[Tirdelck Jerome][Spells:3][Summons:1]

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[Tirdelck Jerome][Spells:3][Summons:1]

Post by Tirdelck on Tue Aug 21, 2012 6:30 am

Name: Compression Shield
Description: Utilizes Tirdelck's extensive knowledge of nuclear physics and mind control obtained from a Noetic specialist affliate of his revolutionary band to compress air particles to an extent that only spells casted by an opponent of higher Intelligence or blows by Strength higher than the average of Tirdelck's Intelligence and Stamina levels can penetrate it. Can be used twice per post and tires Tirdelck's body very slightly. Tirdelck cannot only use the shield for four posts once it has been used as the particles surrounding him may become over-compressed and result in atmospheric imbalance
Element: Air
Weakness: As the shield is only around 8m long, any spell that is cast is wide arcs or focuses on mass- decapitating will penetrate the shield easily.
Range: Can be cast as far is 2m from Tirdelck's body.
Shop link: Freebie slot

Name: Power Hook
Description: Amplifies the minuscule friction and heat generated from active gas particles in surrounding air into usable energy which is channeled into a destructive arc of heat and pure force. Air within the effective area of the spell drops drastically in temperature as the particles stop moving for a microscopic amount of time. Tirdelck, however, is strengthened from the drastic energy increase as the energy is channeled through his body before being directed towards the opponent. Can be used once per post with a cooldown of three posts in order to enable the particles to return to normal state.
Element: Air
Weakness: The raw energy involved in this spell can easily go off course or be channeled against Tirdelck as all energy cannot be destroyed but only transferred, which is easily done by skilled opponents.
Range: All particles in a 50m radius are affected, arc of heat can reach 20m, width of arc is 6m.
Shop link: Freebie slot

Name: Nitrogen Blast
Description: Super-compresses the plentiful nitrogen particles in surrounding air into freezing liquid nitrogen and blasting them in a straight beam towards a target. Affects living creatures more as the oxygen from surrounding air will be blasted away due to the immense force and density of the nitrogen particles. Will not affect opponents with a higher Stamina than Tirdelck's Intelligence. Exhausts Tirdelck's body and he cannot use offensive spells for the duration of current post. Nitrogen Blast has a cooldown of three posts.
Element: Air
Weakness: Very costly in terms of offensive ability and will not work well against opponents with good defense abilities/spells or highly refined self-control and stamina. Another issue with this spell is it thins the air surrounding Tirdelck and he himself is affected by the change in pressure, increasing his vulnerability.
Range: 20m.
Shop link:Freebie slot

Summon


Name: Aerial Exterminator
Appearance: Tirdelck's Aerial Exterminator is translucent as he is, like Tirdelck's many spells, made of compressed air particles. He is around twice the size of the frail Tirdelck, and is the exact opposite of Tirdelck's appearance. With giant limbs and a pair of rock-solid arms, the only part of him that can be touched and felt (Only freezing cold liquid is felt should one pierce through the A.E.'s body) the Exterminator does not look humanoid but instead seems mechanical and robotic.
Statistics:
Strength:2
Speed:4
Stamina:2
Energy:2
Intelligence:5
Description:

General
A result of Tirdelck's science-fuelled aspirations of a killing machine with equal intelligence as himself, the A.E. consumes energy generated by the air particles his body is composed of. This gives it a limited amount of energy and a very short amount of time for him to complete Tirdelck's wishes. It's non-biological intelligence wired from non-physical components invented by Tirdelck himself provides him with the means to utilize his deadly speed and destructive magical ability. The A.E. does not possess any emotions as he is a mere tool, albeit a highly advanced one, in assisting Tirdelck in acheiving his goals. Summoning him costs Tirdelck nothing as the A.E. has his own means of generating power, however Tirdelck can only summon every alternate post due to the fact the intelligence components need time to return to their original state after disappearance.

Ability
Name: Typhoon Gust
Description:The Exterminator's sole ability is using all the energy left in it's body to instil an air-based disturbance of a molecular level which will trigger a flattering tornado which destroys everything object in it's way and greatly decreases the resisting ability of Tirdelck's opponents. Stuns and injures targets with lower average of Stamina and Intelligence than the A.E's Intelligence , but doesn't affect any opponent with a higher average.
Element: Air
Weakness: The A.E. will disappear once this ability is used, meaning it's rather a suicidal strike than a planned one.
Range:30m, tornado has a radius of 10m

Weakness: It's short existence due to the self-destructive nature of the A.E.'s method of acquiring power greatly handicaps the Exterminator by handing it a short time frame to injure of decapacitate Tirdelck's opponents. Also ill-equipped to defend itself against attacks.
Range: Can move within 50m of Tirdelck and attack within 10m of itself.
Shop link:[u] Freebie slot


Last edited by Sir.Tirdelck on Wed Aug 22, 2012 3:28 am; edited 2 times in total
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Re: [Tirdelck Jerome][Spells:3][Summons:1]

Post by Guest on Tue Aug 21, 2012 8:22 am

Hey there, welcome to the site.

