Post by Lady on Mar 19, 2015 1:43:46 GMT
Player 1
So, Player 1 starts the fight by coating himself in stone, activating all the sight bonuses (Life Vision, TechnoSight, Thief's Sight) on his helmet, throwing LORAT's Maelstrom opened in the middle of the area, and pulling his Lich's Bow from his strife deck to fire lots of literal death at his opponent. Player 1 will also fire Arcthunder from his ring as often as possible. Player 1 will heal slowly in sunlight as well. If Player 2 turns out to be undead, Player 1 will swap his Lich's Bow for Heaven's Bow. If the fight becomes close to becoming one of melee attacks, Player 1 will activate his portal summoning Classpect powers to confuse and/or move Player 1's opponent around. If Player 1's opponent is really dedicated to making it a close up fight Player 1 will use his Fraymotif. If both attempts to separate Player 1 from his opponent fails, Player 1 will swap his bow for his Dual Keyblades (Blackwater and Rift) which will be boosted by Player 1's Gloves of Giant's Strength. If Player 1's opponent has long ranged attacks, Player 1 will use his shoes to run around and otherwise evade while still firing death/light. If the opponent noticeably attempts hacking into Player 1's helmet, Player 1 will not hesitate to crash his helmet and hopefully Player 2' hacking device with his Paradoges. As a last resort, Player 1 will summon a red dragon with his shoes.
(As a side note: thematically appropriate Les Miserables songs will play constantly, so if Player 2 hates Les Mis or something, make a note of that.)
Applicable Powers and Items
Player 2
If Player 1 were to activate his fraymotif Player 2 could manipulate his ability to understand Doom and manipulate doom/fate itself so he didn't get rubberbanded or would know exactly when he was about to be rubberbanded. Although Player 1 is hard to hit because he can portal around Player 2 can use his knowledge to figure out where Player 1 is doomed to land so that he can hit where Player 1 is going to land making him just as easy to hit. Player 1 might be clairvoyant but Player 2 knows whats doomed/fated to happen matching Player 1's clairvoyance. While Player 2 is reluctant to do it, if Player 1 were to summon his dragon Player 2 could activate the tome of abramalin granting him a large power boost making it possible for him to defeat the dragon. Additionaly Player 1 might have hydrokenesis but with Player 2's Ancient Runic Tarot Deck he can pull a wand card (manipulating fate to pull the wand he wants) so that he evaporate any water attacks sent at him.
So, Player 1 starts the fight by coating himself in stone, activating all the sight bonuses (Life Vision, TechnoSight, Thief's Sight) on his helmet, throwing LORAT's Maelstrom opened in the middle of the area, and pulling his Lich's Bow from his strife deck to fire lots of literal death at his opponent. Player 1 will also fire Arcthunder from his ring as often as possible. Player 1 will heal slowly in sunlight as well. If Player 2 turns out to be undead, Player 1 will swap his Lich's Bow for Heaven's Bow. If the fight becomes close to becoming one of melee attacks, Player 1 will activate his portal summoning Classpect powers to confuse and/or move Player 1's opponent around. If Player 1's opponent is really dedicated to making it a close up fight Player 1 will use his Fraymotif. If both attempts to separate Player 1 from his opponent fails, Player 1 will swap his bow for his Dual Keyblades (Blackwater and Rift) which will be boosted by Player 1's Gloves of Giant's Strength. If Player 1's opponent has long ranged attacks, Player 1 will use his shoes to run around and otherwise evade while still firing death/light. If the opponent noticeably attempts hacking into Player 1's helmet, Player 1 will not hesitate to crash his helmet and hopefully Player 2' hacking device with his Paradoges. As a last resort, Player 1 will summon a red dragon with his shoes.
(As a side note: thematically appropriate Les Miserables songs will play constantly, so if Player 2 hates Les Mis or something, make a note of that.)
Applicable Powers and Items
{Spoiler}Classpect Powers: Player 1 can open portals between two points that he A) can see, and B) isn't more than twenty feet away. This portal opening became accessible after god tier. An addition to his power is that Player 1 can resize an item he's holding with a limit that he has to still be able to hold it and see it.
