Post by Iris|Kairi on Apr 5, 2009 23:30:05 GMT -5
Equip Rule: No character may have more than one of the same equip at a time.
Inventory
High Jump - 100 Munny
Jump up to 20 feet high.
High Jump - Level 2 - 250 Munny
Jump up to 60 feet high.
Quick Run - 450 Munny
A burst of speed across the ground that only moves in a straight line. The Quick Run sends the user flying across a distance of up to twenty feet at high speed but the user can not attack during the movement and they must always come to a complete stop afterward with a moment before they can move again on their own. Speed equivalent to a strong-level ability. One use per post and can not be used after for 3 of your posts.
Dodge Roll - 200 Munny
A small 6 foot forward somersault that completely protects the user from any of an enemy's physical attacks and physical abilities. The user can not attack in any way during the Dodge Roll and they must be physically able to perform the roll in order for the equip's protection to take effect. If the movement doesn't get them out of the physical attack area then they will still be damaged once Dodge Roll ends. One use per post and can not be used after for 3 of your posts.
Aerial Dodge - 500 Munny
A high-speed spinning motion performed while in the air which allows the user to fling themselves in any direction by about ten feet at moderate ability speed. Any projectile weapon or projectile ability attacks that are not larger than the user's body and contact the user during Aerial Dodge are deflected away by the spin. One use per post and can not be used again for 3 of your posts. If applicable, Aerial Dodge can also not be used again without first landing on some type of surface and then entering the air once more.
Glide - 400 Munny
Gain the ability to float and move horizontally while floating in the air, but not vertically. Gliding is much faster than the average character can run without a moderate speed ability. You can't pull off any sharp turns so changing direction by a full 180 degrees without stopping and turning around would take an entire post to do. Once initiated in the air the character slowly loses altitude at about 3 feet per post until they are just barely skimming across the surface of the ground. Even at this height Glide can still keep going but the character can not attack in any way while using it. Glide can be canceled and then started again in mid-air as long as the character isn't skimming the ground yet, but doing so will always cost an additional 3 feet of air and will end Glide if done while skimming or within 3 feet of skimming. The effect does not technically end until the character touches the ground again. Once ended Glide can not be used again for 2 of your posts.
Air Slide - 150 Munny
Allows the user to experience a burst of momentum in any horizontal direction while in mid-air, moving their body a distance of one meter at extreme speed. One use per post and can not be used again for 2 of your posts. If applicable, Air Slide can also not be used again without first landing on some type of surface and then entering the air once more.
Fairy Dust - 550 Munny
The power of flight. You can travel at up to 60 MPH in any direction if you have a straight path to build up speed for a while(You can not go 0-60 in one post or while making a lot of turns) or you can just hover in the air. Stopping and turning are easy at low speed but become less at higher ones, just like they are while running on the ground. Once initiated it lasts up to 5 posts and can not be used for an equal number of your posts as it was used after it ends. Does not technically end until the time limit is up or the user willingly lands on the ground.
Guard - 550 Munny
Allows the user to deflect any offence or hazard coming at their front by putting their weapon or body in a defensive stance. This Equip repels the hazards with a small flash as they strike against a wall of pure force. Lasts 1 post. Guard can not be used again for 3 of your posts.
Charge - 250 Munny
Stay still in one spot and charge up your next attack. For every post you are Charging in, the attack becomes that much stronger, so obviously Charging for one post won't help very much. The post that you attack in doesn't count as a Charge post. While charging you can not use any abilities.
Sonic Thrust - 200 Munny
The user can perform a thrust with their weapon or body which propels them at Strong-level speed across a distance of ten feet. A slipstream surrounds the user that dulls any attack made on them from the front or sides during this movement but it also dulls their attack if it involves a bladed or piercing weapon to only cause blunt damage. The propulsion can only move the user in a straight direction and only over a surface, not through the air. 4 uses per battle with no other limitations. Sonic Thrust's damage is equivalent to a Weak ability.
