Weaponmaster's Armaments

Equipment, ammo, vehicles, and other items are to be posted here for approval before your character is fully approved for gameplay.
Basch
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Weaponmaster's Armaments

Post by Basch » Sat Aug 20, 2011 2:41 am

Abaddon Gauntlet:

The Abaddon Gauntlet wields the same damage factor as an average gauntlet. Upon doing damage (tissue or HE) to an opponent the gauntlet uses a small bit of chakra to activate the effect of the Abaddon Gauntlet. This ability takes 1/10th of the amount of damage given to the opponent and heals that amount to Basch. Tissue damage heals tissue damage and HE damage heals HE damage.
Abaddon_Gauntlet.jpg
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Anima and Nex:

Twin revolvers with small blades resting beneath the barrel of the revolver barrel. Anima and Nex's shots can be magically enchanted in order to deal a slight bit more damage as well as give the shots different elemental affinities. Anima's shots can be enchanted with light elemental affinity giving them slightly higher damage for a small expenditure of mana. Nex's shots can be enchanted with dark elemental affinity to deal slightly higher damage as well for the same small mana cost.
Anima_and_Nex.jpg
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Ball and Chain:

A simple ball and chain weapon with a weight on the other end of the chain than the ball. Does moderately high damage thanks to its weight but also is moderately slower due to its weight. Acts as a working tail during Basch's Weapon Master Morphing Time.
Ball_And_Chain.jpg
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Barst:

A normal battle axe save its single special ability which costs a fair amount of mana. When the Barst is struck against the ground a large rock pillar will sprout out of the area hit by the Barst. These pillars are around 10 feet tall and 3 feet thick. After 12 hours the pillars will break apart into dust and most likely be blow away by the wind.
Barst.jpg
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Blitzer Blade:

The Blitzer Blade is a large but strangely lightweight blade that is wielded in one hand. When equipped to Basch he can grab and throw an opponent or anything else using one hand with the same strength as he would throw an opponent or anything else with two hands.
Blitzer_Blade.png
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Blood Katzbalger:

The Blood Katzbalger weapon is medium weight and can be wielded with both one hand or two hands. Wielding the weapon one handed is faster; whereas, wielding the weapon two handed is stronger. By default the Blood Katzbalger has a low KB factor; however, if a target is hit more than four feet off the ground by the strike of the katzbalger they are struck with a bolt of magical energy (red spiral) sending them flying up and back with a much greater KB factor.
Blood_Katzbalger.jpg
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Elvis:

A pair of nunchucks that have short range but are very quick to strike the enemy. The damage done is split 50-50 between HE damage and damage to the opponent's PS. So this weapon basically hurts the opponent and fatiques them at the same time.
Elvis_Nunchucks.jpg
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Excalipoor:

A sword that is nearly identical to the famed Excalibur; however, through some unknown flaw the sword's power comes nowhere close to that of the original article. This sword cuts the wielder's strength when attacking down by 1/100th of it's original value. The weapon itself is pretty to look at but also pretty much useless.
Excalipoor.png
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Ruin Gloves:

A pair of seemingly normal fighting gloves. These gloves slightly boost Basch's strength when he wears them and fights hand to hand. Their secondary ability is a more powerful one in which Basch punches at few times from far range injuring the opponent as if they were point blank; however, there is a side effect that causes the target of the attack to be teleported randomly somewhere within 20 feet of their original position.
Fighting_Gloves.jpg
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Griffin Dagger:

Normal dagger with nothing interesting about it. Fast but weak.
Griffin_Dagger.jpg
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Heaven and Earth:

Basch's gun blade weapon that fused a katana with a long barreled gun capable of firing multiple different ammunition types. The gun portion can fire slugs, buckshot, .32 calibur bullets, .50 caliber bullets, and a powerful as well as explosive .75 calibur bullet.
Heaven_and_Earth.jpg
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Heavenly Great Sword:

A sword that Basch claims to have obtained after killing a fallen angel but that's probably completely untrue. This weapon is wielded with two hands and can fire waves of bright, searing light when swung using a bit of mana. Average MA cost for average power factor. If mana is not used the sword will not fire out a wave of light. The sun's light is reflected extremely well of the face of the greatsword.
Heavenly_Light_Greatsword.jpg
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Hephaisto Gauntlet:

A gauntlet that gives the wearer the ability to conjure and manipulate flames in a variety of way by using chakra. Throwing fireballs, shooting streams of flame from the palm, creating flame swords, etc.
Hephaisto_Gauntlet.jpg
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Hound Dagger:

Strange dagger that slowly weakens any armor that it strikes. The weakening almost works identically to the rusting of metal complete with the appearance of the rust as well even on materials that don't rust. The rusting drops armor granted def and will slowly wear off as time goes by.
Hound_Dagger.jpg
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Jengi Blade:

A pair of dual wielded blades with no real special abilities to speak of. Strangely however the blades produce a larger than normal amount of sparks if they are struck together.
Jengi_Blade.png
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Flip Flop Katana:

This katana is very strange in that it does bludgeoning damage when unsheathed and cutting damage when sheathed. Nothing else really special about the weapon.
Katana_Study.jpg
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Land Guard Multiform Weapon:

The Land Guard Multiform Weapon has various forms it can take. It can be in its default sword form, extend the blade to be longer, fire off the blade part from the hilt but have it still be attached via a chain, an axe/hammer form, and also split into two smaller swords. An all around balanced and versatile weapon for combat.
Land_Guar_Multiform_Weapon.jpg
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Land_Guard_Forms.png
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Spears of Light and Darkness:

Two spears that can but summoned seperately but are best summoned together. They have a longer reach than most of Basch's weapons but otherwise are just normal spears. When the two spears are crossed and a phrase is said however they can unleash a large magical beam of light and dark affinity magic in a 50-50 ratio at the cost of some mana. The phrase that needs to be said in order to fire the beam is, "Light and Darkness, cast aloft!". The beam has a 2 foot radius and strikes with moderate magical damage.
Light_and_Dark_Spears.jpg
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Mash Magers:

A pair of mage mashers that have a chance of afflicting the target with silence like most other mage mashers; however, this chance is only 10% per strike unlike the normal 33% chance per strike so basically a roll of a 4 on a 10 sided dice. The handles of the mage mashers can be connected to form a bladed staff type weapon.
Mage_Masher.png
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Masamune K-37:

A group of seven customized katana that Basch developed a unique fighting style in order to use effectively. He wields a single katana between the four fingers on each hand and also wields one katana between his teeth effectively letting him fight with seven weapons at once. The katana wielded in Basch's hands have 1/3 the average power factor for a katana; whereas, the katana wielded in Basch's mouth has an average power factor. Basch created these katana and the fighting style after fighting a great warrior who used a similar eight weapon style.
Masamune_K-37.jpg
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Nimbus Buster Sword:

A large buster sword type weapon that Basch discovered in his travels. Due to this weapon's sheer size and weight it is slow but has a high KB factor. Basch likes to claim that the symbol on the side means Nimbus even though he knows it means Replica.
Nimbus_Buster_Sword.jpg
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Outbreak Chakrams:

A pair of chakrams that are laced with a jelly like substance full of harmful bacteria. When the weapon makes a wound the afflicted target becomes infected with the bacteria and their health will slowly drain much like a poison's effect. This infection can be cured via status ailment remedying abilities such as esuna; however, poison resistance/immunity/cures will not affect the infection.
Outbreak_Chakram.png
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Phoenix of Light Gauntlet:

A gauntlet that has the ability to extend up to three thorned vines from the palm of the wearer. These vines cannot be controlled via plant manipulation by another individual and will only respond to the commands of Basch. The range for the vines are roughly 15 to 20 feet from the gauntlet.
Phoenix_of_Light_Gauntlet.jpg
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Runic Spear:

A mysterious spear that changes elemental affinity at random intervals. A faint glow comes from the spear and the color of the glow changes with the elemental affinity of the spear. Yellow for lightning, red for fire, blue for water, etc.
Runic_Spear.jpg
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Shadow Avenger Greatsword:

A sword that Basch claims to have obtained after killing a uplifted demon but that's probably completely untrue. This weapon is wielded with two hands and can fire waves of dark, chilling shadow when swung using a bit of mana. The waves of dark, chilling shadow strike with magical damage equal to Basch's mag. If mana is not used the sword will not fire out a wave of shadow. The sun's light is absorbed extremely well into the face of the greatsword.
Shadow_Avenger_Greatsword.jpg
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Sisterhood:

The sword Sisterhood is exceptionally good when used in a hit and run fashion of attack due to its light weight. It gives its wielder a slight boost in speed and evasion that compliments the attack style of the weapon quite well. Strangely enough it gives the wielder a slight speed boost in water as well.
Sisterhood_Sword.jpg
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Sword Halberd:

A simple sword style halberd that's only realy useful aspect is its long reach giving Basch a long range of attack when wielding it. Not much else is interesting about this weapon, though there are rumors that this was Basch's first weapon ever.
Sword_Halberd.jpg
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Torrential Blade:

A short blade type weapon that creates surges of seawater when swung. The seawater is not damaging in itself but when it soaks the clothing of an individual the clothing is three times as heavy as normally soaked clothing.
Water_Blade.jpg
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White Bow:

This bow works very much like the Runic Spear but with a few key differences. The actual bow itself does not change to several different elemental affinities; however, the arrows it fire gain an elemental affinity when fired from the bow. The arrows elemental affinity can be chosen unlike the Runic Spear but in order to choose one the wielder must first shout out the elemental affinity that they want the arrow to have.
White_Bow.jpg
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Zantetsu Fang:

A very long two handed blade that has a dragon like theme to it. The weapon itself is a bit slow to swing but as a trade off is a bit stronger. It's main shining aspect is that it has a very low chance of instantly breaking a piece of armor it strikes. The chance of the armor breaking is a 1 in 16 chance determined via the roll of a 9 on a 16 sided dice.
Zantetsu_Fang.jpg
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Last edited by Basch on Tue Aug 23, 2011 4:15 am, edited 1 time in total.

