| | Weapons | |
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Kimo Force WDA Staff
Achievement Points : 9 Posts : 3066 Reputation : 3771 Waifu : Galko-chan
| Subject: Weapons Wed Apr 02, 2014 9:47 pm | |
| • Remember that if you are a new character, and you're picking a weapon for the first time, you are not allowed to pick a Tier 6 or above weapon. • If you have accumulated enough stats for a different weapon, you may come to exchange it for your previous one. No | Weapon ID | Theme | Tier | Page | Post | Assigned to | 634 | Necroclaster | Art | 10 | 1 | 2 | Leokane | 732 | Monawhila | Art | 10 | 1 | 3 | Bakura Normal | 235 | Baskete | Athletics | 10 | 1 | 4 | | 845 | Captain Hook | Nature | 9 | 1 | 5 | | 233 | Leonardo da Minci | Art | 8 | 1 | 6 | | 745 | Catnyaa | Nature | 8 | 1 | 7 | | 931 | Olympslic | Athletics | 7 | 1 | 8 | SlayerSage | 526 | Avocado's Case | Art | 6 | 1 | 9 | | 124 | Magnifizer | Nature | 5 | 1 | 10 | | 666 | Rocket Roll | Art | 4 | 1 | 11 | | 475 | Bloomer | Nature | 4 | 1 | 12 | | 160 | Freestyle | Athletics | 7 | 2 | 1 | Grand Mage | 325 | Sharpblower | Nature | 6 | 2 | 2 | | 523 | Jet Boxer Jr. | Athletics | 9 | 2 | 3 | Nour Force | 627 | Shoot Shoes | Athletics | 10 | 2 | 4 | | 011 | Eerie Nailed Bat | Athletics | 8 | 2 | 5 | | 480 | Po. Granjaw Arms | Nature | 9 | 2 | 6 | Ryuuji Takasu | 446 | Oak Leaf Whist... | Nature | 6 | 2 | 7 | | 351 | Baby Bear Gloves | Nature | 7 | 2 | 8 | RD | 257 | M.N. Lemon Tree | Nature | 6 | 2 | 9 | Alibaba | 773 | Seeker of the... | Art | 5 | 2 | 10 | Mirasi | 416 | Violynch | Art | 8 | 2 | 11 | | 433 | Set of Culturally... | Art | 7 | 2 | 12 | | 967 | Boomspin | Athletics | 9 | 3 | 1 | EarlS | 783 | Neilenrat Mic... | Art | 7 | 3 | 2 | danna45 | 015 | Spectral Scent | Art | 7 | 3 | 3 | J.J. Knight |
Last edited by Kimo Force on Fri Apr 18, 2014 7:33 am; edited 13 times in total | |
| | | Kimo Force WDA Staff
Achievement Points : 9 Posts : 3066 Reputation : 3771 Waifu : Galko-chan
| Subject: Re: Weapons Wed Apr 02, 2014 10:13 pm | |
| Necroclaster The weapon is supplied with a scalpel and a mound of mud. Using your scalpel, you can mold the mud you hold into animate objects which can be using in combat. Restrictions: STR 1, DEX 4, ART 7 Base Damage : ART/2 + STR/4 + DEX/4 + 2 Aggressive abilities: • Summon a mud zombie to do your bidding. - Mechanics:
Only one mud zombie may be active at a time. Creating the construct counts as an action and takes up a turn. The construct may be made outside of battle. It will follow the crafter. In close range, the construct can take direct orders instantly. The construct can move away from the crafter, but while away it will take no further orders and will follow only one or two simple commands that were given beforehand until either they are executed, the order is overridden by another order from the crafter at close range or the construct ceases to function for any reason, such as Vitality reaching 0. Upon the crafter's vitality reaching 0, the construct ceases to function. Upon creation the construct, it will gain stats on STR, AGI, DEX, END at a total amount of the crafter's ART stat doubled. The stats are distributed by the GM according to the description of the construct's creation as well as the final product. The Vitality of the construct is 80/80. The construct's actions may NOT: Roll for a dodge, roll for critical hits, roll for survival at 1 health when receiving a fatal blow. The possibility to roll for a full guard at higher endurance exists.
• Summon a wave of mud. - Mechanics:
Once per battle use. Inflicts STR X 2 damage. If it hits, the opponent rolls against his DEX X 5, if it fails the opponent is blinded for his next turn.
• Summon a batting stick to use in combat. - Mechanics:
Can only be used by the crafter. Only 1 may be active at a time. Creating the construct counts as an action and takes up a turn. The construct may be made outside of battle and will remain active so long as it is equipped to a hand. Has a base damage of STR X 3/4 + ART X 1/4 + 4, however depending on the artistic value of the work in its creation (or lack thereof), the coefficients for STR and ART may change (they will always add up to 1). After a successful attack, it has a 15% chance to break. After a successful block, it has a 50% chance to break. Once broken, it cannot be used.
Defensive abilities: • Summon wings to increase your speed. - Mechanics:
Can only be used by the crafter. Only 1 pair may be active at a time. Creating the construct counts as an action and takes up a turn. The construct may be made outside of battle. Increases AGI by a number up to 4, depending on the artistic value of the work. Each hit received has a 33% chance to detach the wings from the user. Upon detachment, the wings are considered destroyed and cannot be used.
• Summon a mud shield to guard - Mechanics:
Can only be used by the crafter. Only 1 may be active at a time. Creating the construct counts as an action and takes up a turn (the shield is active during the opponent's turn). The construct may be made outside of battle and will remain active so long as it is equipped to a hand. The ability to dodge is co-determined by the user's STR and END, however their coefficients heavily depend on the circumstances. In case the block is unsuccessful due to an unsuccessful block roll, the shield breaks and the damage received is reduced by an additional END X 2. While the shield is equipped, AGI is reduced by 4.
Ultimate ability: • Summon and command a miniature 6 foot mud mecha. Only lasts for a minute and can only be used once. - Mechanics:
Similar to the Mud Zombie with the following exceptions: It may not be made outside of battle. It can only be made once per day. It ceases to function after 4 of the user's turns. The stats distributed to it are ART X 5 instead of the Mud Zombie's ART X 2.
