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Post by angelous on Mar 7, 2009 12:23:19 GMT -5
cause the glide plus 600 Munny adds up to 1000 munny worth of prize.
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Post by kempff on Mar 7, 2009 13:10:02 GMT -5
Where exactly is a list of the "accepted use" abilities? Not all of us have only three, so getting this done before hand...see where I'm going?
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Post by Heroic Bilby on Mar 7, 2009 13:41:44 GMT -5
If someone won could they turn down Glide and get the munny instead then?
Haha. Don't mind me. I'm just poking trouble holes for fun. Now let's get on with the show!
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Post by angelous on Mar 11, 2009 15:51:19 GMT -5
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Post by angelous on Mar 11, 2009 20:46:00 GMT -5
double post so sue me.
BEFORE ANY FIGHT BEGINS, I NEED EACH OF YOU TO POST YOUR THREE ABILITIES, AND ONE EQUIP THAT WILL BE USED IN THE TOURNAMENT!!! (IF YOU DON'T HAVE AN EQUIP, THEN DON'T POST ONE)
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Post by kempff on Mar 11, 2009 20:49:13 GMT -5
Abilities: Sin Angel: At any moment Sephiroth may choose to bring Masamune up in a guarding position, air or ground, and use this attack. The raising of Masamune at an angle is the only indication this attack is about occur. Whether on air or ground, Sephiroth shoots toward the target with great speed, already beginning the attack. Sin Angel is a series of seven rapid sword strikes, the first three carrying the brunt of the attack while the last four are much faster but significantly weaker. The first three strikes will give a great deal of damage, however they are a bit easier to block than the last four if Sin Angel is intercepted. The last four strikes will leave a moderate amount of damage and are nearly impossible to block if the entire attack goes on without being interrupted.
To minimize received damage the target must block the first three attacks with an ability of large power or above, in a defensive motion, otherwise the last four attacks will break through the offensive motion against Sephiroth (he's moving faster than them at that point, if not stopped the attack continues). The only other way to stop Sin Angel is to predict the attack coming, if Sephiroth can never position himself adequately then Sin Angel will not be used (distance is required, minimum roughly the length of Masamune).
Super Nova: Sephiroth's free hand reaches up towards the sky and summons a black cloud cover, however if inside a building/cave/etc whatever is above Sephiroth will be encased in darkness. The actual attack is a series of ten high speed meteors (ten feet in diameter and incredibly hot) that explode on impact, the area of the explosion roughly 20 feet. Receiving damage from just one meteor can be devastating as the rest will quickly hone in.
During this attack Sephiroth will defend himself with Masamune while directing the meteors at his opponents.
Shadow Flare: Sephiroth's third most powerful ability, when used it bombards the target with massive amounts of dark and light energy, respectively, one after the other. The actual attack is visible by puffs of black and white gas in the air around the target, signals of the imminent explosion already taking place on and around them. The area of effect by Shadow Flare is on the target's body and two feet around them. One element coats their body and explodes, while the other explodes in the air around them. This attack is indicated only by a clenched fist from Sephiroth with similar black and white gas appearing around his hand. (Player must have a specific ability for dodging attacks or sudden high speed to dodge this ability, as it is practically instantaneous. Even then they risk secondary element damage and half the total damage.)
Equip: Invincible An attack/ability from the opponent does no damage to the user. The user cannot move when used. Two time use per battle and only lasts 1 post.
Any questions? PM me if so and I'll make it all clear. (Sephiroth's attacks aren't low damaging, the abilities should explain the severity of each, in case anyone needs clarification here.)
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Post by Frog on Mar 11, 2009 21:18:06 GMT -5
Abilities:
Base Ability: Ultima
Sub Abilities:
Comet Kuja creates a maximum of twelve glowing white orbs around him at any given time, each roughly the size of a large man's fist. These orbs contain incredibly condensed non-elemental magic and will explode over an area with a three meter radius each when they collide with a target. Each Ultima orb can fly around according to Kuja's will and change course in the air at his mental command, allowing him to target his enemies much more effectively. The orbs leave an ethereal tail of white behind them, marking their flight path and giving them the appearance of comets. The flight speed of the comets can be compared to the immediate speed of arrows fired from a powerful bow.