Strike Raid - 200 Munny
The user can throw a melee weapon as an attack and then have it reappear in their hand at the beginning of their next post. The thrown weapon will curve slightly to hit a target if it moves but is not overly difficult to evade from a distance. 6 uses per battle.
Ars Arcanum - 450 Munny
The user's weapon attack speed is tripled for three turns, allowing them to strike with an increased power and success rate. Two uses per battle, maximum of one weapon attack combo per turn.
Ragnarok - 350 Munny
Seven non-elemental lasers the size of baseballs are launched at an opponent and home in on that target with great turning ability, making them very difficult to completely dodge without a strong-level boost to speed and/or reflexes. Three uses per battle and only lasts 1 post. Ragnarok's damage is equivalent to a Moderate ability.
Explosion - 400 Munny
The user creates four 5-foot diameter orbs of white energy next to their body in the four compass directions. The orbs then move around them in one full orbit at waist-height to deliver very heavy non-elemental damage to any close opponents. Three uses per battle and only lasts 1 post. Explosion's damage is equivalent to a Strong ability.
Guard Break - 350 Munny
When an opponent is defending physically or has used a shield-type ability or equip that guards them then the user of this equip can perform a single forward thrust with a weapon(or their body) to destroy the guard and damage the foe by the backlash. The attack can also allow the user to deal normal damage to enemies with passive abilities to boost their physical defence. Six uses per battle and can not be used again for 3 of your posts. Damage is determined by the user's own weapon and physical attacking ability, but the weapon itself is not harming the target, just the force of the backlash from breaking the guard.
Fire I - 150 Munny
Allows the user to shoot a head-sized fireball at high speed with slight homing ability. Very difficult to dodge at medium range. Explodes on contact and deals weak fire-elemental magic damage. 10 uses per battle.
Fire II - 150 Munny
Allows the user to surround themselves with a perimeter of furiously orbiting flames. Deals weak fire-elemental magic damage to anyone horizontal to the user within two meters of them. 10 uses per battle. Lasts one post.
Firaga D - 450 Munny
Allows the user to create a head-sized orb of slow-moving fire. The orb moves in any direction or preset curved path desired. Once it comes into contact with something it creates an explosion in a five-meter area around it. Deals strong fire-elemental magic damage to anyone caught in the blast. 3 uses per battle.
Blizzard I - 150 Munny
Allows the user to shoot a spreading blue mist. Large ice crystals momentarily form on anything that touches the mist, dealing weak ice-elemental magic damage. The mist fills and area in one direction from the user at a maximum range of five meters, with a five meter diameter at its farthest reach. 10 uses per battle.
Blizzard II - 150 Munny
Allows the user to shoot a head-sized spiky ice crystal at high speed with slight homing ability. Very difficult to dodge at medium range. Shatters upon contact and deals weak ice-elemental magic damage. 10 uses per battle.
Blizzard D - 150 Munny
Allows the user to create a torso-sized chunk of ice that floats in the air. The chunk will move through the air one meter at a time every turn it is on the field, each time moving in the current direction of a target. Causes weak ice-elemental damage to anyone it collides with. Lasts 5 turns. 10 uses per battle.
Blizzaga D - 450 Munny
Allows the user to create a small glowing orb from their body or weapon. The orb stays in place once created. If anything touches the orb it creates a blast of ice elemental magic that acts like an explosion with a four meter radius. Deals strong ice-elemental damage to anyone caught in the blast. 3 uses per battle. Will auto-detonate on user's third turn since creation if nothing touches it.
Thunder I - 150 Munny
Allows the user to surround themselves with a dozen randomly-falling thick yellow lightning bolts. The lightning comes down anywhere within five meters around the user. If any targets are within that range when cast at least one bolt will always come down in their direction, with more often focused in the general area. The strikes deal weak thunder-elemental magic damage to anyone they hit. 10 uses per battle. Lasts one post.