Last edited by Kimo Force on Wed Apr 02, 2014 10:24 pm; edited 2 times in total | |
| | | Kimo Force WDA Staff
Achievement Points : 9 Posts : 3066 Reputation : 3771 Waifu : Galko-chan
| Subject: Re: Weapons Wed Apr 02, 2014 10:13 pm | |
| Monawhila The weapon consists of a shield in the form of a rectangular portrait of the fair Monalisa, with spikes shapes as the tips of pencils. These spikes can be operated using a switch to rotate them as you would with a chainsaw. Restrictions: 7 STR, 4 END, 1 ART Base Damage: STR + AGI/4 + 4 Boosts: Increases END by 3 Aggressive abilities: • Bash your opponent with the shield or with the spikes. - Mechanics:
Does damage of STR + AGI + END/2 + 6. Decreases own vitality by 8. Can only be used once every 3 actions.
• Operate the spikes to rotate and lunge forward with your shield. - Mechanics:
Does damage of STR/2 + AGI * 2 + 5 Can only be used once every 3 actions
Defensive abilities: • Use your weapon as a shield to guard against most attacks. It's quite durable. - Mechanics:
Use up a turn. Roll against your END X 7 (but not over 60). If successful the attack is fully blocked. If not, the damage is reduced by END + 3. • Use the rotation of the spikes on the ground and operate the shield as a wheel for evasive maneuver. - Mechanics:
Use up a turn. Roll against AGI X #number for a full dodge. The number depends on the accuracy and speed of the opponent's attack. If a full dodge is successful, your opponent cannot respond to your next move (meaning you will get 2 moves in a row), nor will his END reduce damage for 1 turn. If the roll fails, you take damage normally.
Ultimate ability: • Use a button to align the spikes to face forwards and launch them at the opponent using a trajectory. You lose your spikes until the end of the battle arena. - Mechanics:
Ranged Attack. Deals a set 40 damage (opponent's END is still deducted from that amount normally) If successful, has a 40% chance to inflict a bleeding injury on to the opponent. If the bleeding injury is inflicted, the opponent will take 3 damage per action while in battle. Their Vitality will not be able to be restored until the injury is healed (requires medical supervision). After use, the spikes are removed. They cannot be reattached until you return to base. While the spikes are removed, apply the following: All constants in attack damage calculations are removed. That makes your base damage STR + AGI/4, the first offensive ability (bash) STR + AGI + END/2, the second offensive ability (lunge) STR/2 + AGI * 2. You cannot use the second defensive ability (roll).
Last edited by Kimo Force on Wed Apr 02, 2014 10:29 pm; edited 2 times in total | |
| | | Kimo Force WDA Staff
Achievement Points : 9 Posts : 3066 Reputation : 3771 Waifu : Galko-chan
| Subject: Re: Weapons Wed Apr 02, 2014 10:13 pm | |
| Baskete A mystical basket ball that utilizes a mix of basketball and Kung-Fu moves. Base Damage: STR/2 + ATH/2 + 3 Restrictions: STR 3. DEX 4, ATH 4 Aggressive abilities: • Toss the basketball at the enemy for a stronger-than-usual force - Mechanics:
Ranged Attack. Does damage of STR/2 + DEX/2 + ATH/2 + 5. Has a 25% chance, reduced by the DEX and ATH stats, of not being able to catch the returning ball. In that case you have to spend a turn to retrieve the ball before using it again. The same applies to the case of a full dodge by the opponent.
• Shoot the ball skywards and have it target the enemy and fall from above onto them. - Mechanics:
Ranged attack. Does damage of STR + ATH + 5. Has a 10% chance of the opponent capturing the ball, increased by the opponent's DEX. If the ball is captured, the opponent takes damage equal to your STR/2. You cannot use the ball until it is reclaimed.
• Spin the ball on your finger and drop it on the floor, allowing it to spin towards your opponent and trip them over. - Mechanics:
Does damage of STR(opponent's) + 1. If it succeeds, your opponent loses his next turn and you roll against your DEX X 4. If it fails the ball does not return to you and you have to spend a turn to retrieve it. The opponent can roll against his AGI + END + ATH (if he has it). If the roll succeeds, he takes 1 damage, does not lose his next turn and you have to spend a turn to retrieve the ball.
• Toss the ball at your enemy with a backwards spin and have it cause extra damage by spinning for a short period of time all over your opponent. - Mechanics:
Does damage of STR + DEX/2 + ATH/2 + 6. Has a 30% chance, reduced by the DEX and ATH stats, of not being able to catch the returning ball. In that case you have to spend a turn to retrieve the ball before using it again. The same applies to the case of a full dodge by the opponent. Has a 10% chance of the opponent capturing the ball, increased by the opponent's DEX. If the ball is captured, the opponent takes damage equal to your STR/2. You cannot use the ball until it is reclaimed.
Defensive abilities: • Perform a back-pivot maneuver to evade - Mechanics:
Context specific
Ultimate ability: • Wait for the enemy to attack. Parry by lunging forwards and passing through your opponent, followed by the spirit of a golden dragon which causes massive damage. Can only be used once per battle royale. - Mechanics:
Does damage of 30. Reduces own Vitality by 10. Dodges opponent's attack. Cannot be used again until you have rested.
Last edited by Kimo Force on Wed Apr 02, 2014 10:37 pm; edited 1 time in total | |
| | | Kimo Force WDA Staff
Achievement Points : 9 Posts : 3066 Reputation : 3771 Waifu : Galko-chan
| Subject: Re: Weapons Wed Apr 02, 2014 10:14 pm | |
| Captain Hook A fishing rod with an under-mount trigger that can be utilized as a machine gun or a shotgun. Base Damage: STR + 3 Restrictions: STR 2, DEX 7, NAT 5 Aggressive abilities: • Use the hook to reel enemies in above. - Mechanics:
Roll against your DEX x 6, your opponent rolls against his AGI x 3. If your roll succeeds and your opponent's roll fails, your opponent gets in close range, you get an additional action and your next attack's damage is multiplied by 150%. Works only when your opponent is outside of melee range.
• Load a can of tuna into the magazine in the gun underneath and use it as a machine gun. Each magazine holds forty tuna, and you are only allowed four magazines per battle royale. - Mechanics:
For every shot fired, roll against your DEX x 7. Every shot that succeeds the roll does 2 damage, deducted by 1 for every 10 points the opponent has in END. Up to 20 shots can be fired per turn while at maximum range. At minimum range, up to 5 can be fired per turn. While firing you are unguarded, increasing the damage received. • Load a can of sardines into the magazine in the gun underneath and use it as a shotgun (the sardines burst into seven small sardine pellets). Each magazine holds six sardines, and you are allowed four magazines per battle royale. - Mechanics:
For every shot fired, roll against your DEX x 8. Every pellet of a shot that succeeds the roll does 2 damage, deducted by 1 for every 10 points the opponent has in END. Up to 3 shots can be fired per turn at minimum range. Up to 6 shots can be fired per turn at maximum range. All 7 pellets will hit at minimum range. 1 pellet will connect at maximum range. While firing you are unguarded, increasing the damage received. If all 7 pellets hit the opponent, due to the knockback on the opponent, you are not considered unguarded.
