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Rematch! Green Ranger vs Red Warrior.[Kon/Green]

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#1Knuckles Shi 

Rematch! Green Ranger vs Red Warrior.[Kon/Green] Empty Sun Apr 24, 2022 11:19 am

Knuckles Shi

Rows and rows of fields were starting to be planted. Some are assisted by magic others by manual labor. The result was the same, the soil was being readied for planting.  Knuckles knew a bit about soil conditions and farming in his home country. After all, it was how his family came into money and nobility. The Shi's supplied a variety of different crops to be sold at the market. These days they were one of the well-known sellers in the south. The colder weather restricted which vegetables could be grown, but things like potatoes and corn grew well where they were even soybeans did well there.  

Knuckles admired the work these kind people were putting in. He wagered they worked harder than those back on the family farms. He wondered if there were things he could pick up from them. As if he could physically shake the thoughts from his head Knuckles motioned his head from side to side. No, he had exiled himself. Those days were long behind him and there was nothing there for him now.  He was never going to return to that or be that so it was best to not even think about it.  

With that notion, he motioned to move further down the fields and further away from the town. Apparently, there refer to these fields as rice patties.  Seemed odd to him, but he would not question it.



"There shall never be peace as long as there are Gods in a Man's world"
#2Kon 

Rematch! Green Ranger vs Red Warrior.[Kon/Green] Empty Mon Apr 25, 2022 11:35 am

Kon

He had spent the past couple of weeks in the foreign country side of Joya, enjoying the sights and savouring being just a regular tourist. It was such a great contrast between when he was in Fiore or Desierto with his reputation and prominence in either country making it impossible to remain unnoticed within the community. Not to say that was possible for a man with a golden arm and eye. It had almost gotten to the point where he was considering wearing an eyepatch and gloves again just to hide the yellow sheen that radiated from his prosthetic. But a combination of pride and something else he couldn’t describe, that the man didn’t hide himself from the public at large. And hoping to savour the fantastic weather to bring some heat into the vampire’s undying body, Kon could be seen wearing naught more then a sport’s bra and some pants. The heat was truly more psychology at this point though with the only sustained heat stemming from the latest feed.

Something he hadn’t done since he had arrived in Joya which had begun to plague on his mind. Blood was now a critical part of Kon’s life, so far he had been able to control his need to feed, but he knew it would only continue to wear down his resolve. Feeding would definitely be an urgency if he wanted to remain anonymous while in the country. It was hard to remain unnoticed if you were seen assaulting Joyan citizens and draining their blood on mass. Instead he’d have to hope for someone unassociated with the alien country. Something he’d lucked out on when he spotted someone in the distance.

Someone he had fought once in the past, a daemon called Knux, wielder of an impressive hammer. Hardly someone he could consider a friend, though that wasn’t exactly his fault instead Kon’s. Perhaps today he would try to address and mend the bridge between the two or only sour their relationship further it would be hard to say. Reaching the man would be a less then easy feat though with him being practically buried between countless tourists all around him. Failing civility and pushing his way through with force, Kon instead jumped up onto the shoulders of those around them, much to their protests and headed towards the rice fields hoping to catch a bite.

#3Knuckles Shi 

Rematch! Green Ranger vs Red Warrior.[Kon/Green] Empty Wed Apr 27, 2022 6:46 pm

Knuckles Shi

Stera flew towards Knuckles from the opposite direction, he had flown off ahead of Knuckles due to being bored of the view here and moved on. After seeing more of the same had bored him to no end, but now something had excited him. Behind Knuckles, someone was leaping off the shoulders of people. The Imp like creature pointed its hand behind Knuckles and chuckled. He had a knack for not taking anything seriously. "Haha, Look Knux it is a circus performer!"

With that said Knuckles paused and turned around and saw a golden arm cleaning in the sunlight, it could only be one person who had an arm he knew of like that. Without hesitation Knuckles lowered his right hand down to his hip gripping the handle of his hammer. With the magical hammer within his grasp now he pointed it straight up towards the sky. He and known Kon to not play by honorable rules having cheap shot him last time around. Knuckles would not straight out attack Kon without them agreeing towards it, but if it looked like Kon was coming in to attack he would indeed be ready. It was rather odd that Kon was leaping from people's shoulders. Was He really the target?



