to deal damage.
    B Spells:

    Vocal Boom:

    Name: Vocal Boom
    Rank: B
    MP Cost: 40 MP
    Category: Offensive
    Type: Burst
    Damage: 100 HP
    Range: 50 meters
    Speed: 50 meters per second
    Duration: 6 posts
    Downside: Sacrificing 1 effect for 25% more damage
    Description: Vocals are a musicians pride and joy. After clearing their throat, they can let out a ‘boom’ either saying so, or whispering it, and a pulse of energy rushes out in front of them.
    Sweet Breeze ⎼ B+:

    Name: Sweet Breeze
    Rank: B+
    MP Cost: 60 MP
    Category: Defensive
    Type: Multiple Target
    Durability: 270 HP
    Range: 225 meters
    Speed: 165 meters per second
    Duration: 8 posts
    Downside: N/A
    Description: With a whistle, the user can have rapid winds suddenly around them that would feel just lightly breezy to them or the 7 other people (8 total) they cover in the breeze. Those within the cocoons of wind are able to see perfectly out of them to fight as normal, as the cocoon puts a layer over the user or allies like a soft blanket. Those who are also in the cocoon get a spell damage buff of 90%.
    Musical Blast ⎼ B+:

    Name: Musical Blast
    Rank: B+
    MP Cost: 60 MP
    Category: Offensive
    Type: Single Target
    Damage: 180 HP
    Range: 150 meters
    Speed: 150 meters per second
    Duration: 8 posts
    Downside: 50% less range and speed for 50% more damage.
    Description: Once per post, the musician can let out a note of their choosing and suddenly they’ll be blasting a soundwave towards a single target within range to at least attempt to knock them off guard. If the wave hits the target, they’ll have their speed and spell damage debuffed for the duration of the spell by 45% each. At the same time, the user will have their MP regenerated by 5% each post for the duration of the spell.
    A Spells:

    Embrace of Music:

    Name: Embrace of Music
    Rank: A
    MP Cost: 50 MP
    Category: Defensive
    Type: Burst
    Durability: 450 HP
    Range: 37 meters
    Speed: 37 meters per second
    Duration: 7 posts
    Downside: 50% less range and speed for 50% more durability
    Description: Like a whisper in the wind, a greenish aura will come up around those who are allies that are within range of the user and wrap around them protectively. As the musician vocalizes their music, the aura will pulse on allies and buff their spell strength by 32%. The aura also will counter immobilizing spells for those who happen to be hit by one when they’re within the spells aura, allowing them 50% base speed.
    AutoTune:

    Name: AutoTune
    Rank: A
    MP Cost: 50 MP
    Category: Offensive
    Type: Area of Effect
    Damage: 37 HP per post (185 HP total)
    Range: 75 meters
    Speed: 37 meters per second
    Duration: 5 posts
    Downside: 50% less range and speed for 50% more damage
    Description: The musician will start to sing ‘Oooo’ and as soon as he does, it’ll start to get a robotic voice and sound a bit like autotune was used on the voice. Those within range of the voice will be dealt damage once per post till the musician runs out of breath (end of spell) while also being drained 5% MP per post. The 5% MP that is drained is regenerated back to the musician for them to use instead.
    Sound Clap:

    Name: Sound Clap
    Rank: A
    MP Cost: 50 MP
    Category: Offensive
    Type: Burst
    Damage: 125 HP
    Range: 75 meters
    Speed: 75 meters per second
    Duration: 7 posts
    Downside: Sacrificing one effect for 25% more damage
    Description: The user will clap their hands together once per post and the area around them will instantly have a pulse rush away from them. If someone gets caught in the pulse, they will be immobilized for one post, and can’t be caught again for till two posts have passed to be immobilized again if the spell is recasted.
    Soothing Sounds:

    Name: Soothing Sounds
    Rank: A
    MP Cost: N/A
    Category: Auxiliary
    Type: Single Target
    Damage: N/A
    Range: Self || Melee
    Speed: Self || Melee
    Duration: Passive
    Downside: N/A
    Description: A pleasant and low hum can be heard around the caster, this is the hum of their mana power being buffed by 55%. Though this hum can be controlled at will by the user to make it so only really special hearings can hear the hum.
    BloodLive:

    Name: BloodLive
    Rank: A
    MP Cost: N/A
    Category: Auxiliary
    Type: Single Target
    Damage: N/A
    Range: Self || Melee
    Speed: Self || Melee
    Duration: Passive
    Downside: N/A
    Description: With the music completely encompassing the user, they have a 55% increase to health.
    Rock Beat:

    Name: Rock Beat
    Rank: A
    MP Cost: 50 MP
    Category: Supportive
    Type: Single Target
    Healing: 100 HP
    Range: 300 meters
    Speed: 300 meters per second
    Duration: 7
    Downside: N/A
    Description: A quick couple stomps per post on the ground sends either a target, or the user, a pulse through them that would heal them for the post. The pulse is also able to buff their speed and physical strength by 32% each and lets them regenerate 5% MP per post.
    Skeebop:

    Name: Skeebop
    Rank: A
    MP Cost: 50 MP
    Category: Defensive
    Type: Multiple Target
    Durability: 225 HP
    Range: 225 meters
    Speed: 165 meters per second
    Duration: 7 posts
    Downside: N/A
    Description: The user will make a ‘Skee Skeebop’ noise and instantly seven allies will have a greenish glow around them as a shield is placed on them. Those with the shield will have their spell damage buffed by 65% and will drain enemies of 5% HP per post if they try to hit those who are shielded. (This is still an auto-hit, as simply attempting to hit someone who is shielded inflicting a drain on another person gives the player who attacks the shield no possibility to dodge this effect in any way apart from not attacking the shield, which does not constitute a sufficient possibility to dodge. This must be reworked accordingly, which would best be accomplished by giving the drain effect a physical form that shoots out at targets within range of the spell in an attempt to hit them and subsequently inflict them with the drain, or alternatively, in another way you deem sufficient that would give a target a chance to dodge the effect)
    Breath:

    Name: Breath
    Rank: A
    MP Cost: 50 MP
    Category: Offensive
    Type: Burst
    Damage: 50 HP per post (250HP total)
    Range: 75 meters
    Speed: 75 meters per second
    Duration: 5 posts
    Downside: N/A
    Description: The musician will simply breathe out air like normal, but as they do so, the air they expell will be greenish in aura and start to spread around the area like a fog. The fog sends out pulses every post it is active, and those who are within range will be dealt damage so long as they stay in the fog. 5% of their MP will also be drained as long as they stay within the fog.
    Sound Wave ⧿ A+:

    Name: Sound Wave
    Rank: A+
    MP Cost: 75 MP
    Category: Offensive, Supportive
    Type: Burst
    Damage | Healing: 93 HP | 93 HP
    Range: 110 meters
    Speed: 110 meters
    Duration: 9 posts
    Downside: Sacrificing 2 effects for 25% more damage and healing each.
    Description: Much like Sound Clap, Sound Wave is activated by the user clapping their hands, but instead of once, it’s three times. The three claps will send a sound wave pulse out to range and speed and attack any whom the musician feels are enemies, and heals those who they consider to be allies.
    Air Horn ⧿ A+:

    Name: Air Horn
    Rank: A+
    MP Cost: 75 MP
    Category: Offensive
    Type: Single Target
    Damage: 225 HP
    Range: 5 meters
    Speed: 450 meters per second
    Duration: 9 posts
    Downside: Sacrificing 1 effect and 98% range for 50% more damage
    Description: Once per post, the musician will attempt to pick a target and hold out their hand as if they had a can in it that they can press a button that’s on top of it. Should they have a target in sight, they will push their index finger down on the ‘button’ in which an air horn sound will blast right in the direction of the person to deal damage. With OOC permission, the sound of the air horn being used up close can deafen a character and could possibly drive them mad for a bit till their hearing comes back (or not at all should the other allow it).


    _____________________________________________________________________________________

    Sound Slayer 2nd Gen Johannsiggies
    Baird
    Baird

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    Sound Slayer 2nd Gen Empty Re: Sound Slayer 2nd Gen

    Post by Baird Yesterday at 8:34 pm

    bump after eons of not doing it. i hope it's better now :3


    _____________________________________________________________________________________


      Current date/time is 10th July 2020, 6:41 am