Defensive abilities: • Block with the blunt edge of your rod. - Mechanics:
Context specific
Ultimate ability: • Load a shark by the hook into the magazine. This shark is wrapped with TNT, and so the gun can be used as a rocket launcher. You are only allowed one shark per battle royale. - Mechanics:
Roll against your DEX x 10. If it succeeds the roll, everything close to the target takes 40 damage. The blast can hurt the user if they are within the radius. At mid range, the opponent can roll against his AGI x 3. A successful roll will allow them to avoid the blast.
Last edited by Kimo Force on Wed Apr 02, 2014 10:42 pm; edited 1 time in total | |
| | | Kimo Force WDA Staff
Achievement Points : 9 Posts : 3066 Reputation : 3771 Waifu : Galko-chan
| Subject: Re: Weapons Wed Apr 02, 2014 10:14 pm | |
| Leonardo da Minci A sword and shield. The sword is a giant paint brush, while the shield is a paint palette. The palette has several colors which can alter your attacks and give you variations. Base Damage: STR + 5 Restrictions: STR 7, INT 3, END 4, ART 4 Bonus: Increases END by 2 Aggressive abilities: • Hold down the red color and slash. Releases a chemical which causes a burning sensation to those who come in contact. Drains your color volume. Can only be used ten times per battle royale. - Mechanics:
Effect persists for 5 of your turns. All characters in range but you will take 4 damage for each of their turns. Uses up a turn. During the turn it is used, the shield increases your END by an additional 3.
• Hold down the yellow color and slash. Releases a chemical which causes a terrible smell that may be nauseating to those who come in contact. Drains your color volume. Can only be used ten times per battle royale. - Mechanics:
Effect persists for 5 of your turns. Reduces END of all characters in melee range but you by an amount equal to your own ART. Uses up a turn. During the turn it is used, the shield increases your END by an additional 3.
• Hold down the blue color and slash. Releases a chemical which causes a freezing sensation to those who come in contact. Drains your color volume. Can only be used ten times per battle royale. - Mechanics:
Effect persists for 5 of your turns. Reduces AGI of all characters in melee range but you by an amount equal to your own ART. Uses up a turn. During the turn it is used, the shield increases your END by an additional 3.
• Hold down the black color and slash. Releases a chemical which causes a blinding effect to those who come in contact. Drains your color volume. Can only be used three times per battle royale. - Mechanics:
Effect persists for 3 of your turns. Reduces DEX of all characters in melee range but you by an amount equal to your own ART. If a character's DEX reaches 0, his attacks have an extra 50% chance to fail. Uses up a turn. During the turn it is used, the shield increases your END by an additional 3.
• Hold down the white color and slash. Releases a chemical which heals those who come in contact (use to heal yourself). Drains your color volume. Can only be used three times per battle royale. - Mechanics:
Effect persists for 3 of your turns. Increase VIT of all characters in melee range by an amount equal to your own ART. During the turn it is used, the shield increases your END by an additional 3.
Defensive abilities: • Block using the palette shield - Mechanics:
Use up a turn. Roll against your END X 6 (but not over 60). If successful the attack is fully blocked. If not, the damage is reduced by END + 2.
Ultimate ability: • Hold down all colors except for white, and slash. Releases a powerful slash projectile which causes high damage upon contact. Drains three uses from red, blue and yellow, and one from black. - Mechanics:
Ranged attack. Causes 20 damage. Your opponent's active END for this attack is reduced by your ART.
Last edited by Kimo Force on Wed Apr 02, 2014 10:55 pm; edited 5 times in total | |
| | | Kimo Force WDA Staff
Achievement Points : 9 Posts : 3066 Reputation : 3771 Waifu : Galko-chan
| Subject: Re: Weapons Wed Apr 02, 2014 10:14 pm | |
| Catnyaa A large yarn ball, 1.5 times the size of a basketball, with an extended thread. The thread can be grabbed and used to recall the ball after tossing it, like a yoyo. The yarn from the ball may be pulled on for various uses. Base Damage: STR/2 + DEX + NAT/2 Restrictions: STR 3, AGI 4, DEX 6, NAT 6 Aggressive abilities: • Throw the yarn ball at an enemy to cause damage. Use the thread to pull it back in. - Mechanics:
Ranged attack. Does damage of STR + NAT + 4. The opponent rolls against his DEX, if it succeeds, the ball is captured and cannot be used again until retrieved.
• Pull on the yarn and use it as a rope to pull your opponent in. - Mechanics:
Roll against your DEX x 9 (but no higher than 80). If it succeeds, the opponent loses his next turn, comes into melee range, while his AGI and DEX are reduced by 50% for 1 of his turns.
• Use the long threads from the yarn to wrap your opponent, effectively capturing them in a yarn trap and stunning them. - Mechanics:
Opponent rolls against their STR x 9 every turn. If they fail, they cannot move for their turn. If they succeed, they can do their turn normally and Catnya's damage is reduced by 50% until you return to base.
Defensive abilities: • The yarn ball is bouncy, allowing the user to effectively bounce out of danger. - Mechanics:
Context specific
Ultimate ability: • Unfold the yarn ball completely. You can then wrap yourself and form a bigger ball, which may be used to cause more damage by rolling around and hitting the opponent. After a minute of use, you will need to unwrap yourself to avoid suffocation. You will be dizzy for some time after use. You can use this ability multiple times. - Mechanics:
Successful attacks do damage of STR + NAT + END + AGI. You lose 6 VIT every time you attack. Lasts for 4 turns. After use, you cannot move for 1 turn.
Last edited by Kimo Force on Sun Apr 06, 2014 1:23 am; edited 2 times in total | |
| | | Kimo Force WDA Staff
Achievement Points : 9 Posts : 3066 Reputation : 3771 Waifu : Galko-chan
| Subject: Re: Weapons Wed Apr 02, 2014 10:14 pm | |
| Olympslic Three poles attached onto the user's back. These poles can be unfolded at will to create various weapons. These poles can be crafted together by putting them inside the slots found at the tips of one another. Each pole has a slot cuff which can move from facing upwards to sideways and slightly below (for the bow). These allow all the poles to connect to one another. The user will also be equipped with chains. Base Damage: STR + 3 Restrictions: STR 4, DEX 5, ATH 7 Aggressive abilities: • Craft a longer pole by combining all three to use as a bludgeoning or piercing weapon. - Mechanics:
Roll against your (DEX + ATH) x 5. If you fail, crafting the weapon takes up a turn. If you succeed, it is made immediately. The weapon can be made outside of combat. Select one of two modes at crafting. Depending on your pick, the weapon is replaced with the following Bludgeoning weapon - Base Damage: STR + ATH/2 + 4 Piercing weapon - Base Damage: STR/2 + AGI/2 + ATH/2 + 3, can attack from mid range.