Thunder II - 150 Munny
Allows the user to shoot a thin white bolt of lightning down onto a target from above in a flash. Almost impossible to dodge if the target wasn't already moving when this spell was cast. Erupts outward by one meter in all directions into a shower of sparks upon contact and deals weak thunder-elemental magic damage. 10 uses per battle.
Thunder D - 150 Munny
Allows the user to create a yellow lightning strikes three meters tall, all arranged in a straight line 5 meters in length. The bolts do not all appear at once but rather one at a time, starting right at the user and then striking down right away after the last hit the ground as the trail extends to its full length. The speed of the line is much more than a normal person can run. Deals weak thunder-elemental damage to anyone caught in the line. Lasts 1 turn. 10 uses per battle.
Aero - 300 Munny
This equip causes swirls of grey wind to spiral all around within three feet of the user. Anyone who gets within that space will have weak wind elemental damage dealt to them constantly while there. In addition to this whenever an attack is made on the user during Aero's presence a bubble of magic will flash around their body and block the damage and any possible physical injury, but will not prevent the character being pushed by the force. This bubble drains the user's health and stamina by half of what would have been lost from an unblocked attack every time it activates. The user may move freely while Aero is active. Lasts 4 posts and has 3 uses per battle.
Aerora D - 300 Munny
Allows the user to create a one-meter tall swirl of white wind that travels along the surface of the earth at a brisk walking pace. Anyone touched by the swirl will get launched ten meters into the air and become too dizzy to move or take any sort of conscious action as they fall back down to the ground. Their fall will also be slowed so that they would not land until the beginning of their next turn after being launched. Causes moderate wind-elemental damage to enemies it launches. Lasts 3 turns. 5 uses per battle.
Aeroga D - 450 Munny
Allows the user to create a four meter radius horizontal vortex around themselves with a height equal to their body's, but the user can not move or take other actions while doing so. The swirling green and white wind will suck in and immobilize enemies within its area and cause strong wind-elemental damage before shooting them ten meters directly upward once they reach the core of the storm. Enemies and objects outside of the vortex area will feel a strong pull toward it if they are only a couple of meters away and must use all a normal person's strength to resist being pulled in. Lasts 1 turn. 3 uses per battle.
Gravity - 200 Munny
Increase the gravity above a target in the form of a dark sphere of magic that flattens out to shoot down and to slam it into the ground. Damage is equivalent to a moderate ability and is multiplied if the target was in the air and fell a farther distance or if the target's body mass/weight is quite high. The opponent can escape only by moving in a horizontal direction any vertical movement will get them caught. Five uses per battle, only lasts 1 post and can not be used again for 1 of your posts.
Stop - 400 Munny
When activated this equip causes the area within ten feet of the user's casting position to be surrounded by a perimeter of magical images of time pieces. Any opponents still within this area at the end of their next post become afflicted by the Stop status, frozen in time. A character affected by Stop can not actually sustain physical injury if attacked while frozen, but all attacks made on them during their Stop status hit them at once as raw damage to their stamina when it ends. The status lasts for only 1 of the opponent's posts. When attacking a Stop-afflicted target a character may use only one attack ability or one three-hit physical attack combo. 3 uses per battle.
Reflect - 600 Munny
When activated magic abilities targeted against the user are reflected back at the opponent with equal speed and strength. Does not affect ordinary physical or weapon attacks(Magical weapon attacks will still be affected). The user can not move when activated. Three uses per battle, lasts 1 post.
Magnet - 200 Munny
Create a magical orb in the air above the user that sucks in all nearby objects, abilities and opponents within 20 feet. Three uses per battle and only lasts 1 post. The user can not attack in the same post Magnet is used but any characters caught by it will remain there for their entire post as well.
