Name: Blamo 2.0
Rank: Legendary+
Type: Shotgun Gauntlets
Description:
A solar powered pair of shotgun gauntlets developed by Haretsa that fire flaming energy shots.
Strengths:
Allows Haretsa to fire shots along with her punches, adding the bonus weapon damage to her punches (Currently: Legendary Weapon: 8hp for B rank and above. Caps at: Legendary(+) Weapon: 10hp For A rank and above.)
The bullets have a maximum effective range (meaning range it still deals the most damage at. If the bullets exceed this range they still have a chance to hit, but it's significantly less and the damage is cut in half)of
B Rank: 20 meters/40 meters per second
A Rank: 25 meters/45 meters per second
Each gauntlet possesses five rounds for a total of ten between the two.
Weaknesses:
Incredibly short range compared to other ranged weapons
Damage bonus does not apply to her kicks
Once all the shots in a gauntlet have been used up, it takes 2 posts for that gauntlet to recharge/reload
Shots must be used in order to receive the damage bonus to her melee.
Abilities:
Name: Scisara
Rank: Artifact
Type: Plasma Blade Sniper Scythe
Description:
Strengths:
Gives Haretsa a good range and melee offensive option
With a .50BMG caliber, Scisara's shots have an effective range of up to:
B Rank: 200 meters at 150 meters/s
A Rank: 350 meters at 200 meters/s
S Rank: 500 meters at 225 meters/s
(Considering the most basic of sniper calibers has a max effective range of around 600 meters and the .50BMG caliber has 1,500-2,000 meter effectiveness with a velocity of 928 meters a freaking second, this seems more than fair to me.)
Due to the high heat of the energy blade, Scisara is capable of slicing through essentially any metal (does not apply to other players weapons, unless they're made of like wood or rocks or something @__@) and deals 25% more damage to armors/defenses of its current rank or lower than a normal weapon would.
Weaknesses:
Only possesses five shots per mag.
Takes 1 post to fully reload once empty.
Cannot be rapid fired very effectively due to it being a bolt action weapon.
If a shot exceeds its maximum range, then it will have a severely decreased chance of hitting and only deal half of its regular damage.
Abilities:
Name: Flect
Rank: Legendary+
Type: Nanoarmor
Description: Taking the form of a bracelet worn on Haretsa's left arm around her hand wrap and modified to fit alongside Blamo's new design, Flect is a rather unique kind of armor. By pressing the red jewel embedded in the bottom of the bracelet, an orange glow will then envelope Haretsa's entire body acting as a weightless nanoarmor that offers incredibly good protection without hindering her movement.
Strengths:
Weightless so it won't reduce her speed or movement
Offers full body protection
Weaknesses:
Impossible to sneak with due to the bright glow
Does not resist anything higher than B rank, only reduces the damage.
Can be overloaded by lightning attacks higher than B rank, causing the armor to be broken for the remainder of the thread.
Abilities:
Blaze Absorption: Developed as a countermeasure to flames Haretsa can't eat, Flect will absorb one fire based spell of B rank or lower and gain an additional (+1 HP for absorbing D, +2 HP for C, and +3 HP for a B) damage resistance for three posts. This ability cannot absorb another spell after it has absorbed one and has a cooldown of 5 posts once the additional resistance has faded.
Dragon's Swiftness: While this armor is active, Haretsa has a passive 25% increase to movement and attack speed.
Rank: Legendary+
Type: Shotgun Gauntlets
Description:
- Spoiler:
Compact
Switching to full length
Full Length
A solar powered pair of shotgun gauntlets developed by Haretsa that fire flaming energy shots.
Strengths:
Allows Haretsa to fire shots along with her punches, adding the bonus weapon damage to her punches (Currently: Legendary Weapon: 8hp for B rank and above. Caps at: Legendary(+) Weapon: 10hp For A rank and above.)