Upon successful attacks, the weapon has an 5% chance of being deconstructed. After using it to block, the weapon has a 15% chance of being deconstructed. Once deconstructed it returns to its original state.
• Craft a bow and shoot your punch right into your opponent. - Mechanics:
Ranged attack. Does damage of STR + AGI/2 + ATH/2. You take half that damage. The weapon is unequipped until you reclaim it.
• Use the chains to grab your opponent and reel them in. - Mechanics:
Roll against your DEX x 6 + ATH x 2. If successful, bring your opponent to close range and do 6 damage.
• Use the chains with the poles and craft a three-pole nunchakus. - Mechanics:
Roll against your (DEX + ATH) x 5. If you fail, crafting the weapon takes up a turn. If you succeed, it is made immediately. The weapon can be made outside of combat. When crafted, they maintain the initial base damage and gain the following ability: Roll against your DEX x 6 + ATH x 3 (but not higher than 90). If successful, do damage of STR/2 + ATH + DEX + 3. If not, you deal damage to yourself equal to your own STR + 3 instead. Upon a successful attack, has a 15% chance of being deconstructed. If used to block, it has a 30% chance of being deconstructed. Once deconstructed it returns to its original state.
• Craft a hurdle and toss them to hinder your opponent. You will need to pick up your poles after leaving them. - Mechanics:
Opponent rolls against own INT x 8, if unsuccessful he rolls against his own AGI x 2 + ATH x 2 (ATH is 0 if they do not have the stat). If that roll is unsuccessful too, they trip over, taking 5 fall damage and losing their next turn. You lose your next turn
Defensive abilities: • Use the longer pole to pole jump out of the way to dodge certain attacks. - Mechanics:
Context specific. Can rapidly increase distance with opponent. If used, currently constructed weapon is deconstructed.
• Block certain attacks using the longer pole. - Mechanics:
Context specific. May fully block attacks. If used, currently constructed weapon is deconstructed.
Ultimate ability: • Craft the nunchakus and toss them at the opponent to bind them. Then rush the opponent with a free brawl. Your opponent will only be able to dodge the attack and cannot block or attack. You may still miss the attack yourself if you do not roll enough against the die. After use, your chains will break and cannot be used. - Mechanics:
Can be used instantly if the nunchucks are currently equipped. If not, they must be crafted first, following their described process. Roll against your DEX x 8 + ATH x 4. If successful, a brawl roll is initiated, however the opponent is automatically considered to have lost his roll. Proceed to resolve the brawl normally. After use, the nunchucks are deconstructed. The nunchucks, bow, as well as the chain grab ability cannot be used until the weapon is repaired at the base.
Last edited by Kimo Force on Mon Apr 07, 2014 6:21 pm; edited 3 times in total | |
| | | Kimo Force WDA Staff
Achievement Points : 9 Posts : 3066 Reputation : 3771 Waifu : Galko-chan
| Subject: Re: Weapons Wed Apr 02, 2014 10:15 pm | |
| Avocado's Case The user's clothes change to a purple tuxedo if male, or a purple dress if female. Their clothes are enveloped from top to bottom in piano keys. The user will also wield a bass violin case. The user uses the various keys on the suit which react to various attacks done by the case. Aggressive abilities: • Play a key which opens the case and causes a piano key hitter cause a variant of three attacks depending on the key used: uppercut, fall from above, or floor sweep. This can be performed after countering an opponent's attack. • Play a key which opens the case and causes a piano key hitter to fire out of the case. This can be performed after countering an opponent's attack. Defensive abilities: • Use the violin case to guard against attacks. • Play a key which opens the case which releases a large horn that blows the opponent away. • Parry an opponent's attack by hitting a key when the hit connects on the violin case. Opens the guitar case with brute force and knocks the opponent back. Ultimate ability: • After countering an opponent, play a combination of keys. The combination is long and is possible to miss. You must also complete it before the opponent falls to the ground. Launches strings in the pattern of the music sheet lines, which wrap themselves around the opponent and pull him or her into the case and shut it close. The case will cause heavy damage by repeatedly hitting the opponent before releasing him or her after the attack. You have only one set of strings, so this ability can only be used once per battle royale.
Last edited by Kimo Force on Sun Apr 06, 2014 1:45 am; edited 1 time in total | |
| | | Kimo Force WDA Staff
Achievement Points : 9 Posts : 3066 Reputation : 3771 Waifu : Galko-chan
| Subject: Re: Weapons Wed Apr 02, 2014 10:16 pm | |
| Magnifizer Two giant magnifying glasses attached onto the back of the user. These glasses may be use to enlarge the objects it focuses on, and can channel heat. These glasses are equipped with magnifying rays which can be used to enlarge objects. Aggressive abilities: • Use both magnifying glasses as melee weapons. • Focus sunlight beam onto the opponent. Keeping the sunlight on without wavering will cause your opponent's clothes to catch on fire. Has a chance of causing burn. Using both glasses will reduce the time needed to light the opponent on fire, but will require extra stats. • Focus sunlight beam onto the ground. It will light the area up on fire. Using both glasses will reduce the time needed to do so, but will require extra stats. • Focus the magnifying glass on cockroaches and insects on the ground. You can then enlarge them and have them work alongside you for ten seconds. You can only enlarge ants, beetles, and spiders. This attack has a cooldown. Defensive abilities: • Block certain attacks using the magnifying glass. Repeated blocking may cause it to shatter, rendering it unusable. • Use a handkerchief to wipe your glasses. Doing so will reduce their chances of shattering. After a certain amount of uses, the handkerchief will become dirty and instead increase the changes of shattering. Ultimate ability: • Focus the magnifying glasses onto yourself. You will enlarge four times for a total of thirty seconds. You can only use this move once per battle royale.