Berserk - 300 Munny
Upon activation the user's Physical Attack and Speed and Reflexes increase by 50% of their normal. However, all other stats are reduced to 30% of their usual and the user cannot use any Abilities, so is limited to physical attacks only. Lasts 3 rounds, then cannot be used for 5 rounds; no usage limit.
Flaming Impact - 1750 Munny
Whenever the user of this equip deals physical damage to another character or object a burst of flame can be released dealing a significant amount of magical damage. Equivalent to a strong ability. The user can choose if it takes effect or not. No usage limit.
Ripple Drive - 250 Munny
A burst of energy is sent outwards from the user in all directions and pushes opponents away by 10 feet. The burst doesn't cause any damage and is purely a means of getting an opponent away. Can only be used on an opponent's body, not as a means of countering on oncoming Ability. Three uses per battle and only lasts 1 post.
Ultima Weapon - 2200 Munny
All of a user's weapon attacks will have increased attack power and force behind them when desired, up to the power of a Strong-level passive ability.
Invincible - 700 Munny
Any attack/ability from the opponent has no effect on the user. The user cannot move when used, effectively giving up their turn and making them more vulnerable in their opponent's next post. Two uses per battle and only lasts 1 post.
Invisible - 500 Munny
The user cannot be seen and dispels the opponent's natural awareness. All other senses can pick the user up. Abilities are not made invisible. One time use per battle and lasts 3 posts.
Warp - 2000 Munny
This equip allows the user to transport themselves instantly from one location to another in the same area regardless of distance or impediment. Warp can not be activated if the user is being directly held by an opponent or an opponent's ability. The location Warp arrives at can not be within a two meter radius of another character. All of the user's presently active abilities end and vanish when Warp is activated. Three uses per battle and can not be used again for 10 of your posts.
Clone - 2000 Munny
The user can create a perfect physical copy of themselves in battle who's colouring is partially faded out to distinguish them from the original. Clones can not speak or make vocal noises outside of abilities. The clone must be created next to the user and can only be dismissed from the field when next to the user. A clone has only one tenth the health of the original. Each copy has access to all of the user's abilities but each one is reduced to weak in strength if the original's are higher. They can use movement equips belonging to the user but not attacking/defending ones. A clone has no access to the user's items. When a clone is defeated it disappears. A defeated clone can not be returned to the field and an injured one can not be healed by any method. Up to three clones can be created per battle. Any number of the possible clones may be utilized at once.
Limit - 600 Munny
Requirements: 2 characters owned by different members, both with Limit equipped
Cross your weapons with one another to deliver a concentrated beam the width of a basketball (More damage than a strong ability with 2 users but hard to hit an enemy with) or a 20 ft x 30 ft wave (Equal to a strong ability with 2 users and easier to hit an enemy with) of energy. The more people using Limit together, the stronger the Limit, but requires at least 2 users. Three uses per battle and only lasts 1 post.
Bond Limit - 350 Munny
Using this item allows for you and another character who also has this equipped (A willing Player Character) to share health and divide the damage between you equally (Quantitatively, this means that if two allied people have this equipped, 100 points of damage at one person would be diffused to 50 each. Naturally, it follows if three allied individuals have it equipped the damage is diffused by a third). Since damage translates poorly in battles, qualitatively this would mean that, for example, if a sword is brought down on you with enough force to sever your arm; the force of that sword cut would be split with your allies (You all receive wounds in the same place), which may mean you get to keep your arm.
Weapon Affinity - 1250 Munny
This equip doubles the power of all attacks performed using just the character's weapon(s) but halves the power of all attacks not using their weapon(s) and of all their character abilities in exchange.
Once More! - 800 Munny
If an attack is received that would defeat the user(KO or Death) the wearer of this equip will instead be left with the minimum amount of health and strength remaining, enough to either run away or launch one last desperate attack. Activates automatically, cannot be used twice in one battle.