Other powers: Fraymotif: This Fraymotif makes it so that enemies experience LORAT's Rubberbanding (Occasionally a player will 'snap back' to wherever they were upwards of a minute ago, forcing them to cover ground again.) glitch for five posts. Usable only once per thread.
Weapons
Lich's Bow - This bow looks like a pair of skeletal wings that you grasp in the middle. It comes with no ammo, for it can conjure arrows of necromantic energy that drains the life force of those it strikes. Heals rather than harms the undead. Requires bowkind.
Heaven's Bow - This bow looks like a pair of wings that you grasp in the middle. It comes with no ammo for it can conjure arrows of pure light. Requires bowkind to use as is.
Blackwater Keyblade - This keyblade seems to be made of mostly solidified, black water. No, not ice. Just hard, black water. It can fire ranged blasts of water, as well as pass harmlessly over solids at the will of the wielder. Otherwise, by default, it hits as hard as a normal keyblade. This item also gives a small amount of low level aqua-kinesis. You can't do too much with it, but you can do some small things.
Rift Keyblade - This keyblade functions as both a ranged weapon and a rift summoner. While on LORAT, the user is capable of summoning a rift to anywhere from anywhere. Warp glitches still apply.
Worn Items
Wind Dragon Shoes - These shoes are gold with a pattern of clouds and Eastern dragons. Stomp your foot, and a great red dragon will emerge from a swirling portal of wind to defend its summoner until the end of the thread. The dragon is large enough for two humans to ride, has a wind-based breath weapon and enhanced speed, and is capable of flight, though it has no wings. While the dragon is NOT summoned, the shoes grant the wearer flight and enhanced speed. Technomancer's Helm - ((Long description therefore: ))
SPOILER: Click to show
Gloves of Giant's Strength - These gloves make the user very very strong. They are made of metal with odd symbols carved into them. Regardless of the user's original strength with these on they will easily be able to lift boulders out of the ground, what was once a difficult or physically exhausting task is now easy. Terre Armure - This dense heavy armor in the shape of a coat can rebuff most physical attacks. It also allows you to open portals anywhere by touching stone or soil. The portal must also exit through this medium. This power is useable once per day but there is no limit to where it can go. Finally the coat can allow you to coat parts of your body in pure soil or stone if you so wish it with no limit. It is done in patriotic French colors. Vision+ Contacts - These contacts can change the color of your eyes to whatever you'd like. Furthermore, they enhance your vision; you'll see sharper and clearer than you ever have before. Comes with projection capabilities; replay your memories as holograms for you and others to enjoy! Osmium Arcthunder Ring - This silvery ring is made of densest stable element on the periodic table. It's a solid band edged on both sides with a delicate spiral design. It is capable of firing an x-shaped bolt of electricity to the target, paralyzing them. Photosynthesis Hair Implants - These gently glowing wires attach to your hair and your head, giving you a luminous look with any color that you could want, though they tend to trend towards shades of green. You can change the colors whenever you'd like! You'll steadily and slowly heal (and be nourished) so long as you're in sunlight. Les Mis Soundtrack Pin - This red, white, and blue fleur-de-lis lapel pin will play thematically appropriate songs from Les Mis wherever you go.
Other Sylladex stuff
LORAT's Maelstrom - This jar holds a tiny nebula. Opening it releases the nebula which spins around at random through the air attacking others. If struck by the nebula it's akin to rolling around in hundreds of sharp little stones and also VERY cold, doing cold-element damage as well. On your command, the nebula returns to the jar.
Paradoges - Is it non-Euclidean shape? Or is it a dead, dead meme? Is it both? Will we ever know? Open the cage to release an abomination of geometry and the internet age that, upon contact with an electronic device, will fill a screen with errors, confusion, and shibas before bricking it.
Other powers: Fraymotif: This Fraymotif makes it so that enemies experience LORAT's Rubberbanding (Occasionally a player will 'snap back' to wherever they were upwards of a minute ago, forcing them to cover ground again.) glitch for five posts. Usable only once per thread.
Weapons
Lich's Bow - This bow looks like a pair of skeletal wings that you grasp in the middle. It comes with no ammo, for it can conjure arrows of necromantic energy that drains the life force of those it strikes. Heals rather than harms the undead. Requires bowkind.