Last edited by Kimo Force on Sun Apr 06, 2014 8:33 am; edited 3 times in total | |
| | | Kimo Force WDA Staff
Achievement Points : 9 Posts : 3066 Reputation : 3771 Waifu : Galko-chan
| Subject: Re: Weapons Wed Apr 02, 2014 10:16 pm | |
| Rocket Roll The user has four drums attached around his shoulders, with one larger bass drum on the back. The user also has cymbals attached on the sides of the thighs. All the drums have rocket propellers in them. The user will be given drum sticks to use. Each use of the drums' rocket propellers has a 10% chance to have them overheat (except when used to fly). This will render them unusable for a short amount of time. Aggressive abilities: • Use the drum sticks to fight. • Flip the drums over to have the rocket propellers face forwards and fire at the opponent. • Use the cymbals and toss them at the opponent like boomerangs. • Turn your back to the opponent and fire using the larger bass drum. • Use the rocket propeller on the bass drum to rush yourself forwards and punch or kick the opponent. • Grab the opponent and fly with them in midair before dropping them to their deaths. Defensive abilities: • Turn around and have the attack hit the bass drum. You will block the attack. • Use the rocket propellers on the bass drum to fly around. Use the side drums to steer in mid-air. • Flip the drums over to have the rocket propellers face forwards and shoot you backwards to avoid an attack. Ultimate ability: • Turn the power on all drums to maximum and thrust forwards with an even more powerful punch or kick. Your drums will overheat and will be unusable for a longer amount of time. Your strength stat will go down by one point if the attack connects, until you can rest. This can be only used once per battle royale.
Last edited by Kimo Force on Sun Apr 06, 2014 2:11 am; edited 1 time in total | |
| | | Kimo Force WDA Staff
Achievement Points : 9 Posts : 3066 Reputation : 3771 Waifu : Galko-chan
| Subject: Re: Weapons Wed Apr 02, 2014 10:16 pm | |
| Bloomer A giant apple tree that can be wielded as a weapon. The tree is in fact alive, and that factor can be used in combat. Aggressive abilities: • Swipe with the tree for your standard offensive move. A slow but powerful attack. • Plant the tree into the ground. The tree will immediately grow roots to attack the opponent from below. • The roots may be used to hold the opponent in place the ground. • Swipe with the tree and have an acorn shoot straight at your opponent. You have a stock of twenty acorns in the tree. Defensive abilities: • Block with the tree. • Shake the tree and have it drop an apple. This apple can be eaten to replenish vitality. You need to wait for the tree to grow another apple before this ability can be used again. Ultimate ability: • After rooting your opponent to the ground, muster your entire strength to uppercut your opponent really high into the air, and have them fall straight to the earth. Difficult to pull off due to requiring a high strength stat, but extremely powerful. Your strength stat will decrease by 3 points after use due to fatigue, until you can rest.
Last edited by Kimo Force on Sun Apr 06, 2014 1:53 am; edited 2 times in total | |
| | | Kimo Force WDA Staff
Achievement Points : 9 Posts : 3066 Reputation : 3771 Waifu : Galko-chan
| Subject: Re: Weapons Wed Apr 02, 2014 10:16 pm | |
| Freestyle Base Damage: STR + 1 Restrictions: AGI 5, ATH 9 A swimming set which includes fins, hand paddles, and swimming goggles. All of these are embedded with a unique kind of technology which allow the wearer to phase through solid matter as if it were liquid. Aggressive abilities: • Dive into the ground and surprise your opponent with an attack from below. - Mechanics:
Applies to all attacks that occur right after resurfacing. Does damage of STR + ATH/2 + 2.
Defensive abilities: • Dive into the ground and swim away to dodge attacks. - Mechanics:
While active, you are unaffected by regular attacks. Cannot be activated in the same turn you resurface or attack. You cannot attack while submerged.
• You can swim at high speeds when underground. Your movement on the surface, however, is limited. - Mechanics:
Permits high travelling speed through the battlefield
Ultimate ability: • Leap from the ground, and land down straight at your opponent with a diving swipe. Can be used for as much as you like. Each successive two uses will reduce your agility by 1. - Mechanics:
Does damage of STR + ATH + 10. Your Vitality is reduced by 10.
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| | | Kimo Force WDA Staff
Achievement Points : 9 Posts : 3066 Reputation : 3771 Waifu : Galko-chan
| Subject: Re: Weapons Sun Apr 06, 2014 9:04 am | |
| Sharpblower The user is equipped with a razor-sharp leaves and a leaf blower. These leaves can be thrown at the enemy. Aggressive abilities: • Use the leaves as knives. Each successful attack has a chance of reducing your opponent's endurance. • Throw the sharp leaves at your opponent. Each leaf has a chance of reducing your opponent's endurance. You have a total of twenty leaves in stock. • Blow away, or suck back in, any leaves on the ground. Can be used to attack the opponent. Each leaf has a chance of reducing your opponent's endurance. • Use the leaf blower to blow air into your opponent's face, temporarily stunning them. Defensive abilities: • Use the leaves to block small attacks from bludgeoning or sharp weapons. • Use the body of the leaf blower to block heavier attacks. Overuse may break your leaf blower. Ultimate ability: • Can only be used when you have all your leaves. Place them inside the leaf blower and fire all the leaves at the opponent. Damage is slightly increased, but each leaf now has an even greater chance to reduce your opponent's endurance. After use, your leaf blower will be temporarily unusable for a certain amount of time. This can only be used once per battle royale. | |
| | | Al-Bhed Machina Mechanic
Achievement Points : 50 Posts : 3724 Reputation : 4776 Waifu : fem-Al-Bhed
| Subject: Re: Weapons Wed Apr 09, 2014 9:50 am | |
| Jet Boxer Jr. Boxing gloves reinforced in the front with iron plates. At their backs, small jet thrusters are attached to boost punching speed. Comes with small fuel tanks, separated and attached to your waist. Do not use in actual competitions. Base Damage: STR + ATH/2 + 2 Restrictions: 3 STR, 3 AGI, 3 ATH Fuel Units: 30 Aggressive abilities • Use up a little fuel to initiate a minor thrust on one glove and deliver a boosted punch. - Mechanics:
Does damage of STR + ATH/2 + AGI/2 + 5. Consumes 1 fuel unit. Reduces own Vitality by 1.
• Use up fuel on both hands to increase your own speed and deliver a very strong punch. - Mechanics:
Does damage of STR + ATH + AGI + 6. Consumes 6 fuel units. Decreases own Vitality by 10.