Spiked Collar - 350 Munny
This equip allows a character to increase the attacking power of all their Summons and Minions by 25%. Summoner and Tamer characters only.
Name Tag - 350 Munny
This equip allows a character to increase the defensive power of all their Summons and Minions by 25%. Summoner and Tamer characters only.
Dog Whistle - 2500 Munny
This equip allows a character to eliminate the wait time between Summons and Minions after one is defeated or dismissed. Summoner and Tamer characters only.
Resistance A - 500 Munny
All status effects on the user last half as long.
Resistance B - 500 Munny
All status effects on the user are half as effective.
Flame Amulet - 550 Munny
This equip renders the user three times more resistant to the element of fire. In exchange they become twice as vulnerable to ice and water. No character can have more than one Amulet equipped at a time.
Frost Amulet - 550 Munny
This equip renders the user three times more resistant to the elements of ice and water. In exchange they become twice as vulnerable to fire. No character can have more than one Amulet equipped at a time.
Flash Amulet - 550 Munny
This equip renders the user three times more resistant to the element of thunder. In exchange they become twice as vulnerable to the element of earth, which includes plant-life. No character can have more than one Amulet equipped at a time.
Funnel Amulet - 550 Munny
This equip renders the user three times more resistant to the element of wind. In exchange they become twice as vulnerable to the element of thunder. No character can have more than one Amulet equipped at a time.
Flora Amulet - 550 Munny
This equip renders the user three times more resistant to the element of earth, which includes plant life. In exchange they become twice as vulnerable to the element of wind. No character can have more than one Amulet equipped at a time.
Fire Boost - 400 Munny
This Equip boosts the power of all fire-elemental powers used by its bearer. Character/Weapon Abilities and Equips that use magical fire become 50% stronger than before.
Blizzard Boost - 400 Munny
This Equip boosts the power of all ice-elemental powers used by its bearer. Character/Weapon Abilities and Equips that use magical ice or water become 50% stronger than before.
Thunder Boost - 400 Munny
This Equip boosts the power of all thunder-elemental powers used by its bearer. Character/Weapon Abilities and Equips that use magical electricity become 50% stronger than before.
Wind Boost - 400 Munny
This Equip boosts the power of all wind-elemental powers used by its bearer. Character/Weapon Abilities and Equips that use magical air become 50% stronger than before.
Earth Boost - 400 Munny
This Equip boosts the power of all earth-elemental powers used by its bearer. Character/Weapon Abilities and Equips that use magical minerals or plant-life become 50% stronger than before.
Warrior Sword - 350 Munny
This equip gives a Warrior character two extra sets of Pulse Aura. Other character types will gain one set of Pulse Aura to use.
Guardian Shield - 350 Munny
This equip gives a Guardian character two extra sets of Shell Aura. Other character types will gain one set of Shell Aura to use.
Mystic Staff - 350 Munny
This equip gives a Mystic character two extra sets of Life Aura. Other character types will gain one set of Life Aura to use.
Dream Sword - 200 Munny
This equip boosts the power of the Pulse Aura class ability, allowing it to break bones and knock people back ten feet. Its range is also increased to three meters. This boosted form of Pulse Aura can also shatter through enemy defences generated either by character/weapon abilities or even equips. The Guardian's Shell Aura can also be broken, but not if they are equipped with a Dream Shield. In exchange this equip enforces a period of three of your turns between each use of Pulse Aura. Warriors with a Dream Sword must only wait one of their turns between uses.
Dream Shield - 200 Munny
This equip boosts the power of the Shell Aura class ability, allowing it to completely guard against even strong-level attacks. In exchange this equip enforces a period of three of your turns between each use of Shell Aura. Guardians with a Dream Shield must only wait one of their turns between uses.
Dream Rod - 200 Munny
This equip boosts the power of the Life Aura class ability, allowing it to also end all cool down times and restore any consumed uses of within the target's ability set while also removing all harmful status effects caused by a character's ability or a Quest. In exchange this equip enforces a period of three of your turns between each use of Life Aura. Mystics with a Dream Rod must only wait one of their turns between uses. Life Aura still may not be used on the character themselves or any of the controlling player's other characters.
