Post by Rolt |The Immortal| on Mar 1, 2010 21:08:19 GMT -5
AntiGoofy
~Weapons~
Find a heart, and steal it from its owner.
[/i][/b]Find a heart, and steal it from its owner.
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Primary Weapon(s)
ID: Fall of the King[/size]
Quality: Legendary
Fall of the King is unlike any other shield in existence. A shield that is almost pure black, and does not shine even when light is shined directly on it, it seems to incorporate a feeling of pure darkness. This shield has an upside down yellow crown painted onto the center, and a lock seems to be fused to the center of the shield. Black chains (a total of six that are visible) adorn this shield, and all of them attach to the lock in the center. This shield has the same shape as the Heartless emblem. And unlike other shields, the entire edge of the shield is bladed, and is as sharp as any sword. It has no actual handle or straps that allow one to hold it, but rather darkness with the ability to change shape takes the forms needed to wield it. This allows the shield's master to wield it as a normal shield, or like a sword of sorts.
Feral Defense:
Any physical ability used on the wielder (regardless of position) is reduced by one strength level (2 AP), while any normal physical attack is reduced to half strength. Any magical ability that is absorbed by the shield will have its strength reduced by one strength level (2 AP). Abilities may NOT be canceled out with this ability; the lowest reduction is to ‘Weak’ level.
Strength: Super Strong
Uses: Passive
Arc Slash:
This ability can only be used when Fall of the King is split into two. When activated, every time the wielder swings a half of the shield, a light purple crescent shaped energy fires forth. This crescent shaped energy is four feet long, and can leave moderate cuts. Each half can fire off four crescent bursts before it runs out of power.
Strength: Strong
Uses: 5, three post cool-down
Near Ultimate Defence:
The wielder has the ability to block any attacks (up to strong-leveled) for one round completely.
Strength: Strong
Uses: 10, three post cool-down
Ready, Aim, Fire:
The shield glows light purple, and floats around itss master. Any time an opponent gets within twenty feet, it fires off three basketball sized balls of dark energy. These balls of energy explode on impact, and create a light purple blaze that takes up an area of ten feet. The shield remains afloat for four posts.
Strength: Moderate
Uses: 8, three post cool-down
Surge:
The wielder propels itself forward at a speed of fourty miles per hour, with its shield in front of him. Anything that gets hit by the sides of the shield is sent either fifteen feet to the left (if hit by the left side), or fifteen feet to the right (if hit by the right side). Anything hit straight on will go fifteen feet forward.
Strength: Moderate
Uses: 4, two post cool-down
When Darkness Falls:
Anytime the wielder of this shield blocks a physical attack, a pulse of energy bursts forward, pushing the attacker back fifteen feet.
Strength: Moderate
Uses: Passive
One Becomes Two:
The wielder of this shield pulls on the shield, as if they are trying to split it in half. Somehow this is successful, and then instead of one large shield, the wielder now has two smaller versions, which can be used to not only block attacks, but can also be used as bladed weapons. Even while split the wielder still has access to the other weapon abilities, save for Ready, Aim, Fire. The user is free to put the shield back together at any time, and there is no limit on how long it can stay split. Once put back together though, it must remain whole for three posts.
Strength: Weak
Uses: Infinite
Secondary Weapon(s)
ID:
[In this space please give a brief, physical description of the secondary weapon(s) your character wields]
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~Abilities~
The darkness will help me kill.
[/i][/b]The darkness will help me kill.
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[/size]AP left:
The Power of War:
Any damage caused by a normal attack from AntiGoofy is doubled. In addition, Any ability that AntiGoofy uses is raised by one strength level (2 AP). When AntiGoofy’s minions are summoned to the field, they receive the normal attack bonus, but not the Ability strength bonus.