"There shall never be peace as long as there are Gods in a Man's world"
#4Kon 

Rematch! Green Ranger vs Red Warrior.[Kon/Green] Empty Sun May 08, 2022 10:41 pm

Kon

Kon’s behaviour was certainly out of character, with him certainly preferring to remain in the shadows, despite his vibrant appearance. It had in part been to do with the sinister presence approaching Knux, who while certainly not his friend, Kon wished him no ill will, at least nothing permanent. This sinister presence revealed itself fully as they rose up behind knux. Wanting to avoid unwarranted death, Kon hastily drew up his bow through his dimension ring, with sparkles still forming around him as he drew back his bow ready to defend the daemon. It was funny really only a few years ago he would have been hunting down and purging anything touched by obscura, but here he was protecting someone tainted by the very same darkness. Loosing an arrow unaided by his hawkeye, Kon merely watched as the flames of his bolt struck the would be assassin directly in his own eye. “Watch yourself, I’m only here for a holiday!” Kon shouted out to the Daemon, hoping they would be able to attack the injured assassin.

#5Knuckles Shi 

Rematch! Green Ranger vs Red Warrior.[Kon/Green] Empty Wed May 11, 2022 6:44 pm

Knuckles Shi

And here it comes, Knuckles thought. He knew there would be no need to dodge as the last time he fought Kon he had learned their attacks typically hit what he shot at. To his surprise, he heard the impact of the bolt and when he turned to follow it he saw it hit an assassin? Without a thought, he would bring the hammer down full force on their head crushing it with ease under the weight of his blow. Kicking the body off to the side Knuckles turned and bowed to Kon but did not take their eyes off of them.
"I'll keep that in mind. Thank you for the help, but at last, I owe you from the last time we crossed. I do wish to thank you for bringing me to a safe place after. However, that being said"

Knuckles lifted his hammer back towards the sky as a grin curled around his lips.



"There shall never be peace as long as there are Gods in a Man's world"
#6Kon 

Rematch! Green Ranger vs Red Warrior.[Kon/Green] Empty Sun May 15, 2022 7:45 am

Kon



It was just as Kon had suspected resentment had fostered within Knuckles since the last time they had met. In reality, Kon harbored no ill will towards him, there were few in fact that truly took much of his attention. And yet here they were bound to fight one another once member. The daemon, Knuckles, before him, had already shown his colors wanting to harm the recently turned vampire into mincemeat with his everpresent hammer flexing into the air. An equally villainous smile grew upon Kon’s own feminine face both matching and suppressing his would-be opponent. Without hesitation or a moment's wait to greet the man, Kon’s right eye flickered into life, garnering a red hue before dissipating only a moment after. His prey would truly be unable to escape him, though he strongly suspected the man wouldn’t give him the time of day to inflict as much damage as he had months prior.

In spite of this and ever the optimist with bow ready and his golden prosthetic posed to draw back the string, Kon loosed a single arrow, a complete parallel with the one he had begun their initial fight. Previously a giant meteor left Knuckle and his equipment burnt and charred, this time, a simple, yet effective bolt would penetrate through Knuckle’s armor, and plunge into the right side of their chest immediately burning everything that the unstoppable arrow touched. A truly uncomfortable feeling, a radiating burning that could melt away almost anything, something that would slow tear away at Knuckles’ being.

