Post by Deleted on Aug 8, 2012 10:07:23 GMT -5
The Cries of an Item
All items are a black, vague, and partial smoke-like form of the real item, but feels and is used like the real one. The item remains in existance as long as 'Whatever' is touching it. Once loose, it vanished. Only bullets can move without touch, but still vanish after one post. He can only conjure one of each type of weapon at once. Meaning if he conjured a 'Handgun', he cannot conjure another 'Handgun', or any other type of weapon other than the one 'Handgun' by itself for the moment. If he wishes to dual wield guns or blades, he will have to learn how to conjure and wield one effectively in the other hand in the near future through experience. (Adding dual-wielding as a future character reward.)
All spells that conjure things, like 'Stonera' or 'Firaga', will conjure the elements/things in a black, vague, and partial smoke-like form of the real thing. However, they feel and are used like the real ones. The spells cast do not need to be held by 'Whatever' for them to stay, so are pretty much like the actual deal. Again he cannot conjure more than one of each, but they have all their own cooldowns like the weapons, so not sure why I'm putting this in, more like clarification, I guess.
Whatever, as having fought during his life as a slave, is used to both unarmed fighting and the use of many weapons. While he never had any training, he learned to fight over time with the many matches he had. Having survived all this time, he created more his own raw style of fighting. His fighting style is nowhere professional, but does it for him. He's particularly skilled at kicking and likes hit and run tactics, but when needed, he can push himself and pull out quick jabs and attacks.
All items are a black, vague, and partial smoke-like form of the real item, but feels and is used like the real one. The item remains in existance as long as 'Whatever' is touching it. Once loose, it vanished. Only bullets can move without touch, but still vanish after one post. He can only conjure one of each type of weapon at once. Meaning if he conjured a 'Handgun', he cannot conjure another 'Handgun', or any other type of weapon other than the one 'Handgun' by itself for the moment. If he wishes to dual wield guns or blades, he will have to learn how to conjure and wield one effectively in the other hand in the near future through experience. (Adding dual-wielding as a future character reward.)
- Reinforced Gun: A gun that is a little bigger than a normal handgun, but has a metal part that allows 'Whatever' to block swords and things, if he has the strength to stop whatever is incoming. Which is almost never the case. The Reinforced Gun will remain active for four posts before vanishing, or will vanish once released (so no longer touching it). Once released, the Reinforced Gun has a cooldown of two posts.
- Handgun: A standard small gun, which cannot block things. It's light and quick to use. The Handgun will remain active for four posts until it vanishes, or when released. Cooldown (after the gun vanished): Two posts.
- Spiked Chain: A chain much like the chains in prisons with handcuffs or chains with spiked balls. You know? Just a chain, but this one has all links bearing spikes except for the three links at one end, where you grab the chain. Suggestion: Do not swing around with the chain, you'll end up hitting yourself. 'Whatever' will probably end up hurting himself more than another anyhow. Remains active for four posts or until released. Cooldown (after it's gone): Two posts.
- Two-Handed Greatsword: A large two-handed sword with cutting ability on both sides of the blade. Whatever has to hold the sword with both hands, otherwise he cannot hold it up and, thus, he can only use this weapon or choose another weapon. If he was already wielding a weapon, he would need to drop it. This is just a big sword. Simple big black foggy sword that 'Whatever' probably won't like. Remains active for four posts or until released. Cooldown (after it's gone): Two posts.
- Broadsword: A broadsword. A single-edge sword, also called a Dao in China. Used for slashing or chopping, it's quite a simple sword with a broad blade, the top part is slightly larger than where it starts at the hilt. Remains active for four posts or until released. Cooldown (after it's gone): Two posts.
- Sniper Rifle: A long rifle with scope. This weapon works best on long range. 'Whatever' needs both hands to use this gun and, thus, cannot dual-wield with it. He will need to drop it if he wants to gain a new weapon and if he was already carrying a weapon, he would need to either drop it or this weapon when created. Remains active for four posts or until released. Cooldown (after released): Two posts.