Flare Each Ultima orb gains the power to discharge a portion of its energy in the form of bright red concentrated beams, much akin to lasers. Each orb can individually fire beams at a four round count duration maximum. This means it can fire one beam over four rounds or four beams for one round, or the area in between these two extremes, before the orb in question disappears. The main difference between the beams and the impact explosions is their point concentration and the resulting high-level piercing ability that comes with it. Flare can cut through most forms of supernatural defence, though not without a bit of time to do so. After four beams, in any order or set, the orb runs out of power. An orb without all its Flares used up can still attack normally with its area of effect reduced by one quarter for each beam fired. Flare's laser beams are about a centimeter in diameter and burn into targets with non-elemental damage.
Holy Ultima takes on a brilliant covering of shining white sparkles. These sparkles are all concentrated white magic light and act as a protective aura for Ultima. With Holy active any attack that intercepts the orbs directly causes a counter-attack of damaging white magic to burst outwards in brilliant heavenly flares and colours. The Holy energy covers an area with a radius of four meters and then sends that sphere of Holy magic shooting off in the direction the attack came from in order to push it away. Of course, it will fail if the enemy's attack is of a larger scale than the Ultima's Holy energy and the speed Holy travels depends upon how much resistance it is receiving. This allows each orb to survive one attempt by an enemy to shoot it down prematurely, as well as to counterattack back at the instigator. Each shot of Ultima can generate Holy only once during its “lifetime”, as shown by the sparkles no longer surrounding them afterward. Unlike Ultima's main ability Holy has an elemental leaning towards the light affinity, thus has great repelling properties for a defensive counter ability. The affinity also makes Holy super effective against dark-based opponents and creatures of cursed origin like the undead.
Equip:
Reflect Attacks made toward the user are reflected back at the opponent. Three time use per battle and only lasts 1 post.
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Post by ♥ kats KAT kats ♥ on Mar 11, 2009 21:42:55 GMT -5
Ohoho...Thought Equip...was weapon. >_>...
Shush.
Abilities: -Electriflies- This technique uses electrokinesis to engulf Seiteki and Denji with massive amounts of energy. The slightest touch from the blades sends extremely large amounts of electricity threw the body. It takes however many posts to recharge, lets say 5 posts but it will take 5 to regenerate.
-Arc repulsion- Reika can create and direct electrical arcs using electromagnetic repulsion. For instance she can adjust the strength and power of the electrical arcs she generates such as creating a small spark which causes a minor electric shock. The extent to her power is she can mold it into a shape that resembles a sword or a bolt of lighting. Once she gets the arc she can use it as a weapon and keep it in her hand(s), or she can throw the arc at her enemy. The larger the arcs, the more power that will be drained out of her.
-Magnetic Charge- Reika claps her hands together and an electrical charge is automatically sent towards anything metal, any kind of metal, so for example swords, daggers, etc, etc. This charge is sent from the metal to the human, acting as a transfer for Rei’s attack. Once the electrical charge reaches the human/opponent it will pass through the opponent’s body electrocuting them. Takes half to one post to recharge.
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Post by parasiteeve on Mar 11, 2009 22:23:27 GMT -5
Riku will be using one ability for this tournament.
Master Hearts Riku’s Way to Dawn is encased in a shell of pure energy. This weapon enhancement is just about wide enough to surround the physical blade of the weapon but extends out three times as far allowing for deadly medium-range combat. The inner energy of the Keyblade coming to the outside triples its attacking power. Riku can initiate Master Hearts in any Keyblade around him and the color of the blade brought out depends upon the individual weapons that are affected. Way to the Dawn produces deep navy blue energy.
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Post by lysander on Mar 12, 2009 8:07:54 GMT -5
Psh... Three abilities... You asked for them.