Attributes

Strength: 501 + 40 (The Singularity)
Adjusted Strength 541
  • 2x S-Rank


Speed: 320 + 60 (Asmaan Earrings) - 60 (The Singularity) - 60 (Urdurain)
Adjusted Speed: 260
  • 15 M/s Lunge
  • 30 m/s Run

Constitution: 256
  • 5x S-Rank Durability
  • 8 Post Running Duration
  • Dash four per post

Endurance: 256
  • 3x S-Rank Limb Durability
  • 40% Weapon Mastery WC Reduction

Intelligence: 1
  • 0% Mana Reduction
  • 0% Word Count Reduction

Mana: 8,850/8,850
Mana Used: 400
Spells Cast: Searing Shot


Equipment

Weapon


Name: Rama's Bow
Slot: Weapon
Type: Bow
Class: Mythic
Quantity: Limited
Element: Fire
Durability: 3x S-Rank

Effects

  • Long Shot: The user receives a 10 meters range increase to the spells attached to Rama's Bow.
  • Speed Shot: The user receives a 10 m/s speed increase to the spells attached to Rama's Bow.
  • Big Shot: The user receives a size increase of 10 meters to the AoE spell attached to Rama's Bow.
  • Rama's Fiery Rage: Upon dealing damage with a spell from Rama's Bow, the target will suffer Fire-type damage over time for 2 more posts. The lingering additional damage is 1 rank lower than the rank of the spell. The effect does not stack should the target be hit multiple times, however, it will reset the duration of the damage over time. Should the target be hit by a spell ranked lower than the highest-ranked damage over time applied to a target, it will not decrease the damage. Rama's Fiery Rage is unaffected by additional damage through modifiers.


Spells

  • Name: Arrow Shot
    Rank: D
    Mana Cost: 25
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 10 Meters
    Cooldown: 1 Post
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: C
    Mana Cost: 50
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 15 Meters
    Cooldown: 2 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: B
    Mana Cost: 100
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 20 Meters
    Cooldown: 3 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: A
    Mana Cost: 200
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 25 Meters
    Cooldown: 4 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: S
    Mana Cost: 500
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 30 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Meteor Shower
    Rank: A
    Mana Cost: 200
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 25 Meters
    Cooldown: 4 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow up into the air. The arrow then curves and descends towards the user's target location. As the arrow descends, it changes into a meteor shower that rains down on an 8-meter diameter area.

  • Name: Meteor Shot
    Rank: S
    Mana Cost: 500
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 30 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target. As the arrow is released, it becomes a giant meteor with a width and height of 10 meters.

  • Name: Searing Shot
    Rank: S
    Mana Cost: 500
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 30 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target. Searing Shot is incredibly hot. Thus, it deals damage to both the equipment of the target and the target themselves.


Off-Hand


Name: Urdurain
Type: Off-Hand
Weight: Heavy
Class: Legendary
Element: Arcane
Durability: Indestructible

Effects

  • Indestructible: The item is indestructible.


Drawbacks

  • Speed: -60


Helm


Name: Lerzar's Dreadwatcher
Slot: Helm
Type: Medium Armor
Class: Mythic
Weight: Heavy
Quantity: Limited
Quantity: Darkness
Durability: 3x S-Rank

Spells


  • Name: Shadow Mastiff
    Rank: A
    Mana Cost: 200 per Shadow Mastiff
    Requirements: Lerzar's Dreadwatcher
    Type: Summoning
    Element: Darkness
    Range: 50 Meters
    Cooldown: 3 Posts
    Duration: Sustain
    Size: Shadow mastiffs are 2 meters in height and 3 meters in length.
    Strength: 150 (S-rank)
    Speed: 90 (12.5 m/s)
    Description: Shadow mastiffs are massive dogs of darkness and doom that stalk through the planes of the Abyssian realm. The sound of a pack of shadow mastiffs baying causes all but the bravest individuals to tremble. They prowl in the darkness and hunt in the night, hunting down any prey available. They hate light; if attacked by Light-type spells, they howl in fury.
    Effect: The user raises their hand to open portals behind them out of which the shadow mastiffs leap to their aid. Including yet not limited to, helping them during combat, using them to see locations and acquire information about a particular place, and spying on others. The user can summon up to 4 shadow mastiffs at once.
    Extra: Shadow mastiffs can see perfectly clear in the darkness. Furthermore, they can smell the location of targets within a range of 20 meters.
    Physiology: Shadow mastiffs have the body of a large dog, though their heads are more humanoid in shape but monstrous, with mouths full of vicious teeth. Their coat is smooth and all black, making them very hard to see in darkness.
    • Name: Shadow Mastiff's Howl
      Rank: A
      Mana Cost: 200
      Requirements: Shadow Mastiff
      Type: Supplementary/Debuff
      Range: 15 Meters
      Cooldown: 4 Posts
      Duration: Instant
      Effect: A shadow mastiff's bark is as bad as its bite. When a shadow mastiff howls with this spell, they send shivers down the spines of those around them within a radius of 15 meters. This causes the affected to suffer a debuff in their Strength and Speed while also being deafened for a duration of 2 posts. However, once someone has been affected by the howl once, they won't be able to get affected by it again a second time in the same topic.