Class Boost - 150 Munny
While having this equipped the relative advantage of your class towards the weaker class is doubled to 50%. However, the relative disadvantage of your class to the stronger class is also doubled to 50%.
Lucky Lucky - 3000 Munny
A large investment with the potential to pay off big-time. Whenever a character who has Lucky Lucky equipped successfully completes a Quest this equip doubles all munny and material rewards that they gain. It also doubles the rewards gained from a Treasure Chest item to match.
Gambler's Spirit - 3500 Munny
A large investment with the potential to pay off big-time. Whenever a character who has Gambler's Spirit equipped wins an arena bet this equip doubles all munny rewards that they gain while having no effect on how much they lose if the bet is lost(If munny is already doubled by the no-AU bonus then that total is doubled by Gambler's Spirit).
Morph S - 150 Munny
This Equip allows the user to change their body into that of a small animal(Squirrels, fish, birds, cats, turtles, rabbits, foxes, caterpillars, chickens, mice, snakes, crabs, etc.), but nothing smaller than a housefly(So no germs). Mythical animals can be changed into if the character has seen real ones before, but the Equip will not grant them any supernatural traits such as fire-breathing or diamond-hard skin or flying with wings that are too small, etc. While in a transformed state all of their character and weapon abilities and equips are unavailable. They also may not wield any of their weapons. Minions and Summons may still be called. Morph S can not be used to change into an unnatural animal(Such as Heartless), or one original and made up by the player just to change into them. Once transformed a character may return to their natural state at any time. From the turn the character initially transforms no Morph Equip can be used by the character for 1 turn. After this limit they may use another at any time, even if they have not returned to their true form.
Morph M - 300 Munny
This Equip allows the user to change their body into that of roughly human-sized animals(Apes, horses, dolphins, crocodiles, walruses, tigers, rams, etc.). Mythical animals can be changed into if the character has seen real ones before, but the Equip will not grant them any supernatural traits such as fire-breathing or diamond-hard skin or flying with wings that are too small, etc. While in a transformed state all of their character and weapon abilities and equips are unavailable. They also may not wield any of their weapons. Minions and Summons may still be called. Morph M can not be used to change into an unnatural animal(Such as Heartless), or one original and made up by the player just to change into them. They may also not become a human being or another of their own species if it is not human. Once transformed a character may return to their natural state at any time. From the turn the character initially transforms no Morph Equip can be used by the character for 2 turns. After this limit they may use another at any time, even if they have not returned to their true form.
Morph L - 600 Munny
This Equip allows the user to change their body into that of a large animal(Elephants, rhinos, great white sharks, giraffes, pink dragons, etc.), but nothing larger than an elephant. Mythical animals can be changed into if the character has seen real ones before, but the Equip will not grant them any supernatural traits such as fire-breathing or diamond-hard skin or flying with wings that are too small, etc. While in a transformed state all of their character and weapon abilities and equips are unavailable. They may also not wield any of their weapons. Minions and Summons may still be called. Morph L can not be used to change into an unnatural animal(Such as Heartless), or one original and made up by the player just to change into them. Once transformed a character may return to their natural state at any time. From the turn the character initially transforms no Morph Equip can be used by the character for 3 turns. After this limit they may use another at any time, even if they have not returned to their true form.
Morph C - 250 Munny
This Equip allows the user to change their body into a perfect physical copy of someone else they are currently in the presence of or have met before while retaining all of their natural abilities, Equips and weapons(Though they may use their copied form's weapons without any abilities as well). Morph C can only be used to change into the shape of other player characters or NPC characters. Once transformed a character may stay in their copied state, change back to normal, or into a different form using a Morph Equip again whenever they desire.