- Mace: This is actually a small hammer. It has a round head for whacking, not really a favourite of 'Whatever', but it'll do. Remains active for four posts. Cooldown (after released): Two posts.
- Large Chunk of Metal: A heavy and large chunk of some kind of metal. It feels cold like metal on the touch, is long-shaped and 'Whatever' can't hold it up, even when using both hands. It's pointless and useless, doesn't have a function other than perhaps being a stepping stone, but as he needs to touch the thing to use, he would only be able to use it in combination with Extension, a spell he is also getting at some point. Remains active for four posts or until released. Cooldown (after it's gone): Two posts.
- Katana: A katana, a weapon most commonly used by Samurais in the Final Fantasy series, is a type of blade or sword. It's a simple black katana, which is slightly longer than the Curved Sword and Broadsword, but is also much thinner. Quite well in slashing and piercing enemies. Remains active for four posts or until released. Cooldown (after it's gone): Two posts.
- Robes: Tattered robes, they're long robes that look much like those carried by a Black Mage from the first Final Fantasy game. Only these are black and seem somewhat foggy, making the tattered ends to look like it's fading to nothingness. While wearing the robes, 'Whatever' feels a greater magical power. The robes are always materialized around 'Whatever', so he's immediately wearing them. While wearing, his spells are stronger and the cooldowns of the spells under the Cries of a Spell are lowered by one. Remains active for four posts until released. Cooldown (once it's gone): Two posts.
- Cutlass: A sword... This sword is quite normal other than that the end of the blade is curved in one direction. The blade is straight up to the last bit, where it curves upward (or downward if you hold it differently). Still, both sides of cutting abilities, so the curve only allows for more versatility and to behead someone. Remains active for four posts or until released. Cooldown (after it's gone): Two posts.
- Pants: Pants that actually appear to be slightly too short for 'Whatever'. Still... pants... some might think it's weird for someone to summons pants. Others would think it's great cause they'd no longer need to dress themselves, just summon some pants around your legs and you're wearing pants! When he uses this spell, the pants appear around his legs, so he doesn't need to put them on first. While wearing them, his physical power is increased. Also the cooldowns of his abilities with Raw Fighting Style is lowered by one. Remains active for four posts until released. Cooldown (once it's gone): Two posts.
- Kusari-fundo: A chain weapon, perhaps you know of the kusari-gama, which has one weight on one end and a weight on the other, but this weapon instead has weights on both ends. This weapon is also referred to as the manriki. 'Whatever' has on each end of this weapon a weight and chains leading from each weight to a larger ring, which has a chain leading to a center ring. With correct movement, this weapon can be used well on longer reach as well as mid range. Close combat is much, much more difficult to practise this weapon for, but it is possible. Remains active for four posts until released. Cooldown: Two posts.
- Longbow: A large bow. 'Whatever' has some difficulty wielding it, but he is better able to use this ranged weapon than a gun due to having at least some experience with it. The bow is best used for long range and with the use of a spell, he can shoot arrows of different elements. He can use a 'fire' spell with the bow to shoot an arrow that becomes fire when released. With the 'barrage' spell, he simply launches many arrows. When creating this bow, he doesn't have any arrows with it, so needs to use spells to shoot arrows. The attacks he launches are much faster than using the initial spell and have longer range. Remains active for four posts until released. Cooldown (after it's gone): Two posts.
- Claws: The only weapon he has in his arsenal that is not connected in any way. No chain or string... Wait, if we could bullets, it isn't, but we ain't counting bullets... nor arrows... Regardless of all that stuff, this weapon... these weapons appear as two claws. 'Whatever' can form fists with his hands and there will be three long black pincers formed on his fists. They're somewhat like gloves, but with three stings per hand that are as strong as steel and used for fighting. It's pretty much unarmed combat using steel clawed gloves for extra damage, but also having some ability to catch other weapons if used with good accuracy. Remains active for four posts until released. Cooldown (after they're gone): Two posts.