Defensive abilities • Use the thrusters to make a small fire wall and stop the enemy from advancing. - Mechanics:
Can reduce incoming damage and cause burns. Results are context specific. If it is done in quick response to an attack, it is assumed you did not have enough time to take off your gloves before using them, so you also reduce your own Vitality by 3. Consumes 5 fuel units.
Ultimate attack • Lean with one hand towards the ground and place your dominant fist above your body, then use up all your fuel to rapidly boost yourself towards your opponent for your strongest punch. - Mechanics:
Does damage of STR + ATH + AGI + 2 + your remaining fuel units. Reduce your own vitality by 15 + any fuel unit above 15 that you used for this attack. Then reduce your fuel units to 0.
Last edited by Al-Bhed on Thu Apr 17, 2014 8:54 am; edited 1 time in total | |
| | | Al-Bhed Machina Mechanic
Achievement Points : 50 Posts : 3724 Reputation : 4776 Waifu : fem-Al-Bhed
| Subject: Re: Weapons Wed Apr 09, 2014 9:50 am | |
| Shoot Shoes Running shoes equipped a specially engineered iron spring that boasts great flexibility at the heel and iron spikes on the side outsole. The springs also include a manual mechanism for increasing the effect. Do not use in ball games that include kicking. Base Damage: STR/2 + AGI/2 + 3 Restrictions: 3 AGI, 3 ATH Aggressive abilities • Jump high and bring the back of your foot onto the opponent for a strong axe kick. - Mechanics:
Roll against 70 + ATH + AGI. If successful, do damage of STR/2 + AGI/2 + 9. If not, the attack fails. Cannot be used twice in a row.
• Face back and use your springs for a roundhouse kick. - Mechanics:
Roll against 60 + STR + ATH. If successful do damage of STR + AGI/2 + ATH/2 + 4. If not, the attack fails and you reduce your Vitality by 7. Cannot use twice in a row.
• Take advantage of your opponent's distance for a chance to wind your springs and close in on them with a long kick. - Mechanics:
Ranged attack. Get into melee distance of the opponent and do damage of STR/2 + 1.
Ultimate attack • Use your emergency spring winding mechanism which can wind the spring to its maximum once, then spring off the ground with the spring of one foot, then kick your opponent while activating the spring on them for extra damage. - Mechanics:
Do damage of STR + AGI + 10. Does not work at long range. Cannot be used again until the mechanism is repaired at base.
Last edited by Al-Bhed on Thu Apr 17, 2014 8:55 am; edited 1 time in total | |
| | | Al-Bhed Machina Mechanic
Achievement Points : 50 Posts : 3724 Reputation : 4776 Waifu : fem-Al-Bhed
| Subject: Re: Weapons Wed Apr 09, 2014 9:50 am | |
| Eerie Nailed Bat A baseball bat with nails stuck on it. Although the damage inflicted is more than meets the eye, it seems that its previous owner was pretty hardcore about baseball, so his ghost will force you to hit yourself whenever you miss hits. Base Damage: STR + 3 Restrictions: 2 STR, 2 ATH Aggressive abilities • Hit the opponent from a baseball stance, ghastly forces will increase the attack power. - Mechanics:
Roll against 70 + DEX + ATH. If successful do damage of STR + ATH/2 + 5. If not, reduce your vitality by 5
• Hit the bat on the ground, launching some of the nails attached to it at the opponent. - Mechanics:
Ranged attack. Does damage of STR + 4. Each time this skill is used, reduce the damage of the weapon by 1 until the end of the battle. The reduction does not apply to this skill and the ultimate attack. Can be used for a maximum of 3 times per battle.
Defensive abilities • Strike the opponent's projectile right back at them. - Mechanics:
In response to an opponent's projectile attack, you can roll against 40 + DEX + ATH. If successful, the attack and damage is returned in full to the user. If not, reduce your vitality by 5. The skill may fail if the damage of the projectile is too high.
Ultimate Attack • Smash your bat, breaking it and unleashing the ghost of Luigi, the Baseball Freak unto your opponent. - Mechanics:
For 5 turns, the ghost will be attacking with damage between 15 and 25. The ghost does not take damage from regular attacks. Attacking along with the ghost, or staying close to the ghost in general, may attract its attention and make you its new target. If your Vitality reaches 0, the ghost disappears. You cannot use your weapon again until you repair it at the base.
Last edited by Al-Bhed on Wed Apr 09, 2014 9:57 am; edited 1 time in total | |
| | | Al-Bhed Machina Mechanic
Achievement Points : 50 Posts : 3724 Reputation : 4776 Waifu : fem-Al-Bhed
| Subject: Re: Weapons Wed Apr 09, 2014 9:51 am | |
| Pair of granjaw arms The granjaws are peculiar combat loving wild species that would traditionally carry the severed limbs of their opponents to use in combat as a proof of valor, thus using their limbs is not actually disrespectful towards nature, but a sign of familiarity with granjaws. Unless you have killed the previous owners of those limbs yourself however, the granjaws may disagree, so try to avoid them. The arms are about 50cm long, at the end of them are the sharp claws of a granjaw. They are tied to your wrists with a rope to retract them easily. Unfortunatelly, the grand jaws for which they are feared, are not included in the set. Base Damage: STR + NAT/2 + 4 Restrictions: 5 STR, 3 NAT Special effects: Greatly decreases affinity with granjaws Aggressive abilities • Strike with all your strength using both claws from 2 different directions for a cross slash. - Mechanics:
Can only be used once every 3 of your turns. Leaves you open. Does damage of STR + NAT + 8. You take 9 damage.
• Use one claw to hook onto the enemy, damaging and immobilizing him to increase the damage of your next attack. - Mechanics:
Only use in melee range. Roll against your AGI*5 + NAT*4. If successful, your opponent takes 4 damage, cannot increse his distance in the next turn, his next attack's damage is reduced by 20%, your next attack's damage is increased by 50%.
• Throw one claw to hook onto a far away enemy to draw him close. - Mechanics:
Ranged attack. Roll against your DEX*3 + NAT*3 + AGI*2. If the opponent's STR is higher than yours, do damage of STR/2 + NAT + 5. If the opponent's STR is lower than yours, do damage of NAT/2 + 4 and bring your opponent to melee range.
Ultimate attack • Call upon the souls of the granjaws to unleash a flurry of attacks with the beast's spirit. - Mechanics:
Can only be activated if your Vitality is below 50. Unleash 4 attacks in a row. Afterwards, your claws become dulled. Until repaired, you cannot use the 2 hook attacks or the ultimate attack, the base damaged is reduced by 4 and the damage of the cross slash is reduced by 6.