Compression Sheild

--I'll need a cooldown for this ability in length of posts to dictate how long you must wait before casting the spell again. I'm not allowing this be usable every post. Twice per post is fine but there must be some amount of time for you to wait before being able to use this again.

Power Hook

--Statistical buffs are not to be included with the freebie slot. You'll have to get more spells in order to do this.

Nitrogen Blast

--I'll either need a cooldown for the amount of time it takes you to use this again, or you could give me a longer duration in which you can't use offensive abilities please.

--This needs a weakness that deals directly with you and your spell; something that isn't determined by how good your opponent is.

Summon: Ariel Exterminator

--Statistical debuffs are not allowed on free slots including summons.

--Since this summon can only possibly be active for so long, I'd like a more definite amount of time that the summon can be active without using its ability. I'll also need an amount of time you must wait before being able to summon it again if it disappears since you can generate it within the same turn you summon it.

Please PM any of the staff if you have questions. Thanks!

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Re: [Tirdelck Jerome][Spells:3][Summons:1]

Post by Tirdelck on Tue Aug 21, 2012 11:19 am

I've edited the cooldowns and deleted the statistical buffs. Are handicaps on the character's own stats allowed as a weakness of a certain spell, though?

This is my first character and ability, so sorry for being a annoying sometimes!
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Re: [Tirdelck Jerome][Spells:3][Summons:1]

Post by Guest on Tue Aug 21, 2012 11:42 am

Yes, debuffing is fine as a weakness if it involves your character as long as it's fair. I'm fine with these changes. A mod will have to approve this since I'm only in training.

*RECOMMENDED FOR APPROVAL*

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Re: [Tirdelck Jerome][Spells:3][Summons:1]

Post by Guest on Tue Aug 21, 2012 1:12 pm

Very well done, Kokuro :)

Okay, before I approve this, one final check.

For starters, all your spells need to have a Energy Cost, written in ES points.
At your current ES level, you have 40 points, as all stats except Deity and Max(which give you 20) give you 10 points.

Please edit these in, and I'll check on forth if anything is missing. If not, you will be approved. Thank you^^

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Re: [Tirdelck Jerome][Spells:3][Summons:1]

Post by Yubie Zeta on Tue Aug 21, 2012 10:08 pm

I'm going to say no, we don't need a point system on this. However, I would like to see some cool-downs. Thank you for working with us!

Compression Shield:

Just a small cool-down after he uses it twice a post or something, to keep from spamming the move. Does four to five sound fair to you?

Power Hook:

Everything on this looks good, but I'd like a longer cool-down since the range is so long, thank you!

Nitrogen Blast:

This is another excellent one, but I'd like to see a longer cool-down again. You're doing awesome.

Aerial Exterminator: Consider this one approved!
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Re: [Tirdelck Jerome][Spells:3][Summons:1]

Post by Tirdelck on Wed Aug 22, 2012 3:34 am

Right. Have done everything requested. I kept the cooldowns as short as possible though, just so my character can fight to his best ability ;) so please check if they're long enough. As for the energy points proposed by Ray, Lance stated that the ES stats are not points to be drawn on, the link is here:

http://rpg-haven.forumotion.com/t6271-limitations-on-ability-spell-use

Thanks for such a quick response mods!
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Re: [Tirdelck Jerome][Spells:3][Summons:1]

Post by Guest on Tue Aug 28, 2012 2:18 am

This hasn't been approved yet? I'm so sorry Tirdelck. It's approved now.

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Re: [Tirdelck Jerome][Spells:3][Summons:1]

Post by Djay Payne on Sun Mar 17, 2013 3:46 am

Moved to archives

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Re: [Tirdelck Jerome][Spells:3][Summons:1]

Post by Spectre-K10 on Sat Aug 03, 2013 10:38 pm

Due to changes, you can only have abilities and summons. Spells are now counted as abilities. Since you are a civvy, I request you to choose which ability to keep. Unless of course you have a higher rank than the one displayed

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Re: [Tirdelck Jerome][Spells:3][Summons:1]

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