Heaven's Bow - This bow looks like a pair of wings that you grasp in the middle. It comes with no ammo for it can conjure arrows of pure light. Requires bowkind to use as is.
Blackwater Keyblade - This keyblade seems to be made of mostly solidified, black water. No, not ice. Just hard, black water. It can fire ranged blasts of water, as well as pass harmlessly over solids at the will of the wielder. Otherwise, by default, it hits as hard as a normal keyblade. This item also gives a small amount of low level aqua-kinesis. You can't do too much with it, but you can do some small things.
Rift Keyblade - This keyblade functions as both a ranged weapon and a rift summoner. While on LORAT, the user is capable of summoning a rift to anywhere from anywhere. Warp glitches still apply.
Worn Items
Wind Dragon Shoes - These shoes are gold with a pattern of clouds and Eastern dragons. Stomp your foot, and a great red dragon will emerge from a swirling portal of wind to defend its summoner until the end of the thread. The dragon is large enough for two humans to ride, has a wind-based breath weapon and enhanced speed, and is capable of flight, though it has no wings. While the dragon is NOT summoned, the shoes grant the wearer flight and enhanced speed. Technomancer's Helm - ((Long description therefore: ))
SPOILER: Click to show
Gloves of Giant's Strength - These gloves make the user very very strong. They are made of metal with odd symbols carved into them. Regardless of the user's original strength with these on they will easily be able to lift boulders out of the ground, what was once a difficult or physically exhausting task is now easy. Terre Armure - This dense heavy armor in the shape of a coat can rebuff most physical attacks. It also allows you to open portals anywhere by touching stone or soil. The portal must also exit through this medium. This power is useable once per day but there is no limit to where it can go. Finally the coat can allow you to coat parts of your body in pure soil or stone if you so wish it with no limit. It is done in patriotic French colors. Vision+ Contacts - These contacts can change the color of your eyes to whatever you'd like. Furthermore, they enhance your vision; you'll see sharper and clearer than you ever have before. Comes with projection capabilities; replay your memories as holograms for you and others to enjoy! Osmium Arcthunder Ring - This silvery ring is made of densest stable element on the periodic table. It's a solid band edged on both sides with a delicate spiral design. It is capable of firing an x-shaped bolt of electricity to the target, paralyzing them. Photosynthesis Hair Implants - These gently glowing wires attach to your hair and your head, giving you a luminous look with any color that you could want, though they tend to trend towards shades of green. You can change the colors whenever you'd like! You'll steadily and slowly heal (and be nourished) so long as you're in sunlight. Les Mis Soundtrack Pin - This red, white, and blue fleur-de-lis lapel pin will play thematically appropriate songs from Les Mis wherever you go.
Other Sylladex stuff
LORAT's Maelstrom - This jar holds a tiny nebula. Opening it releases the nebula which spins around at random through the air attacking others. If struck by the nebula it's akin to rolling around in hundreds of sharp little stones and also VERY cold, doing cold-element damage as well. On your command, the nebula returns to the jar.
Paradoges - Is it non-Euclidean shape? Or is it a dead, dead meme? Is it both? Will we ever know? Open the cage to release an abomination of geometry and the internet age that, upon contact with an electronic device, will fill a screen with errors, confusion, and shibas before bricking it.
VS
Player 2
If Player 1 were to activate his fraymotif Player 2 could manipulate his ability to understand Doom and manipulate doom/fate itself so he didn't get rubberbanded or would know exactly when he was about to be rubberbanded. Although Player 1 is hard to hit because he can portal around Player 2 can use his knowledge to figure out where Player 1 is doomed to land so that he can hit where Player 1 is going to land making him just as easy to hit. Player 1 might be clairvoyant but Player 2 knows whats doomed/fated to happen matching Player 1's clairvoyance. While Player 2 is reluctant to do it, if Player 1 were to summon his dragon Player 2 could activate the tome of abramalin granting him a large power boost making it possible for him to defeat the dragon. Additionaly Player 1 might have hydrokenesis but with Player 2's Ancient Runic Tarot Deck he can pull a wand card (manipulating fate to pull the wand he wants) so that he evaporate any water attacks sent at him.