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Noah Ivaldi
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Post by Noah Ivaldi » Sat Aug 20, 2011 3:39 am

Ball and Chain: YUSH! <333 Ahem. Sorry.

Barst: That makes a pretty handy defensive maneuver for no cost. Down-toningness, please.

Blood Katzbalger: Hey, that's not a katzbalger! Just pretend that the hilt has a spiral design, yeah?

Elvis: This is all the more fitting, since Johnny deals shit for damage.

Ruin Gloves: Haha, nice. Teleport Cannon meets Far Fist meets some good gloves, more or less, eh? I like.

Heavenly Great Sword: Gee, where have I heard of this before? Are the searing light waves damaging? If so, give specs.

Hephaisto Gauntlet: You know, you just made me think of Ishikawa. Never mind him, though. Simply said, it grants standard fire manipulation, aye? The cost is just like any standard LMNTal manipulation, CH/MA, right?

Hound Dagger: This will reduce armor-granted DEF, but nothing else, right? How long does it last? How can it be remedied?

Land Guard Multiform Weapon: If you could find other pics, that would be great. I've played Dissidia, so I know what it looks like, but that says little for others.

Spears of Light and Darkness: How large is the beam? It costs some mana, so does it deal some damage, or is it less because it's a pretty big beam (more area, less power)?

Plural of Asian words (katana, kunai) = no S.

Outbreak Chakrams: THOSE are my kind of weapons! Purification for the bacteria = same for pretty much any poison (even Basuna will do), or what?

Pheonix of Light Gauntlet (I like how much of a gauntlet freak Basch is.): Range = ?

I love the greatswords. Copy the questions for the light one and paste them for the dark.

Sisterhood: Not blood? xD Ahem. "Light weight" should be two words, in that context.

Water Blade: That's kinda' nice. Slightly lower its pow- Well, no, because you won't that often be able to hit clothing that can be soaked. A lot of people wear armor, and a lot of girls... just don't WEAR. xD It's fine, though it could use a more creative name.

Zantetsu Fang: Nice, but give the chance, stating the die roll number(s) that you must roll for and the number of die/dice sides.

Basch
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Post by Basch » Tue Aug 23, 2011 5:13 pm

I believe I made all the changes you requested. Are they up to snuff?

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Post by Choh Lehko » Tue Aug 23, 2011 5:58 pm

"The waves of bright, searing light strike with magical damage equal to Basch's mag. If mana is not used the sword will not fire out a wave of light." When I read this, I hear "average MA cost for average power factor." Is this so? Same for the dark one.

Land Guard Multiform Weapon: Awesome! Thanks.

Spears of Light and Darkness: Sounds good, but wouldn't you consider "some" to be less than average? It's okay for something's power to exceed its cost, but a fair-sized beam is also hard to dodge, I presume. How quickly is the beam projected outward? This sounds like it should be slightly toned down, since its only prerequisite is that you have to be able to cross the spears, which isn't really hard to do.

Oh, right! I forgot to ask about the chance of inflicting Silence for the Mash Magers (I like the name. xD).

Oh, another thing that I forgot to ask about: Are all of these katana of the same power factor? If so, what is it? I mean, I can see isomething like each of them being 2/7ths of the average katana's power factor, so you have dual-wielding power with extra tricks available, or something like that (like 25/70ths power or so), but if they all have average power factors, that means that you're effectively wielding one normal katana with your mouth and two that each deal TRIPLE damage. Owie.

Torrential Blade: Ooh, nice. You typoed the capitalization, but the content and the name are very cool. ^^

Zantetsu Fang: What number of the 18-sided die will be the successful one? Also, you can slightly up the chance, if you want to.

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Post by Choh Lehko » Fri Aug 26, 2011 11:58 pm

How will you calculate an 11% chance? I don't mind adding dice up to 100-sided dice so that you can have any percentage (I'll want to do that soon, anyway.), in which case, which results will cause a successful infliction?

All else is savvy.

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Post by Silver Fenrir » Mon Aug 29, 2011 9:56 pm

Made changes to the Mash Magers as requested. Switched the 11% chance to a one in ten chance on a dice roll.

Gonna add some more gear to this like potions, equipment, etc later on.
"Those who don't accept what they are can never find peace"

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Post by K » Tue Aug 30, 2011 12:05 am

That'll work.
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