The bullets have a maximum effective range (meaning range it still deals the most damage at. If the bullets exceed this range they still have a chance to hit, but it's significantly less and the damage is cut in half)of
B Rank: 20 meters/40 meters per second
A Rank: 25 meters/45 meters per second
Each gauntlet possesses five rounds for a total of ten between the two.
Weaknesses:
Incredibly short range compared to other ranged weapons
Damage bonus does not apply to her kicks
Once all the shots in a gauntlet have been used up, it takes 2 posts for that gauntlet to recharge/reload
Shots must be used in order to receive the damage bonus to her melee.
Abilities:
- Phoenix Buster:
Name: Phoenix Buster
Rank: Haretsa’s Rank (Maxes at A)
Duration: Instant
Cooldown: 5 posts
Description: Overloading the solar powered lacrima in both gauntlets, Haretsa causes the remaining shots in each gauntlet to combine into one large shot. She then will thrust both of her fists forward, shooting the shots from each gauntlet that will then combine into one large, 3 meter in diameter flaming sphere that travels out up to 35 meters (40 at A rank) at 15 meters (20 at A rank) per second. Once it reaches the target or its max distance, the large sphere will violently explode, causing a blast that will hit everything in a 15 meter radius.
Strengths:
Deals damage equivalent to the abilities current rank within the first 3 meters of the explosion.
Anyone caught within the first 3 meters will also be set on fire, dealing an additional D ranks worth of spell damage after 1 post.
Good for dealing with multiple targets at once.
Weaknesses:
Requires there be at least 4 of the 5 total shots remaining in each gauntlet (I.E there needs to be either 4 or 5 in the right gauntlet AND 4 or 5 in the left gauntlet) in order to be used
Anyone caught within the 3.1 meter to 9 meter radius of the explosion will only take 75% of the abilities current rank in damage.
Anyone caught within the 9.1 to 15 meter radius of the explosion will only take 50% of the abilities current rank in damage.
Can potentially hit allies as well due to the large blast radius of the ability.
Causes both gauntlets to go on recharge, taking 3 posts to reload instead of the usual 2
- Magnitude Riot:
Name: Magnitude Riot
Rank: Haretsa’s Rank (Maxes at A)
Duration: Instant cast
Cooldown: 6 posts
Description: Overloading the solar lacrima in her gauntlets, Haretsa will slam both of her gauntlets down into the ground and unleash the built up energy into it. This energy will surge out and tear apart the ground as a violent earthquake up to 30 (35 at A rank) meters around Haretsa and deal spell damage of it’s current rank.
Strengths:
Good AoE spell.
Useful for throwing enemies footing off.
Sets up follow up attacks easily if the enemy falls over or gets their legs stuck amongst the torn up earth.
Weaknesses:
Requires there be at least 4 of the 5 total shots remaining in each gauntlet (I.E there needs to be either 4 or 5 in the right gauntlet AND 4 or 5 in the left gauntlet) in order to be used.
Will easily hit allies due to the AoE nature of the spell
Useless against flying opponents.
Only deals its rank in spell damage to opponents within the first 15 meters of the spell. Anyone in the remaining range is hit for 75% of the ranks spell damage.
Name: Scisara
Rank: Artifact
Type: Plasma Blade Sniper Scythe
Description:
- Design:
Simply imagine the metal blades replaced with a burnt orange plasma/lightsaber blade and give the weapon a more flame red color and you have Scisara.
Strengths:
Gives Haretsa a good range and melee offensive option
With a .50BMG caliber, Scisara's shots have an effective range of up to:
B Rank: 200 meters at 150 meters/s
A Rank: 350 meters at 200 meters/s
S Rank: 500 meters at 225 meters/s
(Considering the most basic of sniper calibers has a max effective range of around 600 meters and the .50BMG caliber has 1,500-2,000 meter effectiveness with a velocity of 928 meters a freaking second, this seems more than fair to me.)
