Post by Lady on Mar 17, 2015 4:37:59 GMT
Player 1
Player 1 will do her best to neutralize her opponent's strengths. As he works best at close ranged combat, she'll try to always keep some distance between them. She'll use her plethora of binding items (hanged man card, basic wand of the noble circle, responsive lively tentacle of horror-terrors, lively shadow wings of the horror terrors, and ghostly tendrils of the shadow demon trap.) Her hela robes will primarily be used in tentacle form to keep distance; she'll menace him with the tentacles and if he gets too close she'll wrap him up in them as well. If ANY of these binding techniques work, she'll seize the chance to take him out quickly by using her sacrifcial knife of the shadow demon to try and cut his throat or one of her whips (likely the cruelty whip) to choke him into submission, OR the Hierophant card to mentally enslave him and order him to forfeit. If bindings do not work, she'll try putting him to sleep with her nightmare wand. Failing THAT, she'll continue ranged combat with use of whips, exploding shuriken, and her offensive ranged tarot cards (tower, star, devil.) She'll utilize her god tier flight to stay out of melee range and earth-power range as best as she can. In a pinch, she can use her teleportation gloves to quickly get out of the way. As none of her powers are really high velocity, his kinetic shield shouldn't be much of an issue. If she suspects that her opponent is getting too good of a read on her strategy she's not above randomly deploying potentially useless items just to throw them off.
If the absolute worst happens, none of Player 1's strategies work and she finds herself pressed into close combat with her opponent, Player 1 will utilize a very last ditch strategy of using her Lover's card and strengthening the bond between herself and Player 2 so that he will be extremely reluctant to hurt her and possibly get him to forfeit the match that way.
Big Ass LIst of Powers and Things
1) The Hanged Man - Used on others. Conjures ropes around target.
2) Basic Wand of the Noble Circle - 1100b - This wand looks like a petrified tentacle, when used it will summon three tentacles from the casters desired location (caster has to be able to see location) the tentacles will manifest from there and try to eradicate everything nearby. When mages or witches use it, it will summon an extra three tentacles. It can also be used to make smoke and sparks infinite times. Most classes only have 7 uses of the tentacle ability whereas witches and mages have 13. (12/13 charges)
3) The responsive Lively Tentacle of the Horror-Terrors: This tentacle will respond to your mental commands to it essentially making it a detachable extra appendage. It can be used for just about anything and will continue to act on your commands for about 500 feet after that it will simply attack the nearest target. Once back in range it can be used. -- 500B
4) Lively Shadow Wings of the Horror Terrors - 1500B - These black wings, rather than being feathered, are formed of long, constantly writhing tentacles covered with small, durable scales. They seem to devour any light shed on them and cause the shadows in the area to deepen. The wings' tentacles will respond to your mental commands, making them useful for more than just flight. While equipped, if not being used to fly, they be used to reach out to grab and constrict around items or people, attack nearby enemies, deflect physical attacks, and wield any one-handed weapon that you are capable of using. They will guard your back without needing to be commanded to and alert you to potential enemies behind you. While not equipped, they can be used for just about anything, writhing and crawling toward their objective like a shapeless horror terror with a pair of skeletal wings, and will continue to act on your commands for about 500 feet, after which distance they will simply attack the nearest target. Once back in range, they can once again be controlled.
5) Ghostly Tendrils of the Shadow Demon Trap - 1600b - The small, off-white orb gives off a sinister vibe. When thrown at someone, dark tendrils will spring from the runes carved along it's surface, wrapping themselves around the person who it hits. They make it near impossible to move, and will not release the victim until the thrower wants them to. The dark tendrils are gooey with ectoplasm and will effect even intangible and incorporeal things.