Sleight of the Trickster: Iznan's physical prowess and acrobatic ability are far above human standards. Although he is stronger than your average person, it goes much further than that. His flexibility and maneuverability, as well as an expert handling of bodily motion, are his physical forte. Though not flawless, some might call his mobility perfect. There are no wasted movements, no lack of confidence, and for all intents and purposes his reflexive evasion is on par with dodging bullets while standing still. He can even go on the physical offensive, even though this style of movement is not expressly that great for that. This physical superiority was handed down to him by the gods, and is focused in his left hand.
Strength: Strong Uses: Passive effect.
Power of the Trickster: Imbued within his right hand is an unimaginable magic force, which was also given to him by the gods. With this power at his disposable, Iznan can wield magic of incredible levels that far exceed the power of those around him. With such a large reservoir of magic potential Iznan never has to fear running out of energy. The downfall of many magicians is the constant depletion of power through the use of their variety of spells. Yes, Iznan has circumvented this disadvantage, but how? The answer lies within the magic force he's been given. By absorbing the life energy of any organic substance (with the exception of sentient beings) Iznan can convert this energy into magic force. Additionally his capacity to hold and store mass amounts of this force is impressive in it's own right. On the other hand, Iznan cannot take perpetually without giving back. Often, Iznan must use his own magical energy after any encounter to replenish the environment. Not doing this can lead to some very severe physical repercussions.
Strength: Strong Uses: Passive effect.
Midas Strand: !Status Effect Ability! The Midas Strand is a gift from the gods, obtained by combining the energy of the other two gods. By channeling small amounts of magic energy into his fingertips and brushing them across any solid surface long tendrils of concentrated magic will grow up to seven feet from that surface. These tendrils are ultimately the most dangerous thing in Iznan's arsenal, despite their many drawbacks. Essentially the way this ability works is this: By channeling the magical energy into his fingertips he is, for all intents and purposes, making seeds of magic. When they are absorbed into a surface, the seeds then perform all of their own necessary functions. These functions include acquiring their own nutrients, growing and expanding on their own, et cetera (by feeding magic to them he can accelerate this process). It is once they have grown that the strands become deadly. These long white threads of magic seek out any organic substance, latch onto it, and begin siphoning energy from it. How this affects another being is easy enough to see. Drowsiness and slowed movement are the major items factoring into this unconventional attack. Every ten threads that lock onto a target slow that target down for one post, until fifty threads, which causes a two post unconsciousness (Charted below). However, the weaknesses far outweigh the strength. First and foremost, this attack is purely defensive in nature, and only an enemy who wants to be captures will be captured. Although the reasoning may seem obscure, it's true. These slowing threads of magic are only effective if the enemy walks into them. The magic threads grow straight out from the surface they've been planted on and move very little, so as long as one is careful and wary they can be avoided. Additionally, one might normally fear the "Never-ending Chain-Status". But there is a major flaw in this magic that prohibits chaining status effects. When the threads latch onto an enemy, they emit a sort of magical anti-pheromone that prevents any more threads from attaching to that target. The magic residue of these lasts for two turns after dissipation, which means a full two posts of free movement among the magical threads And then there's the last major drawback. Yes, when the thread's latch onto a target they leach magical energy, but when they dissipate they disperse magical energy, a large amount of which is reabsorbed back into the victim. This magic absorption acts as a shot of adrenaline, heightening power and senses. The larger the amount of threads the stronger the adrenaline. Combined with the anti-pheromone residue, this can be hugely disadvantageous to Iznan.
10 Threads catching in one post=1Post of slowed movement 20 T=2PS 30 T=3PS 40 T=4PS 50+ T=2Posts of complete unconsciousness.
Strength: Weak Uses: Many can be made per turn with little or no detriment to his magical state. There is no cool down, and there is no charge. They last only two turns on their own, but can be sustained indefinitely as long as Iznan has the power to spare. Without acceleration they grow to half height on their first turn, and to full height their second, before dissipating.
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Post by Amari on Mar 12, 2009 15:58:23 GMT -5
You had to ask. Behold and Fear.
[Aura Ball]: 3 balls of aura the size of a watermelon form. Angelo can shoot them at an opponent one at a time. The aura balls are fast, and can be shot in a straight line or curve line. The aura ball can crack cement.