    • Name: Shadow Mastiff's Prowl
      Rank: S
      Mana Cost: 500 per Shadow Mastiff
      Requirements: Shadow Mastiff
      Type: Supplementary
      Range: -
      Cooldown: 5 Posts
      Duration: Sustain
      Effect: Owing to their innate advantages, shadow mastiffs prefer to attack from places of darkness. By standing on their hind legs first and then pouncing on the ground, they can turn themselves completely invisible to hunt their targets. However, when shadow mastiffs manage to get attacked by a Light-type move while sustaining their invisibility, the spell is immediately canceled.




Armor


Name: The Singularity
Slot: Armor
Type: Heavy Armor
Class: Legendary
Weight: Heavy
Quantity: Custom
Quantity: Arcane
Durability: 3x S-Rank

Drawback

Speed: -60

Bonus

Strength: +40

Spells


  • Name: Gravitational Singularity
    Rank: S-Rank
    Mana Cost: 5% of the user's total mana cost
    Requirements: The Singularity
    Type: Supplementary
    Element: Arcane
    Range: -
    Cooldown: 5 Posts
    Duration: Sustain
    Effect: The user pulls the void into themselves causing them and their equipment to instantly reduce to a quarter of their original size.  They are fully capable of casting magic and physically attacking.


  • Name: Gravitational Flick
    Rank: S-Rank
    Mana Cost: 500
    Requirements: The Singularity
    Type: Offensive
    Element: Arcane
    Range: 25 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user may flick with their finger in any particular direction sending a projectile out that is 5 cm squared, upon striking a target they will be sent the total distance of the spell after spell range modifiers, dealing 1x S-Rank Magic Damage. This spell ignores terrain and will continue on until it hits a target or reaches the spell range limit


Earrings


Name: Asmaan Earrings
Type: Earrings
Class: Legendary
Quantity: Unlimited
Element: Arcane
Durability: Indestructible

Bonus

Speed: +60

Necklace


Name: Everfrost
Type: Necklace
Class: Unique
Quantity: Custom
Element: Frost
Durability: 1x S-Rank

Effects

  • Frost Shift: The user may change the element of their item spells to Frost, regardless of the spell original element, the modifiers of the spells will also be changed accordingly. This requires the user to pay the base amount of mana for the item spells for the effect to apply. Therefore, any mana reduction that would normally apply to item spells cast by the user would no longer apply when the item spell element is shifted. This doesn't grant the user elemental synergy since it doesn't change the elemental alignment of the item.


Relic


Name: Millennium Eye
Type: Eye
Class: Legendary
Quantity: Limited
Element: Arcane
Durability: Indestructible

Effects

  • Power Scouter: When looking at a target, the user can see the amount of mana they posses and their exact distribution of attribute points. They cannot mention the number to others since it would make no sense to them, but the user can make perfect sense of the value they see.
  • Type Scouter: The user can see the type (Offensive, Defensive, Supplementary etc.) of a spell when looking at one, and also the elemental-type to which that spell belongs. The user can also see which type of mana a target possesses when looking at them (Fire, Water, Earth etc.).
  • Mana Seeker: The user can see mana with the Millennium Eye. Therefore, even if their vision is completely blurred or the target is invisible, they can still see the silhouettes of whoever that possesses mana. Depending on how much mana they possess, the silhouette appears brighter or dimmer.