Strength: Super Strong
Uses: Passive
Chain Reaction:
The chains that adorn the shield begin to fire off at its master's nearest opponent. They must fire off straight, though once fired, they can turn up to three times. Once a chain makes contact with its target, it wraps around it. Each chain moves at speeds of up to thirty miles per hour. After three chains have wrapped themselves around their target, the rest draw back to the shield, though they are still five feet long. They then begin to spin at speeds so fast, that it becomes nearly impossible to see a chain at all. The shield is then yanked from its master's arm(s), and then flies at the opponent, and the spinning chains smack them. The chains hit with enough force and rapidity to break bones in a matter of seconds. The only thing is that three chains have to be wrapped around something by the end of four of the user's posts, or else the ability doesn't work.
Strength: Super Strong
Uses: Two, five post cool-down
Heartless Champion:
The wielder of this shield can deal out a single attack that cannot be blocked by any equip, item, or ability (including class abilities). It does damage equal to a strong ability. It can however be dodged. The only indication of this attack is the wielder bringing its arm back as if readying to punch.
Strength: Super Strong
Uses:: four, two post cool-down
Calamity:
Anti-Goofy smashes his shield into the ground, causing cracks to form. Because of this the earth shakes, knocking anyone standing on a solid object to their butts. It does this up to three times per thread.
Strength: Super Strong
Uses: 3, four post cool-down
Dark Vortex:
Anti-Goofy begins to spin, with its shield extended to cut anyone who gets caught in the vortex that this ability creates. They don't stay in one section however, as they immediately get dragged into striking range of the shield (which is approximately four and a half feet). This black and light purple vortex stands at twenty feet in height, and has a diameter of fifteen feet. It has the ability to pull anything in a twenty feet area into it's grasp, and then into Anti-Goofy's shield. While able to move, it is extremely difficult to do so. After being hit three times, it throws them fifty feet behind the vortex.
Strength: Super Strong
Uses: Three times per thread, cool-down of four posts
Death by Frisbee:
Anti-Goofy throws his shield at the target. It flies at them, and is difficult to avoid, as it has strong homing capabilities. If it hits the target, it will then fly off a few feet, and then come back and hit them again automatically. It'll then do so again once more. When thrown it moves at fourty miles per hour, and all damage it does is moderate (physical).
Strength: Super Strong
Uses: 8, two post cool-down
Whirli-Goof:
A special attack that can only be used in conjunction with it’s summon, Goofy-Heartless. They grab each others' legs (bending so that they when they roll they roll on their stomachs). They then begin to roll around, going up to twenty miles per hour. Anyone they hit is sent back fifteen feet, and takes moderate damage. At the end of this Anti-Goofy returns to standing position, while holding its summon like a bazooka. The summon is then fired, flying about at speeds of fourty miles per hour. Its shield is held out in front of it, and anything it hits goes back five feet, while suffering moderate damage.
Strength: Super Strong
Uses: Twice per thread, five post cool-down
Shield Drop:
Anti-Goofy jumps thirty feet into the air, and curls up, like he's doing a cannonball. He then puts the shield underneath his feet, and hurtles back to the ground. Upon impact a dark shock-wave is sent forth. The shock-wave is ten feet tall, and goes fifteen feet. This will knock anyone back ten feet, as well as deal darkness based damage (equal to moderate in strength).
Strength: Strong
Uses: 5, one post cool-down
Dark Burst:
Anti-Goofy opens the palm of its free hand. It charges forward, and then extends the free arm. This sends forward a black and light purple beam of energy, about five feet in diameter. Its reach extends fifteen feet, and deals strong darkness based damage.
Strength: Strong
Uses: 3, two post cool-down
Anti-Capabilities:
Anti-Goofy normally runs at speeds of up to twenty miles per hour. It can jump up to twenty feet in the air normally, and has the ability to react to something in a matter of milliseconds. When it runs it tends to do so slightly hunched over, and usually with its arms slightly hanging down. It also has a weakness to light.
Strength: Strong
Uses: Passive
Items
1. Shell Curtain- When activated this item causes the user to glow with a green-colored aura. All magical attack damage dealt to the user is dulled and reduced by half for the remainder of battle, after the effect of existing defences. One time use. Shell Curtains can not be activated more than one at a time.
