The only problem with my Armory seemed to be with this flute. So for a swifter approval process, I've snipped it and given it it's own topic while those items critical to my character are left alone.
If a staff approves it, please Merge it with the Armory if you can.
https://www.fairytail-rp.com/t4934-star-s-armory-clementine-s-armament#68492
Name: Black Feather Flute
Rank: Weak
Type: Flute
Description:
The Black Feather Flute is a flute carved from black Night Raven wings, a large raven like bird with black bone matter. The Black Feather Flute is a tool of questionable design that is more likely to see ill begotten usage rather than the fulfillment of it's original intentions.
The Black Feather flute is a device that calls to the aching heart and the lonely soul with a melody that only the bearers of such broken spirits can hear.
Or so what little myth on it says.
Strengths:
- The Black Feather Flute has little application as an actual musical instrument, but is sufficiently weighted to be used as an effective club while the beak of the carving is such that it can make an effective stabbing weapon.
- The Black Feather Flute's construction makes it impact resistant, allowing it to be dropped from any height or be used as a bludgeoning instrument to the heart's content. This doesn't apply to the concentrated brute damage of being hit with bludgeoning attacks in kind.
- The Black Feather Flute is capable of taking the form of a single black feather.
Weaknesses:
- The flute's music can't be heard normally, no matter how hard you try. This could give the flute away if someone happens to know it.
- The fine craftsmanship and unique design automatically pin the flute as something abnormal, preventing any clever trickery during parties.
- The flute is semi-sentient, and will feel insulted if used as a bludgeoning tool. A sad flute can't play music at all, let alone special magic music.
- The flute likes to believe it can fly, and when placed on a wall or set down somewhere, it will attempt to do so. Failing horribly, it will simply clatter to the ground.
- Being the weak weapon that it is, being hit unprotected by a C rank or higher spell breaks it and generally makes it scream like it lost a limb. Well. It probably did.
Abilities:
Name: Heartsong
Rank: D
Description: The flute plays music that calls out the lonely souls, those who feel oppressed or abandoned. The song's notes are hypnotic, and lure it's victims towards the source of the sound like moths to a flame. When they arrive at the destination, it invokes primal sensations of joy and amusement causing one to inexplicably start dancing in a ritualistic fashion.
Those captivated by the song will do all they can within their power to get to the source of the flute, and to do so will climb towers or escape out of windows with uncanny skill and silence. They wont do anything blatantly stupid like jump off a cliff, but they will do things like jump through flames if there is no other option, risking pain or mild to moderate injury but not death.
The music effects all those who can hear it, which is a significant range such that it could effect several entire city blocks.
Strengths:
- A captivating effect that hypnotizes those who hear it.
- A quite sizeable range of effect.
- Those who would be effected by it but missing only one thing; the feels, are instead lulled to a peaceful sleep.
Weaknesses:
- It is incapable of effecting those possessing magic.
- It can't hypnotize the majority of adults, neither small toddlers (But it makes them sleep).
- Hypnotic effect is broken when someone other than someone hypnotized or the caster touches them.
-Effect ends once the flute stops playing.
-Imposed cooldown of 2 posts per post used, because the flute is kind of a bastard and doesn't like "Being used like some barnyard tool" Despite the fact that it IS a tool.
Name: Skullwater Chambers (x7).
Rank: Weak Armor
Type: Sea Capsule
Description:
The Capsules appear like small balls, easily carried in a bag, on a belt, or in hidden pockets. Clicking a button makes them expand until they're large enough to accommodate 1 occupant, though up to four can fit in, though it'd be extremely claustrophobic and cramped, not to mention the hatch being small (Larger sized men wont be able to fit through the hatch).
These capsules can't shrink once expanded, and weigh the same as a car in it's lightest setting making moving it difficult.
Strengths:
- Heavy plating makes it difficult to break with blunt damage.
- It's plating and spherical structure makes it nearly impossible to destroy through external pressure ie; deep water exploration.
- Self contained and air-tight.
Weaknesses:
- It doesn't have any special defense against other forms of damage.
- It doesn't do much besides float.
- There is no view of the outside. The only way to tell if you've hit surface is to check if it stopped gaining elevation, and likewise for reaching deeper levels.
- They can't be activated (Expanded) when not in water, and it detects and does not function if there isn't at least a pool sized body of water.
- The one small opening of the chamber that blends in with the top of the sphere is the lone entrance and exit. It could be easily barred or prevented from opening, meanwhile it has no airlock sort of system, and opening it underwater will flood the capsule in an almost explosive inward rush of water, which may be lethal to the occupant. If they survive however, the water can be pumped out in 30 seconds externally and from within.
- The hatch has no lock, it can be opened easily from inside and outside alike with it swinging both inwards and outwards.
Abilities:
Elevation Control: The Skullwater Chambers can regulate their elevation, moving up and down in the water. As a part of this, it magically generates breathable air both for any occupant and to keep it floating, or expel enough while taking in water to lower it while increasing it's density to speed downward movement to about 3/4ths falling speeds in air.