Due to the high heat of the energy blade, Scisara is capable of slicing through essentially any metal (does not apply to other players weapons, unless they're made of like wood or rocks or something @__@) and deals 25% more damage to armors/defenses of its current rank or lower than a normal weapon would.
Weaknesses:
Only possesses five shots per mag.
Takes 1 post to fully reload once empty.
Cannot be rapid fired very effectively due to it being a bolt action weapon.
If a shot exceeds its maximum range, then it will have a severely decreased chance of hitting and only deal half of its regular damage.
Abilities:
- Infernal Tornado:
Name: Infernal Tornado
Rank: Haretsa's Rank (Scales to S)
Duration: Instant
Cooldown: 6 posts
Description: After flicking a switch underneath the scope upwards, Haretsa will swing Scisara rapidly above her head as the solar lacrima inside the weapon overcharges. The rapid spinning combined with the overcharging of the weapon's blade produces a 12 meter tall tornado of flames that then begins to spread out rapidly up to 35 (40 at A and 45 at S) meters in all directions around Haretsa's current position, knocking opponents away up to those distances as if they were hit by a flaming wall and dealing damage equivalent to the abilities rank.
Strengths:
Great for dealing with multiple enemies
Creates a good distance between Haretsa and her opponent if she needs a bit of room to breathe
Weaknesses:
Can easily hit allies and knock them away
Is incredibly dangerous to use in forests or around things that are easily flammable/melt-able
Does jack to Earth/Water based defenses
Causes Scisara's blade to die out, making her only usable as a rifle for 2 posts until the lacrima cools down.
- Dragon’s Fang:
Name: Dragon's Fang
Rank: Haretsa's Rank (Scales to S)
Duration: 1 post
Cooldown: 7 posts
Description: Flicking the switch underneath Scisara's scope downwards, Haretsa will cause the solar lacrima of the weapon to overcharge Scisara's blade, engulfing the entire scythe head in plasma energy and increasing it's size by 2 (3 at A and 4 at S) meters and causing the weapon to deal spell damage equal to the abilities rank for the duration.
Visual Description: https://www.youtube.com/watch?v=Run5kwtLrec
Strengths:
Allows the weapon to deal severely increased damage for a small duration.
Increases the weapons reach, making it slightly harder to dodge
Weaknesses:
Doesn't add onto the base melee damage dealt by the weapon, merely overrides it to be spell damage.
Causes Scisara's blade to die out, making her only usable as a rifle for 3 posts until the lacrima cools down.
Forces Haretsa to be aware of her surroundings before she swings, otherwise she'll be cutting things she might not want to, like allies.
Name: Flect
Rank: Legendary+
Type: Nanoarmor
Description: Taking the form of a bracelet worn on Haretsa's left arm around her hand wrap and modified to fit alongside Blamo's new design, Flect is a rather unique kind of armor. By pressing the red jewel embedded in the bottom of the bracelet, an orange glow will then envelope Haretsa's entire body acting as a weightless nanoarmor that offers incredibly good protection without hindering her movement.
Strengths:
Weightless so it won't reduce her speed or movement
Offers full body protection
Weaknesses:
Impossible to sneak with due to the bright glow
Does not resist anything higher than B rank, only reduces the damage.
Can be overloaded by lightning attacks higher than B rank, causing the armor to be broken for the remainder of the thread.
Abilities:
Blaze Absorption: Developed as a countermeasure to flames Haretsa can't eat, Flect will absorb one fire based spell of B rank or lower and gain an additional (+1 HP for absorbing D, +2 HP for C, and +3 HP for a B) damage resistance for three posts. This ability cannot absorb another spell after it has absorbed one and has a cooldown of 5 posts once the additional resistance has faded.
Dragon's Swiftness: While this armor is active, Haretsa has a passive 25% increase to movement and attack speed.
Last edited by DragonPantsu on 29th October 2015, 4:48 pm; edited 20 times in total