Strength:Strong Uses: 3 per battle
[Aura Web]: Aura builds up at the hilt of Angelo's sword. Thin strands of aura shoots out of the eye. These attach to whatever they hit, then Angelo can decide to release the strands or not. The strands are hard to break, but wear of fast. He can use it to trap or stall something.
Strength:weak Uses:2 per battle
[Fire Aura]: Angelo summons the power of fire and aura to create a head-sized fire ball that shoots from his weapon. It explodes for light damage. It does more damage than fire, because Angelo reinforces it with aura.
Strength:weak Uses:2
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Post by lysander on Mar 12, 2009 16:00:41 GMT -5
Kay. Now go post. Right now. Or I'll hit you. Really hard. With a big stick or something. Do it.
*impatient, perhaps*
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Post by angelous on Mar 13, 2009 20:57:25 GMT -5
This is no longer a QM Audition for me, but the prize still stands.
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Post by Rocket! on Mar 14, 2009 10:58:17 GMT -5
I AM SO SORRY FOR MY EPIC FAIL WAIT THING PLEASE DON'T HURT ME I SWEAR I'M SORRY.
Mora's abilities!
Sheild: Circular sheild that can withstand one or two attacks before failing. Only covers Mora.
Strength: Weak Uses: Lasts one post. Can't be used in succession.
Bullet Maker: Gun is capable of making ammo from physical and magical sources. As is such, magical spells used in conjunction with the gun travel farther.
Strength: Moderate Uses: Holds seven bullets at a time. Two bullets used max per post, and a one post reloading time for next bullet to be made.
Gravira: Moderate level Gravity spell. Creates slight gravitational field for next round, two if the target is fairly small (basketball or smaller), making smaller objects and the like fly at the target, if hit successively. The larger the target, the more pull it has.
Strength: Moderate Uses: Unlimited, except never within five rounds of each other.
---
...I can post in the thing now, right?
Wait, I see it. Never mind!
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Post by Dante on Mar 14, 2009 12:10:58 GMT -5
[Insert Ability One name here]: A Shadow Melody
[Description of ability]: This ability gives off a small amount of dark energy into Dante's hands, allowing him to manipulate it in a very restricted way. With the little manipulation he does have, though, he creates bars, similar to the measures on a sheet of music, on the ground. The radius at the moment is small, giving only to full bars, but this an effective ability. As he raises his hands, he conducts a small piece of music. When he raises a hand, he will think of a note to play and will announce it as he raises. When the note is announced, a shot of darkness will shoot out from where the note would be normally on a sheet of music. The notes are Piano notes, so everyone is clear on where the notes will appear.
Strength: Weak [2]
Uses: This ability can only be used twice during a battle.
[Insert Ability Two name here]: "Remain Shrouded.. in the Shadows of Your Doubt."
[Description of ability] This is a simple ability that gives Dante the power to raise a pillar of darkness from the ground. Nothing to complex.
Strength: Weak [2]
Uses: One use per battle.
Dark Starling
After talking with the helper that replaced Madam and getting strength in return, Dante has grown in strength and with that, so did his ability to control darkness. This ability allows Dante to increase both his strength and speed by tenfold for a very limited amount of time, but in exchange for this, Dante gives up his ability to defend and anything that wouldn't normally phase him would now cause him severe pain in which would keep him on the ground for a good time. When activated, Dante loses the ability to wield his cleaver for the time he is in this 'form' and an aura of black surrounds him. The symbol on his palm reacts to this change and switces into the Heartless symbol, thus supporting that fact that the symbols change due to the energy Dante uses.
Dante will then hunch over a little and either dash to his opponent, or jump high with High Jump and come crashing down with a great punch or kick. Dante becomes more flexible, also, so backflips are a breeze.
Strength: Moderate [4]
Uses: Twice per battle. The first time used, nothing happens to him when he reverts back, but after the second revert, he'll become incredibly tire and will barely be able to lift his cleaver off of the ground.
AP left: 2
Equip
High Jump level 2: Jump 60 feet up into the air.
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