{Spoiler}
Aspect Power Usage As a Mage of Doom Player 2 can manipulate fate causing misfortune to fall upon those that he wishes. He will also constantly hear the whispers of the doomed and dead, he will sometimes ever recieve full visions of what is to come. Player 2 can command these voices to give him pieces of information and visions that he badly needs or wants however it often comes at the price of his physical well being.
The Tome of Abramalin - This massive tome is wrapped in literally probably a dozen locks and chains. It is chained to Player 2's belt so that it wont move around too much. The locks have to all be opened at once or they will not open at all. The book itself is entirely black and each page is entirely black with the words in white. When the book is read it grants the user increadible power until the end of the thread. Repeated use of this item can cause: black markings, change in eye color (irises will become yellow and black), nightmares, then hair will start to fall out, hearing odd voices that will tell you lies, serious reduction in physical stamina stength and agility, then death. This item cannot be duplicated, traded, upgraded, or alchemized.
Ancient Runic Tarot Deck - 5000 - This deck's cards are illustrated very vividly and with amazing detail making the drawings almost look like pictures. The deck only contains minor Arcana. Each of the minor arcana cards work similiarly, they will cause an effect based on the suit, the larger the number of the minor arcana card the more widespread the effect is. Only seven can be drawn in each thead. The cards are used up once used but regenerate at the end of the thread. When a swords card is pulled it will summon the number of swords indicated (pade=11, knight=12, queen=13, king=14, ace=1) the swords will be controlled telikinetically by the user, the larger number of swords the smaller they are (ace would be a greatsword, king would be throwing daggers). When wands is pulled the number indicated number of wands will appear, each able shoot out one fireball of varying size. When cups is pulled the indicated number of healing potions will appea the more healing potions the weaker they are. When pentacles is pulled the indicated number of tokens will be created each token acting as a defense from the next attack however the more that are created the less they will be able to defend from. The items will only last until the end of the thread or in the case of cups, pentacles, and wands until used or end of thread whichever comes first. This can in no way be upgraded, alchemized, or altered because god damn it would be so fucking complex.
Aspect Power Usage As a Mage of Doom Player 2 can manipulate fate causing misfortune to fall upon those that he wishes. He will also constantly hear the whispers of the doomed and dead, he will sometimes ever recieve full visions of what is to come. Player 2 can command these voices to give him pieces of information and visions that he badly needs or wants however it often comes at the price of his physical well being.
The Tome of Abramalin - This massive tome is wrapped in literally probably a dozen locks and chains. It is chained to Player 2's belt so that it wont move around too much. The locks have to all be opened at once or they will not open at all. The book itself is entirely black and each page is entirely black with the words in white. When the book is read it grants the user increadible power until the end of the thread. Repeated use of this item can cause: black markings, change in eye color (irises will become yellow and black), nightmares, then hair will start to fall out, hearing odd voices that will tell you lies, serious reduction in physical stamina stength and agility, then death. This item cannot be duplicated, traded, upgraded, or alchemized.
Ancient Runic Tarot Deck - 5000 - This deck's cards are illustrated very vividly and with amazing detail making the drawings almost look like pictures. The deck only contains minor Arcana. Each of the minor arcana cards work similiarly, they will cause an effect based on the suit, the larger the number of the minor arcana card the more widespread the effect is. Only seven can be drawn in each thead. The cards are used up once used but regenerate at the end of the thread. When a swords card is pulled it will summon the number of swords indicated (pade=11, knight=12, queen=13, king=14, ace=1) the swords will be controlled telikinetically by the user, the larger number of swords the smaller they are (ace would be a greatsword, king would be throwing daggers). When wands is pulled the number indicated number of wands will appear, each able shoot out one fireball of varying size. When cups is pulled the indicated number of healing potions will appea the more healing potions the weaker they are. When pentacles is pulled the indicated number of tokens will be created each token acting as a defense from the next attack however the more that are created the less they will be able to defend from. The items will only last until the end of the thread or in the case of cups, pentacles, and wands until used or end of thread whichever comes first. This can in no way be upgraded, alchemized, or altered because god damn it would be so fucking complex.