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10.3.2017 - A mysterious light filled the Sea of Skies. Those who wielded great power and abilities found themselves back at square one, as if reset.


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Agnes
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Post Count : 37
MAG : 8
Fire Elemental

Drive Zero || Fuel for the Fire
Effects: Agnes may enter a drive form without using an action.
Element(s): N/A
Duration: N/A
Cooldown: 3 posts.




Skill One

Fire Eater
Effects: Agnes may absorb the element of fire, turning it into energy that she can use by healing herself equal to the amount of intended damage. This activates upon being struck with anything bearing a fire alignment. Should there be another element intertwined alongside it, or the fire element is imbued into a physical attack or object, Agnes will still take that damage while absorbing the fire energy, which heals for half the intended damage, rounding down.
Elements: Fire
Duration: Active
Cooldown: 5 posts




Skill Two

Infernal Existence
Effects: Agnes is immune to any fire damage caused by her own casting.
Elements: N/A
Duration: Passive
Cooldown: N/A




Skill Three

Incendiary Touch
Effects: Upon successfully making contact with her opponents with a fire-aligned skill or spell, or when she is physically touched, Anges’ opponents are inflicted with a burn that inflicts moderate low damage for every time contact is made.
Elements: Fire
Duration: N/A
Cooldown: N/A




Skill Four

Fanning the Flames
Effects: Agnes boosts the magical potency of her flames by a moderate minor amount for every fire-aligned action taken within the last three posts by herself, friend, or foe. This value can carry over posts, and may raise or lower with each post.
Elements: Fire
Duration: Passive
Cooldown: N/A




Skill Five

Embers and Ashes
Effects: Should a fire-aligned attack made by Agnes miss its target, the energy is still dispelled from her body. This excess energy lands on a nearby surface, be it a wall, the ground, ect., and becomes a mine that she can detonate at will. These mines, if not triggered within 3 posts will self-detonate. The strength of the mines are equivalent to the strength of the spell or skill put into it. It may fall anywhere within a 5yr radius.
Elements: Fire
Duration: N/A
Cooldown: N/A




Skill Six

WIP
Effects: WIP
Elements: N/A
Duration: N/A
Cooldown: N/A




Skill Seven

WIP
Effects: WIP
Elements: N/A
Duration: N/A
Cooldown: N/A


Last edited by Agnes on February 7th 2017, 1:18 pm; edited 1 time in total

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Monte
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Keeper of the Abbey
Post Count : 140
MAG : -
The first ability needs to be active, and have a significant cooldown (five posts should do, as is). You need to clarify that you are healed by the amount that the attack would do, or by an appropriate portion based on the elements involved (half of the total damage if it consists of half of the elements, a third if it was one third, and so on). How would you "fight with it"?

The second skill needs to be reduced to a 50% resistance, or be made active and adding a cooldown (4 posts active, 3 post cooldown)

The final skill will only apply to active effects if it is passive. Describe the power and range of the mines.

___________________

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Agnes
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Post Count : 37
MAG : 8
Added the bits to the first skill.

Changed the wording of the second skill.

And added a power scale/range to the fifth skill.

___________________
Agnes Eldr’Brandt
(The Fire Elemental’s Character Sheet)
Character Level 6 || Magic Pool 200 || Focus Points 10
STR ---- 8 || CON ---- 6  || AGI ---- 5  || SYN ---- 3 || MAG ---- 8
Fire || Earth || Aero || Metal || Thunder

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Monte
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Keeper of the Abbey
Post Count : 140
MAG : -
Agnes will still take that damage while absorbing the fire energy, which heals for half the intended damage, rounding down.

You must state that the amount healed is not half, but proportionate to fire as a whole of the ability or skill. If it had three elements, including fire, you would be healed for a third of the damage, and so on.

The first skill will need to have a duration of 1 post with the current cooldown, or two posts with 10 cooldown.

The second skill is still an immunity. It must have a duration and cooldown. Suggested 6 duration, 4 cooldown.

The last skill needs to have a proportional amount of damage relative to the MP cost, such as 'Each mine is as potent as a purely damaging spell costing 10% (rounding down) of the original spell's mana.' They need a damage radius.

There is no seventh skill. Remove it.

___________________

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