Modification


Name: Ferion's Hawken Eye
Slot: Modification
Type: Eye
Class: -
Quantity: Limited
Element: -

Effects

  • The user can see perfectly clear up to 100 meters. This means that if someone is holding a note 60 meters away, the user can read it as long as the line of vision is not obstructed.
  • The user can see the trajectory of projectiles. The lines of projectiles (where they will land eventually) will appear as lines in their sight as they are moving. Should the user have enough time to react, they will always be able to determine where a projectile will land. This does not count for spells that can be moved around by the will of the user. Only static movements can be predicted where they will land. Imagine a baseball being thrown and you see a line in front of the baseball ending one meter next to your foot. Should you have enough time to react, you could still catch it cause you know where it will land. Or dodge it.
    land.


Spells

  • Name: Marked
    Rank: A
    Mana Cost: 200
    Requirements: Ferion's Hawken Eye
    Type: Supplementary
    Element: Arcane
    Range: 100 Meters
    Cooldown: 1 Post
    Duration: Sustain
    Effect: The user can use the Marked spell on a target once they have viewed them in a topic. The user is capable of knowing the exact location of the target as long as they have been tagged by the Marked spell.

  • Name: Lock-On
    Rank: S
    Mana Cost: 500
    Requirements: Ferion's Hawken Eye
    Type: Supplementary
    Element: Arcane
    Range: 100 Meters
    Cooldown: 1 Post
    Duration: Sustain
    Effect: The user can use the Lock-On spell on a target and Lock-On their projectiles while it is sustained. Each move (should it be projectiles, such as arrows) or spell (which serve as projectiles, such as bolts and blasts) will move towards the target up to its set range limit. A single arrow, fireball, or even worse. Once a targeted has been Locked-On, all projectiles of the user will chase them.

#7Knuckles Shi 

Rematch! Green Ranger vs Red Warrior.[Kon/Green] Empty Wed May 18, 2022 7:11 pm

Knuckles Shi

Yet again, Kon fired before they agreed to start combat, this time however he picked a single bow. Knuckles lowered his hammer and swung it batting it with his hammer, forcing the hammer to take the blow. Resulting in the hammer taking A damage, after he hit the bolt Knuckles lifted his hammer to the sky once more and cast his spell to buff himself. The sky would darken with storm clouds as the thunderstorm was about o come down.  After expending that mana, Knuckles would glow with his demonic energy once more as he had done before in their last fight, allowing the dark energy to consume his body and grow a set of 2-meter wings.

After his transformation and buff, Knuckles would hover 2 meters off the ground and lunge toward Konyo at 15 meters per second. If Kon would move away from Knuckles he would only move again as much as he could to keep 3 meters between the two of them.  Once he reached range, Knuckles would thrust his hammer forward in a jabbing motion towards the bow, if Kon could not shoot he could not use those tracking arrows.


EQUIPMENT



Weapon: Mjoinir +120 STR -100 SPD

Head: Greater Warrior Helmet +20 STR -20 SPD

Body: Gilded Centurion Armor +30 STR -30 SPD

Offhand: Iron Buckler -5 SPD

Earrings: Jaan Earrings+60 CON

Ring: Tenacity Ring+40 END

Relic:Magnetite Stone +145 SPD

Companion:Strea the Wishling+100 Str

Stats:

  • Strength:Base:121 Main Hand:120 Body: 30 Head: 20 Compainion: 100 Transformation:60 Tempest rage: 100
    2XS-Rank
    One-Handed Prowess: The damage of One-Handed weapons is increased by 40%.(48) This only affects the damage output of the weapon. It does not affect the damage output of the user.