6) Robes of Hela - 5000b - Legends say these robes were worn by the norse goddess Hela herself. This robe is an artifact, the code cannot be traded or duplicated however they can be further alchemized. At their basic form the robes are flat black with a hood and a gold trim around the edges. The robes can take on two forms, the first one the robes shift and the gold trim goes away and demonic and corrupt sigils appear on it the sigils will be in dark blues, purples, and reds. In this form the robe can grow tentacles out of the sigils with a maximum number of ten tentacles. If destroyed or cut off they will regrow after five posts or at the end of the thread. In this form when the hood is up your face will be cloaked in entire darkness. Three times per thread in thie form the robes can cloak you in darkness. The other form of the robes the elder Fulthark Runic alphabet will appear in gold. The robes will get a bit tighter and accentuate the 'features' of the wearer, everything about the wearer will become more attractive and desirable. In this form the wearer has the ability to manipulate energy and light. They can increase the brightness of the light around them or even make it almost go away. They can create pure energy in their hands based on the classpect of the user. The user can create this energy four times a thread without any strain on them. In all forms they have almost complete protection from energy based attacks however enough energy will still break through. In all forms the robes are as resistant to physical attacks as plate armor.
7) Sacrificial knife of the Shadow Demon - 350b - This weapon has an in intricate ebony and obsidian hilt, the actual blade looks like a sharpened bone or horn off some horrendous creature. When this blade touches blood from a willing subject that is not the wielder, black shadowing tenderils will sprout from the dagger, they will wrap around the weilder's arm and engulf the blade essentially make the limb a functional sprout for tentacles. The tentacles will only last for five posts unless they touch more willing blood. The more blood put on the dagger at first the more powerful it will be.
8) Cruelty Whip - 100b - This metal-hook tipped whip is meant to inflict pain more than damage. It can do considerable cutting damage in skilled hands, but it also leaves wounds that do not not heal with time, requiring the use of healing items or powers
Stereo Soul Ciphering whip - 50b - a whip that has a...built in stereo? But the stereo project a garbled song that seems to send a small, invisible shockwave to the opponent. Good for circus training, I suppose...?
9) The Hierophant - Used on another. Requires card to be pressed against the subject for a full minute to take effect. Once it does, they must do your bidding for 24 hours. Not terribly practical in fights unless your opponent is pinned down or otherwise helpless.
10) Nightmare wand - A wand the boosts mage and witch powers. If used on an opponent, that opponent will fall asleep while having nightmares of the thing they fear most. If they fear nothing, every fear possible taunts them. This sleep lasts for 3 turns or until the user of the wand commands stop. - 85b
11) Teleportation Gloves v2 - 165 B Point into the distance with these and you will be teleported to any point that you can see and that you point out. Must visualize the distance desired to travel. May take some getting used to for non-Space players; try not to accidentally 'jump' into solid rock.
12) The Lovers - Used on another. Creates a lustful infatuation in target towards Player 1. Lasts 24 hours. Does not otherwise effect actions or judgment of the target.
Powers Used As a Witch of Blood, she can manipulate bonds, bindings, and promises. Bonds relates to the ties that hold people together; she can strengthen or weaken bonds. Strengthening or weakening a bond between two individuals may cause them to feel very close to someone who they hardly know or they may view a long-time friend as a stranger. This has no bearings on how they act on this feeling or their memories, but it can be quite powerful and it will produce SOME change, even if it's minor. On the weaker response side of things, someone whose bond has been strengthened will be more inclined to be patient, open, and tolerant of someone as well have a knee-jerk response to help them if they're suddenly harmed.
vs
Player 2
Strategy: Player 2 will get as close as he can to Player 1, relying on the Kinetic Shield Ring thing to protect him, and using his sword to do as much damage as possible. If he's disarmed, he'll shift to wolf form and attack as such. He's naturally able to dodge most attack, because of his race's ability to remember into the future during fights (sometimes). If Player 1 proves hard to fight up close, he'll switch to the Greaves of Earth to teleport to and away frkm her, and his Bannerlance shield to deal damage. The Greaves also give him a number of other ways to attack, but writing them here would be a pain in the ass, because phone.