2. Shell Curtain- When activated this item causes the user to glow with a green-colored aura. All magical attack damage dealt to the user is dulled and reduced by half for the remainder of battle, after the effect of existing defences. One time use. Shell Curtains can not be activated more than one at a time.
3. Protect Curtain- When activated this item causes the user to glow with a yellow-colored aura. All physical attack damage dealt to the user is dulled and reduced by half for the remainder of battle, after the effect of existing defences. One time use. Protect Curtains can not be activated more than one at a time.
Equips
1. Aerial Dodge- 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.
2. Ragnarok- 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.
3. Ars Arcanum- 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.
4. Explosion- 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.
5. Dream Shield- 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.
6. Guardian Shield- This equip gives a Guardian character two extra sets of Shell Aura. Other character types will gain one set of Shell Aura to use.
7. Clone- 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.
Special Abilities
N/A
Minions
Grade: A
Name(s): Defender Heartless
Appearance(s): Defender
Abilities:
Ultimate Defense:
Defender Heartless cannot be hurt via attacks to the front.
Strength: Moderate
Uses: Passive
Shield Bite:
The Defender's shield bites you if you get within reach.
Strength: Weak
Uses: Passive
Elemental Weakness: Light
Grade: A
Name(s): Defender Heartless
Appearance(s): Defender
Abilities:
Ultimate Defense:
Defender Heartless cannot be hurt via attacks to the front.
Strength: Moderate
Uses: Passive
Shield Bite:
The Defender's shield bites you if you get within reach.
Strength: Weak
Uses: Passive
Elemental Weakness: Light
Grade: A
Name(s): Invisible
Appearance(s): Invisible
Abilities:
Invisible Fighter:
The Invisible has the ability to vanish from site, leaving only its sword. The sword will fight as normal, but the Invisible itself cannot be harmed while in this state. This state lasts for two posts.
Strength: Moderate
Uses: 3, two post cool-down
Flight:
Invisibles are masters of flight, being able to go up to ten miles per hour, and up to fifteen feet into the air. They don't ever need to land.
Strength: Weak
Uses: Passive
Elemental Weakness: Light
Grade: A
Name(s): Invisible
Appearance(s): Invisible
Abilities:
Invisible Fighter:
The Invisible has the ability to vanish from site, leaving only its sword. The sword will fight as normal, but the Invisible itself cannot be harmed while in this state. This state lasts for two posts.
Strength: Moderate
Uses: 3, two post cool-down
Flight:
Invisibles are masters of flight, being able to go up to ten miles per hour, and up to fifteen feet into the air. They don't ever need to land.
Strength: Weak
Uses: Passive
Elemental Weakness: Light
SummonsName: Goofy-Heartless
Appearance: This summon look almost exactly like Anti-Goofy, except for the fact that they have antenna. It wields a shield just like Anti-Goofy's, except the black parts are lighter, and the yellow parts are duller.
Abilities:
AP: 8
Rollout:
The summon doesn't use this ability itself, it just helps Anti-Goofy do it. See the abilities for this ability.
Strength: Not Needed
Uses: Not Needed
Dark Sacrifice:
This allows the Goofy Heartless to sacrifice it's life force to heal Anti-Goofy. After using this ability it is no longer able to be used as a summon.
Strength: Strong
Uses: Once
Elemental Resistance: Darkness
Elemental Weakness: Light
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~Class~
Three unnecessary weapons.
~ A sword of terrible destruction - The power of the warrior: Invincible courage.
~ A shield to repel all - The power of the guardian: Kindness to aid friends.
~ A staff of wonder and ruin - The power of the mystic: Inner strength.
You know that one of them must be chosen. What power will you seek?
[/b]Three unnecessary weapons.
~ A sword of terrible destruction - The power of the warrior: Invincible courage.
~ A shield to repel all - The power of the guardian: Kindness to aid friends.
~ A staff of wonder and ruin - The power of the mystic: Inner strength.
You know that one of them must be chosen. What power will you seek?
Shield[/size]