- Flintlock Pistol: A gun used for short range. They're only effective at short range, meaning even with your best power of accuracy, the bullet will never go straight. Flintlock firearms always cause quite a bang, so it's not a good choice of weapon for stealth attacks. Next to that, it's a blackpowder weapon, so causes quite some smoke after firing. This all makes it the least useful of all of the firearms that 'Whatever' can craft with Darkness. For the power of one attack from this gun it goes: short (standard strength), mid (weakened power), long (the sharpnel of the attack won't be able to do any harm anymore). Remains active for four posts or until released. Cooldown (after it's gone): Two posts.
- Spear: This spear is a bit longer than 'Whatever' is himself. Why? He finds it easier to use when it isn't all that insanely long. The spearhead is simple and strong. The spear can also be used as a thrown weapon with the help of the Extension spell, that 'Whatever' gets. Remains active for four posts or until released. Cooldown (after it's gone): Two posts.
- Shortbow: A shortbow. It's a small type of bow that can be easily wielded and 'Whatever' prefers this most for ranged combat as he is most skilled with it. Whenever he wants to fire an arrow, it will appear out of Darkness, a dark smoke-like arrow. The shortbow isn't good for very long range combat, but it definitely is not a close combat weapon. Due to the creation of arrows, 'Whatever' can fire up to two arrows per post round with it if he decides to fire arrows. Remains active for four posts or until released. Cooldown (after it's gone): Two posts.
- Net: A... net. He could use it for fishing... Yep, totally good fishing tool... It's quite a simple net, other than it's as strong as steel, so he can capture people in it as well. Only problem remains that without Extension he has to keep ahold of it, so he could perhaps entangle someone in the net, but he'd be stuck as well. With the use of Extension he can entangle one person for one post duration. Other than this use, it's still a tough net and with some imagination 'Whatever' could perhaps use it for other purposes as well. Remains active for four posts until released. Cooldown (once gone): Two posts.
- Grenade: Boom! If you thought some of the weapons in this list was useless, then you've never seen this grenade. Without the use of Extension he can only let it explode while holding it and, no, if he tries hitting someone with it: It will explode. With the use of Extension, he can at least throw it. If he attempts throwing it without Extension, as the description of the Cries of an Item says, it will disappear the moment he doesn't touch it anymore. Remains active for four posts (if it hasn't exploded yet) or until released (he can keep the pin in, but hitting people will disregard the pin and make the thing explode for the fun of it). Cooldown (once it's gone): Two posts.
All spells that conjure things, like 'Stonera' or 'Firaga', will conjure the elements/things in a black, vague, and partial smoke-like form of the real thing. However, they feel and are used like the real ones. The spells cast do not need to be held by 'Whatever' for them to stay, so are pretty much like the actual deal. Again he cannot conjure more than one of each, but they have all their own cooldowns like the weapons, so not sure why I'm putting this in, more like clarification, I guess.
- Stonera: Calls out a large rock sent at an opponent for earth-elemental damage. Nothing special. Cooldown: a single post.
- Berserk: 'Whatever' starts to get a black aura on his body. So his body pretty much darkens and his usual pale skin becomes grey. His strength, speed, and stamina majorly increase, but he becomes to lack any thought. He can no longer use ranged weapons like a gun, instead either using them as bash weapons or releasing them. He will focus entirely on melee combat. While in Berserk Mode he cannot cast spells either. Remains active for two posts of madness. Cooldown (after effect wore off): Three posts.
- Levitate: And then he floats~ Weeeee~ Anyhow, when this spell is active, 'Whatever' will start floating above the ground. He will be able to glide around and when falling, he will slowly float down, or actually, he will float down, but also in the direction he went towards. Meaning he could float over from a cliff to another cliff, if the other side is a bit lower than where he started. It's handy getting to places and the gliding effect above the ground could be useful. He can move fast while gliding, but only up to run speed, no speed increase unless by other effects/spells. Remains active for two posts. Cooldown (after effect wore off): Three posts.