  • Speed:Base:61 Relic: 155 Transformation:30
    Lunge Distance & Speed 15 m/s Run Speed 30 m/s



  • Constitution:Base:76 Earrings: 60 Tempest Rage:100 Transformation:38
    Hit Points:4xS-Rank, Run Duration:7 Posts, Lunge Frequency:Thrice Per Post



  • Endurance:Base:61 Ring: 40 Tempest Rage: 100 Transformation:30
    Pain Tolerance:S-Rank , Weapon Mastery:30% WC Reduction



  • Intelligence:1[Base]


855/1950 Mana

Name: Transformation: Daemon
Mana Cost: 10% of Total Base Mana
Requirements: 100 RP Posts as a Daemon; at Least B-Rank
Type: Transformation
Range: Self
Cooldown: 3 Posts
Duration: Sustain
Effect: The user starts to manifest their Obscura causing their eyes to turn into a bright red or purple color. In addition, they materialize black wings composed out of Obscura. The wings are 2 meters wide and allow the user to fly up to 15 meters above the ground without any mana cost. The user is partly shrouded in Obscura as well such as their arms and legs. While it may appear different per Daemon, their human appearance is always clearly visible. The attributes of the user are increased by 50% of their base amount. In addition, Daemons reduce the attributes of those that are ranked equal or one rank lower by 10%. Though, anyone that is two ranks lower or more than the Daemon will suffer a reduction of 20%. This only affects those within 25 meters of the Daemon. This is a transformation and not a spell. Therefore, it cannot be canceled by artifacts or magics that can cancel spells.

Tyrant (Warrior): Your weapon receives one rank less damage from blows it receives. In addition, you receive a Minor Magical Resistance.


Name: Mjolnir

Slot: Weapon

Type: Hammer (Axe)

Handling: One-Handed

Class: Mythic

Quantity: Limited

Element: Lightning

Damage: +120 Strength

Durability: 3x S-Rank

Description: Mjolnir is made out of a rare ore which can't be found anymore. It is said that Odin placed an enchantment on it and thus the hammer's use became restricted to the worthy. The enchantment is represented by the appearance of a trefoil knot on the hilt. This results into only certain wielders being capable of raising Mjolnir from the ground. The better wielder can take it away easily from a wielder that is consider lesser.

Lore: There are many stories about Mjolnir. The most famous one tells the tale of an unimaginably powerful cosmic storm called the Tempest which approached the realm of Asgard. Odin, chief of the Sartri gods, battled the storm for many days when it threatened Asgard. Once the storm was weakened enough, Odin defeated Tempest by trapping it into a chunk of Uru that had been given to him by the Dwarves as a gift, after Odin saved them from an invasion of trolls.

From the Uru, Odin requested the Dwarves to forge Mjolnir. The blacksmiths needed to use the tremendous heat of a star to get the forge hot enough to manipulate the Uru. They moved to the outterlands of Iceberg to ensure that it would not escape. The hammer was completed in seventeen weeks. In the process the heat escaped causing an explosion, and almost took Iceberg with it.

When Odin first tried to wield Mjolnir, he couldn't control it due to Tempest still retaining its power. The hammer devastated Asgard as it flew out of control. Out of spite, Odin cast an enchantment on the hammer to prevent anyone else from wielding it. The hammer was stored away where it sat for untold ages where Tempest would eventually die, but its power would remain inside Mjolnir.

Much later, Mjolnir was bequeathed to his son Thor, after he proved himself worthy through several trials. Thor carried Mjolnir throughout his adventures. Thus, the history of Mjolnir follows that of Thor and the tales surrounding him. Though, at some point, there are some conflicting stories. Under different names, the stories mention the encounter of Thor, the Sartric God of Thunder, and Rhaen the Godslayer. Rhaen, a mortal, wielding Moryana, managed to defeat Thor in battle. Instead of murdering Thor, Rhaen brought shame upon the whole pantheon by letting Thor live and telling that the gods never cared about those on Earthland.

While Thor recovered physically from the battle, his mental state got affected tremendously unaware to him. On Earthland, Thor fell in love with a mortal woman. She was unaware of Thor's background and said the same thing to him. It consolidated the Thor's deepest belief, that of Rhaen being right about claiming the gods were selfish and uncaring for mortals. Thor lost his confidence about his godhood and consequently his ability to wield Mjolnir. Ever since, the hammer laid on Earthland, mostly untouched.

Details: The handle is 1.5 meters long and the hammer is 40 centimeters wide on both sides (80 centimeters in total width) and is 40 centimeters long.

Requirements:
  • The user must have a Lightning-type magic should they be a mage.