Shadow Crystal- This dark red crystal gives you the power to turn into a wolf. In this state, you can run faster, you are stronger, and your sense of smell is multiplied by a ton. Player 2 in this state has a hard time controlling himself. He may attack people with the slightest provocation. Given to Player 2 by his girlfriend Angua, who is a werewolf.
Player 2's Sword- It's a normal broadsword. Literally just normal. It's the most impressively non magic sword ever. Player 2 got it under very mysterious circumstances, which just makes it all the more strange that it's not magic. Seriously, name ONE sword that was acquired under mysterious circumstances, that ISN'T magic. See the point? In fact, all attempts to make it magic have failed. Not that it matters; Player 2's skill with the blade would just make magic a hindrance.
Kinetic Protection Shield - 3000b - This ring creates a shield of kinetic energy in equal proportion to whatever is approaching you for as long as you wear it. Someone going to lightly pat you on the shoulder won't feel a thing while a bullet will be stopped dead. Slower attacks, like a punch or a bat being swung, can get through the shielding, however.
Bannerlanche Shield - 300b - A shield with artistically arranged rocks that make a sort of mosaic of the Knights of the Dodecagon Table's logo. The rocks aren't just for show, and can be used offensively and defensively. When used to bash an opponent, it causes several medium sized rocks to appear in the air above the enemy and fall down upon them. Careful not to get caught in the 'avalanche' yourself! When used by anyone with the classpect of knight, the avalanche will not hit any of the user's allies
Greaves of Earth - 5000b - These armored boots are made of steel with brown detailing. When the user of these boots stomps on the ground it sends a massive shockwave out in all directions as long as its on the same solid surface. The shockwave will continue for about fifty feet and then disipate. While the wearer is wearing the boots they are immune to all earth and stone based attacks. While they are wearing the boots the user will be nearly unmovable, it will be like they are five time as heavy as they actually are. The user while wearing the boots has the ability to control all earth and stone around them. The user will be able to teleport through the earth to anywhere else they can see that is touching stone or earth.
Player 1 will do her best to neutralize her opponent's strengths. As he works best at close ranged combat, she'll try to always keep some distance between them. She'll use her plethora of binding items (hanged man card, basic wand of the noble circle, responsive lively tentacle of horror-terrors, lively shadow wings of the horror terrors, and ghostly tendrils of the shadow demon trap.) Her hela robes will primarily be used in tentacle form to keep distance; she'll menace him with the tentacles and if he gets too close she'll wrap him up in them as well. If ANY of these binding techniques work, she'll seize the chance to take him out quickly by using her sacrifcial knife of the shadow demon to try and cut his throat or one of her whips (likely the cruelty whip) to choke him into submission, OR the Hierophant card to mentally enslave him and order him to forfeit. If bindings do not work, she'll try putting him to sleep with her nightmare wand. Failing THAT, she'll continue ranged combat with use of whips, exploding shuriken, and her offensive ranged tarot cards (tower, star, devil.) She'll utilize her god tier flight to stay out of melee range and earth-power range as best as she can. In a pinch, she can use her teleportation gloves to quickly get out of the way. As none of her powers are really high velocity, his kinetic shield shouldn't be much of an issue. If she suspects that her opponent is getting too good of a read on her strategy she's not above randomly deploying potentially useless items just to throw them off.
If the absolute worst happens, none of Player 1's strategies work and she finds herself pressed into close combat with her opponent, Player 1 will utilize a very last ditch strategy of using her Lover's card and strengthening the bond between herself and Player 2 so that he will be extremely reluctant to hurt her and possibly get him to forfeit the match that way.
Big Ass LIst of Powers and Things
1) The Hanged Man - Used on others. Conjures ropes around target.