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| | | Al-Bhed Machina Mechanic
Achievement Points : 50 Posts : 3724 Reputation : 4776 Waifu : fem-Al-Bhed
| Subject: Re: Weapons Wed Apr 09, 2014 9:51 am | |
| Oak leaf whistle of tiny fury The whistle made from the leaf of the mystical oak uses your affinity with the forest and permits you to call upon the strength of an army of squirrels to do your bidding assist you for the sake of natural harmony if they find that it is endangered. Be warned: squirrels are not strong animals. Base Damage: Will break when used for a physical attack, use your fists instead if you have to. Restrictions: INT 3, NAT 8 Aggressive abilities • "He's a bad guy! Get him!" - Mechanics:
Attemp to convince the squirrels that the target is vaguely evil. As they are gullible, it will work any number of times. Triggers their basic attack, does damage of NAT + 4 + the current squirrel group power (0 if unboosted).
• Give a convincing reason to the squirrels for them to fight the enemy. It does not have to be true. - Mechanics:
Attemp to convince the squirrels of a reason to fight for. If successful, boost the squirrel group power by an amount depending on the quality of the reason. The duration also depends on the quality of the reason. The same or similar reasons are unlikely to increase the squirrel group power further. Continuous use may make the squirrels suspicious. If the squirrels no longer trust you, their squirrel group power goes to 0 and stays that way for the remainder of the day.
Ultimate attack • "He stole your acorns!" - Mechanics:
Squirrels temporarily transform into super angry squirrels, increasing their group power by 10 for 2 turns. unless the opponent actually has their acorns, the squirrels will no longer trust you afterwards. You cannot use this ability if the squirrels no longer trust you.
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| | | Al-Bhed Machina Mechanic
Achievement Points : 50 Posts : 3724 Reputation : 4776 Waifu : fem-Al-Bhed
| Subject: Re: Weapons Wed Apr 09, 2014 9:52 am | |
| Baby bear gloves Gloves modeled after the paws of a small bear, equipped with sharp claws. Comes with an optional set of bear ears. Don't worry, everything is fake. Probably. Base Damage: STR + NAT/2 + 5 Restrictions: 2 STR, 4 AGI, 3 NAT Optional Gear: If a kawaii factor is invoked after equipping the ears, AGI is increased by 3 Aggressive abilities • Mangle your opponent to cause bleeding. - Mechanics:
Roll against 70 + DEX. If unsuccessful, the attack fails. If not, apply your base damage and then roll against STR + NAT + 50. If successful, your opponent bleeds, taking 2 damage during each of his in combat turns. If the opponent is already bleeding, increase the bleeding damage by 1. This effect can stack. If the opponent is bleeding, they cannot restore Vitality outside of combat until the bleeding injury is healed.
• Roar like a bear by becoming one with nature. As the roar will be that of a baby bear, the opponent will only slightly hesitate. - Mechanics:
Takes up a turn. Increase own STR and DEX by your NAT for 4 turns. This effect can stack. The damage you take this turn is reduced by half.
Ultimate Attack • Bears are crazy. Be one with nature, be the bear, be the crazy. - Mechanics:
Can only be used if you have roared 3 times during the day (the count is reset after the ability is used). Your base damage is doubled, but you lose your sanity and can only attack straightforwardly (if your actions are not deemed frenzied, they will be redone by the GM). The effects last for either 4 turns, or until your Vitality falls below 20%, whichever happens first. If this is used twice during the same day, after the second one, you will hibernate until treated.
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| | | Al-Bhed Machina Mechanic
Achievement Points : 50 Posts : 3724 Reputation : 4776 Waifu : fem-Al-Bhed
| Subject: Re: Weapons Wed Apr 09, 2014 9:52 am | |
| Mystic nomad lemon tree Mystic nomad trees can be removed from their roots and instantly be replanted anywhere. In between, you can carry them and use them as weapons. Base Damage: STR/2 + NAT + 6 Restrictions: 7 STR, 5 END, 4 NAT Aggressive abilities • Strike the opponent with the upper part of the tree to give him extra bleeding damage from the thorns. - Mechanics:
Does damage of STR + NAT/2 + 2. Roll against 30 + NAT. If successful, your opponent bleeds, taking 3 damage during each of his in combat turns for 4 turns. If the opponent is already bleeding, do an extra 3 damage instead (not extra bleeding damage). The bleeding effect does not stack. When outside of combat, the bleeding is cured.
• Spread the leaves to decrease visibility and boost your own abilities with the lemon scent. - Mechanics:
Takes up a turn. Decrease the opponent's DEX by half and increase own STR by your NAT for 5 turns.
Ultimate Attack • Plant the tree and let it grow more trees with its mystic power, changing the battlefield to a forest of mystic lemon trees. - Mechanics:
Unequip your weapon before activating this skill. The skill lasts for as many of your turns as the number of your opponent's turns for which you had your weapon unequipped. While the skill is active, your opponent's DEX is decreased by half, your STR is increased by NAT x 2 and you can only be attacked right after you attacked. Attacks delivered by the user of the skill, ignore END. Battles between more than 2 people cannot occur while the skill is active.
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| | | Al-Bhed Machina Mechanic
Achievement Points : 50 Posts : 3724 Reputation : 4776 Waifu : fem-Al-Bhed
| Subject: Re: Weapons Wed Apr 09, 2014 9:53 am | |
| Seeker of the Beautiful Crimson A spatula said to have belonged to Marina, the Blood Painter, a taboo name to speak among the artists, she is said to have been a mad painter who found beauty in blood and would kill dozens to make a single painting. As a result an eerie aura seems to emanate from the spatula. Base Damage: STR/4 + DEX/2 + ART/2 + 2 Restrictions: 3 DEX, 3 ART Special effects: Having the weapon equipped may draw the scorn of artists, decreasing your affinity with them. Aggressive abilities • Has a high chance to cause bleeding. - Mechanics:
Upon successfully executing a slashing attack, roll against DEX + 50. If successful, the opponent sustains a bleeding injury, taking 2 damage each turn he spends in battle. If the opponent is already bleeding, increase the bleeding damage by 1. This effect stacks. Outside of battle, the opponent no longer takes bleeding damage, but they cannot restore vitality by resting until the bleeding injury is healed.
• Perform an artistic cut. - Mechanics:
Does damage of DEX/2 + ART + 2. The damage can be boosted or reduced depending on the artistic value of the cut (is expressed in your description). If the base attack is boosted successfully, you get the Gift of Red buff.