Drawback:
  • Speed: -100

Spells:
  • Name: Mjolnir's Throw
    Rank: S
    Mana Cost: 500
    Requirements: None
    Type: Offensive
    Element: Lightning
    Range: 50 Meters
    Cooldown: 2 Posts
    Duration: Instant
    Effect: The user throws Mjolnir at a target, instead of chance, Mjolnir homes itself at its target and can even curve should the target move. Mjolnir will fly towards the target till it hits it, or hits something else, and then fall on the ground. Using this spell will result into a flat S-rank damage of damage.

  • Name: Mjolnir's Return
    Rank: B
    Mana Cost: 100
    Requirements: None
    Type: Supplementary
    Element: None
    Range: 50 Meters
    Cooldown: -
    Duration: Sustain
    Effect: The user throws Mjolnir at a target, upon impact with the target, or something else, the user can use this spell to return Mjolnir into the palm of their hand again.

  • Name: Tempest's Rage
    Rank: S
    Mana Cost: 1000
    Requirements: None
    Type: Self-Buff
    Element: Lightning
    Range: The entire topic, outdoors
    Cooldown: Once per topic
    Duration: Sustain
    Effect: The user raises Mjolnir in their hand and points it to the sky. The weather conditions of the topic suddenly changes into stormy. The user's Strength, Endurance, and Constitution is increased with +100 for the remainder of the topic.

  • Name: Tempest's Revenge
    Rank: S
    Mana Cost: 1000
    Requirements: None
    Type: Offensive
    Element: Lightning
    Range: 50 Meters
    Cooldown: Once per topic
    Duration: Instant
    Effect: The user raises Mjolnir in their hand and points it to the sky. A few second later, a beam of lightning crashes down upon a single target. The lightning moves so fast that it cannot be evaded.



"There shall never be peace as long as there are Gods in a Man's world"
#8Kon 

Rematch! Green Ranger vs Red Warrior.[Kon/Green] Empty Fri May 27, 2022 9:01 pm

Kon



Like the sun itself, possessing an obscene amount of heat and energy within such a small size, the searing arrow penetrated through the Demon’s vain attempts to stop the volatile arrow using their hammer. Instead, it left a hole tearing through the magically enhanced metal weapon and into its original destination, Knuckles himself. It was a reasonable attempt in any other case but it was truly unlike most other spells to be sure, penetrating through nearly anything. Even amidst the harsh lick that the demon would receive to his equipment and the grievous injury to his ribcage, they mustered onwards with efforts to defeat the man that stood before him. Through a feat of the gods, the otherwise blissful day shifted into that of a glooming stormy one, causing Kon to extend his grin baring fanged teeth for display. A foolish move in reality for the demon as the energy used to perform such a monolithic feat had set them back, back in a way that doomed their fate for this fight. Sustainability was crucial in conflict and he could already tell that Knuckles while certainly had a lot of fortitude held insufficient mana reserves to sustain a spell of that caliber. He was honestly confused as to why they had burnt so much mana so quickly.

Taking it in his stride, Kon with his bow still raised towards Knuckles, loosed yet another arrow matching that he begin their original fight as the demon brought their fist upwards. Like a molten rock shot from a cannon, the meteor shot traveled from Kon’s bow tearing a crater into the ground and scorching the surrounding areas through its intense heat. With the rapid pace of the rock and Knuckle’s charge toward Kon, his evasion would be for naught. Kon’s ever-present knowledge of the demon gifted him the chance to respond to the oncoming attack and meet them metal to metal, golden arm to mythic hammer, shifting back his bow arm, Koon launched out to thrust his prosthetic fist to match his opponent's strike as the meteor continued onto the rice fields behind Knuckles, crashing down onto the paddies and boiling the water around it.