2) Basic Wand of the Noble Circle - 1100b - This wand looks like a petrified tentacle, when used it will summon three tentacles from the casters desired location (caster has to be able to see location) the tentacles will manifest from there and try to eradicate everything nearby. When mages or witches use it, it will summon an extra three tentacles. It can also be used to make smoke and sparks infinite times. Most classes only have 7 uses of the tentacle ability whereas witches and mages have 13. (12/13 charges)
3) The responsive Lively Tentacle of the Horror-Terrors: This tentacle will respond to your mental commands to it essentially making it a detachable extra appendage. It can be used for just about anything and will continue to act on your commands for about 500 feet after that it will simply attack the nearest target. Once back in range it can be used. -- 500B
4) Lively Shadow Wings of the Horror Terrors - 1500B - These black wings, rather than being feathered, are formed of long, constantly writhing tentacles covered with small, durable scales. They seem to devour any light shed on them and cause the shadows in the area to deepen. The wings' tentacles will respond to your mental commands, making them useful for more than just flight. While equipped, if not being used to fly, they be used to reach out to grab and constrict around items or people, attack nearby enemies, deflect physical attacks, and wield any one-handed weapon that you are capable of using. They will guard your back without needing to be commanded to and alert you to potential enemies behind you. While not equipped, they can be used for just about anything, writhing and crawling toward their objective like a shapeless horror terror with a pair of skeletal wings, and will continue to act on your commands for about 500 feet, after which distance they will simply attack the nearest target. Once back in range, they can once again be controlled.
5) Ghostly Tendrils of the Shadow Demon Trap - 1600b - The small, off-white orb gives off a sinister vibe. When thrown at someone, dark tendrils will spring from the runes carved along it's surface, wrapping themselves around the person who it hits. They make it near impossible to move, and will not release the victim until the thrower wants them to. The dark tendrils are gooey with ectoplasm and will effect even intangible and incorporeal things.
6) Robes of Hela - 5000b - Legends say these robes were worn by the norse goddess Hela herself. This robe is an artifact, the code cannot be traded or duplicated however they can be further alchemized. At their basic form the robes are flat black with a hood and a gold trim around the edges. The robes can take on two forms, the first one the robes shift and the gold trim goes away and demonic and corrupt sigils appear on it the sigils will be in dark blues, purples, and reds. In this form the robe can grow tentacles out of the sigils with a maximum number of ten tentacles. If destroyed or cut off they will regrow after five posts or at the end of the thread. In this form when the hood is up your face will be cloaked in entire darkness. Three times per thread in thie form the robes can cloak you in darkness. The other form of the robes the elder Fulthark Runic alphabet will appear in gold. The robes will get a bit tighter and accentuate the 'features' of the wearer, everything about the wearer will become more attractive and desirable. In this form the wearer has the ability to manipulate energy and light. They can increase the brightness of the light around them or even make it almost go away. They can create pure energy in their hands based on the classpect of the user. The user can create this energy four times a thread without any strain on them. In all forms they have almost complete protection from energy based attacks however enough energy will still break through. In all forms the robes are as resistant to physical attacks as plate armor.
7) Sacrificial knife of the Shadow Demon - 350b - This weapon has an in intricate ebony and obsidian hilt, the actual blade looks like a sharpened bone or horn off some horrendous creature. When this blade touches blood from a willing subject that is not the wielder, black shadowing tenderils will sprout from the dagger, they will wrap around the weilder's arm and engulf the blade essentially make the limb a functional sprout for tentacles. The tentacles will only last for five posts unless they touch more willing blood. The more blood put on the dagger at first the more powerful it will be.
8) Cruelty Whip - 100b - This metal-hook tipped whip is meant to inflict pain more than damage. It can do considerable cutting damage in skilled hands, but it also leaves wounds that do not not heal with time, requiring the use of healing items or powers
Stereo Soul Ciphering whip - 50b - a whip that has a...built in stereo? But the stereo project a garbled song that seems to send a small, invisible shockwave to the opponent. Good for circus training, I suppose...?
9) The Hierophant - Used on another. Requires card to be pressed against the subject for a full minute to take effect. Once it does, they must do your bidding for 24 hours. Not terribly practical in fights unless your opponent is pinned down or otherwise helpless.