• Gift of Red, if certain conditions are met, the blood will drive you, boosting your abilities. - Mechanics:
Increases DEX and AGI by an amount equal to your ART for 3 of your turns. If your Vitality would become 0 while Gift of Red is active, your Vitality becomes 1 instead and Gift of Red is deactivated. The buff can stack.
Ultimate Ability • Call of Red, the spilled blood of your enemy gathers around the spatula, mold it with your hand to form a weapon. - Mechanics:
Can only be activated if you have gained Gift of Red twice during the battle. The weapon is formed according to your description, as such, base damage of the weapon depends on your description. Remains equipped until deactivated or until the battle ends. While active, it drains 4 of your Vitality per turn (the amount may change depending on the weapon's characteristics). Depending on the form, some of your skills may be unavailable to you. Has a 20% chance to break after a successful attack.
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| | | Al-Bhed Machina Mechanic
Achievement Points : 50 Posts : 3724 Reputation : 4776 Waifu : fem-Al-Bhed
| Subject: Re: Weapons Wed Apr 09, 2014 9:54 am | |
| Violynch An extra sharp bow. Comes as a set with a violin. While the violin is just a regular violin, it is still extremely expensive, so do take good care of it. The edge of the bow is pointy for extra attack options. Base Damage: STR/2 + DEX/2 + 3 Restrictions: 5 DEX, 3 END, 5 ART Aggressive abilities • Thrust with the pointy edge of the bow for extra damage. - Mechanics:
If in melee range, the attack will be dodged for the first 2 turns after it is used. In mid range it will always work. Does damage of STR + DEX/2 + 1.
• Wield the bow with both hands and draw it onto the opponent's body for increased damage, dulling however the bow in the process. - Mechanics:
Does damage of STR + DEX + 3. Decreases the efficiency of all music related skills of the weapon by 20%. The bow can be repaired by the user when outside of battle.
• Use your violin and play a slow, catchy tune, throwing off the opponent's rhythm temporarily. - Mechanics:
Takes up a turn. For 5 turns, the opponent has a 20 + ART % chance to miss his attacks. Stacks with other accuracy related effects. Does not stack with itself.
• Use your violin to produce a seemingly terrible screech. In reality, it is a tune engineered specifically to damage opponents. - Mechanics:
Ranged attack. Does damage of ART + 3.
Ultimate Attack • Play the melody of illusions, completely disorienting the opponent, but at the cost of him gaining immunity to your music. - Mechanics:
Counting from the turn used, for 3 of your opponent's turns, their attacks will fail, they will be unaware of your position and their weapon skills will fail. Can work against all enemies within range. Characters affected by the melody of illusions, ignore the effects of all other sound based skills. You cannot use this skill if you have drawn the bow on your enemy (second skill) without repairing it. After the skill wears off, all characters affected will be immune to all your music based skills for the rest of the day.
Last edited by Al-Bhed on Thu Apr 17, 2014 8:56 am; edited 1 time in total | |
| | | Al-Bhed Machina Mechanic
Achievement Points : 50 Posts : 3724 Reputation : 4776 Waifu : fem-Al-Bhed
| Subject: Re: Weapons Wed Apr 09, 2014 9:55 am | |
| Set of culturally insensitive masks and weapons Now you too can act artlessly! Put your acting skills to use to imitate the barbarians of nature or sports! Equip the “Mask of the unnaturally wide jaw and broken teeth” to gain the skills of athletes, or the “Mask of dirt covered face” to gain the skills of nature dwellers, along with the appropriate weapons. Even though you are trying to get closer to their base natures, for some reason using the masks decreases your affinity with those factions. That is the nature of barbarians. Requirements: 3 STR, 3 AGI, 2 INT, 2 ART Decreased affinity with Sports or Nature faction members while the corresponding gear is equipped. ATH gear Increase ATH by 4, AGI by 2 Equip “Flexible Pointy Stick” Base Damage: STR + ATH/2 + 3 Aggressive abilities • Vault jump with the stick and thrust it down onto the opponent. - Mechanics:
Roll against 60 + ATH + AGI + STR. If successful, do damage of STR + ATH + 7. If not, reduce own vitality by 4.
NAT gear Increase NAT by 4, END by 2 Equip “Large Sturdy Branch” Base Damage: STR + NAT + 3 Defensive abilities • Take some time to tap into your wilder side, boosting your abilities. - Mechanics:
Uses up a turn. Increase END by 5, STR by 2, NAT by 5 for 4 turns.
General Skills • Change between masks to change abilities. However, getting into the part takes time. - Mechanics:
Uses up a turn. Change from ATH gear to NAT gear and vice versa.
Ultimate Attack • Your skills in acting allow you to play two roles at once! Equip both masks and both weapons, for both the benefits. But beware, grand acting endeavors can cause an identity crisis. - Mechanics:
Use up a turn. Equip both masks and weapons. Increase your ATH by 4, AGI by 2, NAT by 4, END by 2. Your base damage becomes STR x 2 + ATH/2 + NAT + 6. You can use both your gear specific skills. Those effects last for 3 turns. After the effect ends, you are disoriented and cannot take action for 1 turn. For the following 2 turns, you cannot use either gear. Using this skill twice in a day will disorient you for the rest of the day.
Last edited by Al-Bhed on Wed Apr 09, 2014 11:14 pm; edited 1 time in total | |
| | | Al-Bhed Machina Mechanic
Achievement Points : 50 Posts : 3724 Reputation : 4776 Waifu : fem-Al-Bhed
| Subject: Re: Weapons Wed Apr 09, 2014 11:18 am | |
| Boomspin A small heavy metal ball with spikes, attached to a rope. While it is a ball inspired by the hammer throw sport, it is not recommended to depend on throwing it in actual combat. Requirements: 8 STR, 4 END, 1 ATH Base Damage: STR + ATH + 3 Aggressive abilities • Spin the ball around your body before striking the opponent. - Mechanics:
Does damage of STR + 9. On the turn following the attack, you are dizzy, dealing 50% less damage and taking 50% more damage,
• Spin and throw the ball at a distant target. - Mechanics:
Ranged attack. Roll against DEX x 6 + ATH x 4. If successful, do damage of STR +9. You have to retrieve the ball before using it again.
Ultimate Attack • Strike the opponent with the ball and detonate the bomb in it, destroying the ball and dealing heavy damage. Somehow, back at base it can be repaired. - Mechanics:
Does damage of 30 + STR. Cannot use the weapon again until you repair it at the base.
Last edited by Al-Bhed on Thu Apr 17, 2014 8:58 am; edited 1 time in total | |
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