If a staff approves it, please Merge it with the Armory if you can.
https://www.fairytail-rp.com/t4934-star-s-armory-clementine-s-armament#68492
Name: Black Feather Flute
Rank: Weak
Type: Flute
Description:
The Black Feather Flute is a flute carved from black Night Raven wings, a large raven like bird with black bone matter. The Black Feather Flute is a tool of questionable design that is more likely to see ill begotten usage rather than the fulfillment of it's original intentions.
The Black Feather flute is a device that calls to the aching heart and the lonely soul with a melody that only the bearers of such broken spirits can hear.
Or so what little myth on it says.
Strengths:
- The Black Feather Flute has little application as an actual musical instrument, but is sufficiently weighted to be used as an effective club while the beak of the carving is such that it can make an effective stabbing weapon.
- The Black Feather Flute's construction makes it impact resistant, allowing it to be dropped from any height or be used as a bludgeoning instrument to the heart's content. This doesn't apply to the concentrated brute damage of being hit with bludgeoning attacks in kind.
- The Black Feather Flute is capable of taking the form of a single black feather.
Weaknesses:
- The flute's music can't be heard normally, no matter how hard you try. This could give the flute away if someone happens to know it.
- The fine craftsmanship and unique design automatically pin the flute as something abnormal, preventing any clever trickery during parties.
- The flute is semi-sentient, and will feel insulted if used as a bludgeoning tool. A sad flute can't play music at all, let alone special magic music.
- The flute likes to believe it can fly, and when placed on a wall or set down somewhere, it will attempt to do so. Failing horribly, it will simply clatter to the ground.
- Being the weak weapon that it is, being hit unprotected by a C rank or higher spell breaks it and generally makes it scream like it lost a limb. Well. It probably did.
Abilities:
Name: Heartsong
Rank: D
Description: The flute plays music that calls out the lonely souls, those who feel oppressed or abandoned. The song's notes are hypnotic, and lure it's victims towards the source of the sound like moths to a flame. When they arrive at the destination, it invokes primal sensations of joy and amusement causing one to inexplicably start dancing in a ritualistic fashion.
Those captivated by the song will do all they can within their power to get to the source of the flute, and to do so will climb towers or escape out of windows with uncanny skill and silence. They wont do anything blatantly stupid like jump off a cliff, but they will do things like jump through flames if there is no other option, risking pain or mild to moderate injury but not death.
The music effects all those who can hear it, which is a significant range such that it could effect several entire city blocks.
Strengths:
- A captivating effect that hypnotizes those who hear it.
- A quite sizeable range of effect.
- Those who would be effected by it but missing only one thing; the feels, are instead lulled to a peaceful sleep.
Weaknesses:
- It is incapable of effecting those possessing magic.
- It can't hypnotize the majority of adults, neither small toddlers (But it makes them sleep).
- Hypnotic effect is broken when someone other than someone hypnotized or the caster touches them.
-Effect ends once the flute stops playing.
-Imposed cooldown of 2 posts per post used, because the flute is kind of a bastard and doesn't like "Being used like some barnyard tool" Despite the fact that it IS a tool.
Name: Skullwater Chambers (x7).
Rank: Weak Armor
Type: Sea Capsule
Description:
- Spoiler:
The Capsules appear like small balls, easily carried in a bag, on a belt, or in hidden pockets. Clicking a button makes them expand until they're large enough to accommodate 1 occupant, though up to four can fit in, though it'd be extremely claustrophobic and cramped, not to mention the hatch being small (Larger sized men wont be able to fit through the hatch).
These capsules can't shrink once expanded, and weigh the same as a car in it's lightest setting making moving it difficult.
Strengths:
- Heavy plating makes it difficult to break with blunt damage.
- It's plating and spherical structure makes it nearly impossible to destroy through external pressure ie; deep water exploration.
- Self contained and air-tight.
Weaknesses:
- It doesn't have any special defense against other forms of damage.
- It doesn't do much besides float.
- There is no view of the outside. The only way to tell if you've hit surface is to check if it stopped gaining elevation, and likewise for reaching deeper levels.
- They can't be activated (Expanded) when not in water, and it detects and does not function if there isn't at least a pool sized body of water.
- The one small opening of the chamber that blends in with the top of the sphere is the lone entrance and exit. It could be easily barred or prevented from opening, meanwhile it has no airlock sort of system, and opening it underwater will flood the capsule in an almost explosive inward rush of water, which may be lethal to the occupant. If they survive however, the water can be pumped out in 30 seconds externally and from within.
- The hatch has no lock, it can be opened easily from inside and outside alike with it swinging both inwards and outwards.
Abilities:
Elevation Control: The Skullwater Chambers can regulate their elevation, moving up and down in the water. As a part of this, it magically generates breathable air both for any occupant and to keep it floating, or expel enough while taking in water to lower it while increasing it's density to speed downward movement to about 3/4ths falling speeds in air.
Last edited by Clementine on 5th November 2013, 10:53 pm; edited 1 time in total