10) Nightmare wand - A wand the boosts mage and witch powers. If used on an opponent, that opponent will fall asleep while having nightmares of the thing they fear most. If they fear nothing, every fear possible taunts them. This sleep lasts for 3 turns or until the user of the wand commands stop. - 85b
11) Teleportation Gloves v2 - 165 B Point into the distance with these and you will be teleported to any point that you can see and that you point out. Must visualize the distance desired to travel. May take some getting used to for non-Space players; try not to accidentally 'jump' into solid rock.
12) The Lovers - Used on another. Creates a lustful infatuation in target towards Player 1. Lasts 24 hours. Does not otherwise effect actions or judgment of the target.
Powers Used As a Witch of Blood, she can manipulate bonds, bindings, and promises. Bonds relates to the ties that hold people together; she can strengthen or weaken bonds. Strengthening or weakening a bond between two individuals may cause them to feel very close to someone who they hardly know or they may view a long-time friend as a stranger. This has no bearings on how they act on this feeling or their memories, but it can be quite powerful and it will produce SOME change, even if it's minor. On the weaker response side of things, someone whose bond has been strengthened will be more inclined to be patient, open, and tolerant of someone as well have a knee-jerk response to help them if they're suddenly harmed.
vs
Player 2
Strategy: Player 2 will get as close as he can to Player 1, relying on the Kinetic Shield Ring thing to protect him, and using his sword to do as much damage as possible. If he's disarmed, he'll shift to wolf form and attack as such. He's naturally able to dodge most attack, because of his race's ability to remember into the future during fights (sometimes). If Player 1 proves hard to fight up close, he'll switch to the Greaves of Earth to teleport to and away frkm her, and his Bannerlance shield to deal damage. The Greaves also give him a number of other ways to attack, but writing them here would be a pain in the ass, because phone.
Shadow Crystal- This dark red crystal gives you the power to turn into a wolf. In this state, you can run faster, you are stronger, and your sense of smell is multiplied by a ton. Player 2 in this state has a hard time controlling himself. He may attack people with the slightest provocation. Given to Player 2 by his girlfriend Angua, who is a werewolf.
Player 2's Sword- It's a normal broadsword. Literally just normal. It's the most impressively non magic sword ever. Player 2 got it under very mysterious circumstances, which just makes it all the more strange that it's not magic. Seriously, name ONE sword that was acquired under mysterious circumstances, that ISN'T magic. See the point? In fact, all attempts to make it magic have failed. Not that it matters; Player 2's skill with the blade would just make magic a hindrance.
Kinetic Protection Shield - 3000b - This ring creates a shield of kinetic energy in equal proportion to whatever is approaching you for as long as you wear it. Someone going to lightly pat you on the shoulder won't feel a thing while a bullet will be stopped dead. Slower attacks, like a punch or a bat being swung, can get through the shielding, however.
Bannerlanche Shield - 300b - A shield with artistically arranged rocks that make a sort of mosaic of the Knights of the Dodecagon Table's logo. The rocks aren't just for show, and can be used offensively and defensively. When used to bash an opponent, it causes several medium sized rocks to appear in the air above the enemy and fall down upon them. Careful not to get caught in the 'avalanche' yourself! When used by anyone with the classpect of knight, the avalanche will not hit any of the user's allies
Greaves of Earth - 5000b - These armored boots are made of steel with brown detailing. When the user of these boots stomps on the ground it sends a massive shockwave out in all directions as long as its on the same solid surface. The shockwave will continue for about fifty feet and then disipate. While the wearer is wearing the boots they are immune to all earth and stone based attacks. While they are wearing the boots the user will be nearly unmovable, it will be like they are five time as heavy as they actually are. The user while wearing the boots has the ability to control all earth and stone around them. The user will be able to teleport through the earth to anywhere else they can see that is touching stone or earth.