- Extension: 'Whatever' will be able to make his current weapon float and throw at his opponents. After thrown, the weapon will float back to 'Whatever', so he doesn't need to touch the weapon to keep it active when using this spell. Remains active for two posts. Cooldown (after effects worn off): Three posts.
- Dark: 'Whatever' creates a black sphere of Darkness in his hand that he then shoots out at his opponent. The attack will split into two spheres after traveling a bit and then start to follow the opponent. Cooldown: One post.
- Teleport: 'Whatever' fades in Darkness and reappears elsewhere. Much like when using the Corridors, but this time it's instant and he doesn't use the Corridors to move around. He can use this in battle. Cooldown: Two posts.
- Cure: 'Whatever' heals some health of an ally or his own health. Cooldown: Three posts.
- Bio: 'Whatever' creates small black cloud that surrounds an enemy and inflicts damage. It also adds the negative status effect Poison, weakening the opponent and slowly hurting him for a single post. Cooldown: Single post.
- Barrage: This spell allows 'Whatever''s next attack to become multiple attacks instead of a single attack. If he was to release a bullet or arrow, the bullet/arrow would split into six separate bullets/arrows for more damage and greater range of damage. So it makes it harder to be dodged as well. If the attack is a sword, hammer, or any other physical attack, around the weapon it seems like there are five more weapons that strike or slash the opponent. Cooldown: Two posts.
- Thunder: 'Whatever' summons a small lightning strike from above the opponent to strike him down. Cooldown: Single post.
- Holy: 'Whatever' summons a sphere of light around himself, which ends up causing a large mighty shockwave happening around him and destroying everything in its way. Cooldown: Five posts.
- Aero: 'Whatever' sends out a wave of winds that start to twist like a tornado. The winds cut into whatever it hits. Cooldown: One post.
- Acceptance: This is similar to a Limit Break. 'Whatever' gets a black aura like Berserk, but now his entire body turns pretty much black. His eyes turn completely yellow, even the white of the eyes, making him look like a regular Heartless. Entire black with yellow eyes. Much like with Berserk, he attacks ferociously and in a mindless rage. He starts by attacking three times with random weapons (melee weapon when close, ranged weapon when on range) and then unleashes four elemental blasts that gets launched in a circle around the opponent before suddenly coming together and causing a large explosions of the four elements that hit together (elements can be fire, ice, lightning, earth, air, water, poison, gravity, light, or dark). Afterwards the cooldowns of his Berserk spell, the weapons used and the attacks of the elements start along with this ability's cooldown as the Heartless appearance fades away and 'Whatever' returns to normal. Elements are fire (Fire/Fira spell), ice (Blizzard/Blizzara spell), lightning (Thunder/Thundara spell), earth (Stonera spell), wind (Aero/Aera spell), water (Water/Watera spell), poison (Bio/Biora spell), gravity (Gravity/Gravira spell), light (Dia/Diara spell), or dark (Dark/Darkra spell). Cooldown: Six posts.
- Blood Aura: 'Whatever' gains a red aura around his body, also giving him a bit of a red glow. While having this aura, all his successful attacks upon his enemies heal him. So when he hits his opponent with a hammer, he gets healed just as much as he damages another. Remains active for two posts. Cooldown: Three posts.
- Flare: Very showy attack, first bit of the attack you will see a massive gathering of Darkness into his hand. If you're his target and would look at him, you wouldn't see 'Whatever' as all the Darkness blocks your sight. Then in one large flare of a straight forward beam, the attack will come at you in a wide blasting range. This attack can be dodged, blocking is night-impossible, though. The beam is entire black, showing that it is an attack of complete Darkness. Cooldown: Five posts.
- Flood of Shadowed Destruction: This attack can be considered the most destructive in the arsenal of 'Whatever'. It isn't as strong as his Limit Break, "Acceptance", but more an attack where 'Whatever' oblitherates everything within his sight. One post to charge, in this post he will start crafting a wall of Darkness coming from his body, his body will darken as well. The entire wall will show yellow blinking eyes as if it's living, but only at the front. Then in his next post, many blasts of Darkness will be unleashed from the wall. All blasts are in the form of spheres, as if you're under attack by full artillery. All the spheres will explode upon contact and so blow up environment and everything else that is visible. 'Whatever' isn't very fond of this spell. Cooldown: Nine posts.
- Shockwave: 'Whatever' will start to become lighter in color. Much opposed to Berserk, 'Whatever' will gain a very light color skin as it becomes completely white. The air around him starts to twist. This all happens in the first post round. The second post round, the energy that 'Whatever' gathered will then burst out in a large shockwave and will give 'Whatever' the status effect Paralyze for that post round, preventing him any movement in this post. The post will start with the shockwave and freeze 'Whatever' in place and the next post he is allowed to move again. Cooldown: Five posts.
- Blizzard: 'Whatever' sends out a pellet of ice. Cooldown: One post.
- Fire: 'Whatever' sends out a bolt of fire at an opponent, enough to set someone's head on fire. Cooldown: Single post.
- Cloak of Ghastly Life: A special status effect spell, here 'Whatever' will start to turn rather transparent and anything will move through him, but while he's invulnerable, he cannot attack either. Duration: One post. Cooldown: Sixteen posts for the awesomely large threads that take more pages than usual.
Whatever, as having fought during his life as a slave, is used to both unarmed fighting and the use of many weapons. While he never had any training, he learned to fight over time with the many matches he had. Having survived all this time, he created more his own raw style of fighting. His fighting style is nowhere professional, but does it for him. He's particularly skilled at kicking and likes hit and run tactics, but when needed, he can push himself and pull out quick jabs and attacks.
- Flurry Combo: 'Whatever' pulls out multiple punches and kicks quickly after each other, able to link up five attacks while unarmed. He cannot use this while wielding a weapon. Cooldown: One post.
- Full Thrust: This attack requires "Whatever" to pull out all potential strength he has that moment and launch a very powerful strike at his opponent. This can be done with an arm or a leg, but not through a headbutt. The power behind the attack is immense and will give "Whatever" a 'debuff' the next post called Exhausted (or increase that debuff with one post). During that post he can only perform one action. Exhausted duration: One post. Cooldown: Four posts.
- Patience: By not attacking for one post and watching the opponent, 'Whatever' can boost his next attack to deal more damage by aiming at weaker points. This acts similar to 'Boost', an Archer skill in the Final Fantasy Tactics series. Only his next attack will be stronger. Cooldown: Two posts.
- Jaw Gong: Having fought many battles, "Whatever" has learned much on weaker points over the course of many battles. In this attack, he aims for the lower jaw or some other point that can sent a jolt to the opponent's brain. This can cause a stunning effect in which the opponent will have trouble moving correctly. Stun duration: One post. Cooldown: Three posts.
- Counter Scare: Feeling himself in a nasty spot, "Whatever" can bring up the courage and concentration with a lot of difficulty to counter a strong attack by catching his opponent's attack with his bare-hands to avoid being hit by it and counter-attack at the same time with a strong kick to try and create a distance between himself an his opponent. Due to the concentration of this attack, it'll give "Whatever" a status effect called Exhausted (or increase that debuff by one). During that post he can only perform one action. Exhausted duration: One post. Cooldown: Five posts.
- Corridors to Darkness: 'Whatever' calls a Corridor to open to enter the Corridors, or to leave the Corridors and get to another world. This skill won't necessarily be used in combat unless for, perhaps, fleeing the scene.
- Dual-Wield: 'Whatever' is able to dual-wield two weapons (if he obtains a second one), but only of the same type. So if he has a gun and creates another gun with the Cries of an Item, he will be able to dual-wield them, same with swords. If he has a gun and gains a sword through the Cries of an Item, the gun will simply shift form and become the sword he just obtained. This will bring the gun he previously have start its cooldown and not be reobtainable until the cooldown ends.