Attributes

Strength: 501 + 40 (The Singularity)
Adjusted Strength 541
  • 2x S-Rank


Speed: 320 + 60 (Asmaan Earrings) - 60 (The Singularity) - 60 (Urdurain)
Adjusted Speed: 260
  • 15 M/s Lunge
  • 30 m/s Run

Constitution: 256
  • 5x S-Rank Durability
  • 8 Post Running Duration
  • Dash four per post

Endurance: 256
  • 3x S-Rank Limb Durability
  • 40% Weapon Mastery WC Reduction

Intelligence: 1
  • 0% Mana Reduction
  • 0% Word Count Reduction

Mana: 6,750/8,850
Mana Used: 1300
Spells Cast: Meteor Shot, Lock-On, Marked
Damage Dealt 1x A-Rank + 1x B-Rank to Mjolnir from Searing Shot and Lingering Rage, 1x S-Rank +1x A-Rank to Golden Centurion Armor from Searing Shot and Lingering Rage, 1x A-Rank +1x B-Rank to Knuckles' chest and overall durability from Searing Shot and Lingering Rage.
Modifiers Applied: Lingering flame applied to Mjolnir and Chest for 1x B-Rank damage per post, Lingering flame applied to Golden Centurion Armor for 1x A-Rank damage per post.


Equipment

Weapon


Name: Rama's Bow
Slot: Weapon
Type: Bow
Class: Mythic
Quantity: Limited
Element: Fire
Durability: 3x S-Rank

Effects

  • Long Shot: The user receives a 10 meters range increase to the spells attached to Rama's Bow.
  • Speed Shot: The user receives a 10 m/s speed increase to the spells attached to Rama's Bow.
  • Big Shot: The user receives a size increase of 10 meters to the AoE spell attached to Rama's Bow.
  • Rama's Fiery Rage: Upon dealing damage with a spell from Rama's Bow, the target will suffer Fire-type damage over time for 2 more posts. The lingering additional damage is 1 rank lower than the rank of the spell. The effect does not stack should the target be hit multiple times, however, it will reset the duration of the damage over time. Should the target be hit by a spell ranked lower than the highest-ranked damage over time applied to a target, it will not decrease the damage. Rama's Fiery Rage is unaffected by additional damage through modifiers.


Spells

  • Name: Arrow Shot
    Rank: D
    Mana Cost: 25
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 10 Meters
    Cooldown: 1 Post
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: C
    Mana Cost: 50
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 15 Meters
    Cooldown: 2 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: B
    Mana Cost: 100
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 20 Meters
    Cooldown: 3 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: A
    Mana Cost: 200
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 25 Meters
    Cooldown: 4 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: S
    Mana Cost: 500
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 30 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Meteor Shower
    Rank: A
    Mana Cost: 200
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 25 Meters
    Cooldown: 4 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow up into the air. The arrow then curves and descends towards the user's target location. As the arrow descends, it changes into a meteor shower that rains down on an 8-meter diameter area.

  • Name: Meteor Shot
    Rank: S
    Mana Cost: 500
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 30 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target. As the arrow is released, it becomes a giant meteor with a width and height of 10 meters.

  • Name: Searing Shot
    Rank: S
    Mana Cost: 500
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 30 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target. Searing Shot is incredibly hot. Thus, it deals damage to both the equipment of the target and the target themselves.


Off-Hand


Name: Urdurain
Type: Off-Hand
Weight: Heavy
Class: Legendary
Element: Arcane
Durability: Indestructible

Effects

  • Indestructible: The item is indestructible.


Drawbacks

  • Speed: -60


Helm


Name: Lerzar's Dreadwatcher
Slot: Helm
Type: Medium Armor
Class: Mythic
Weight: Heavy
Quantity: Limited
Quantity: Darkness
Durability: 3x S-Rank

Spells


  • Name: Shadow Mastiff
    Rank: A
    Mana Cost: 200 per Shadow Mastiff
    Requirements: Lerzar's Dreadwatcher
    Type: Summoning
    Element: Darkness
    Range: 50 Meters
    Cooldown: 3 Posts
    Duration: Sustain
    Size: Shadow mastiffs are 2 meters in height and 3 meters in length.
    Strength: 150 (S-rank)
    Speed: 90 (12.5 m/s)
    Description: Shadow mastiffs are massive dogs of darkness and doom that stalk through the planes of the Abyssian realm. The sound of a pack of shadow mastiffs baying causes all but the bravest individuals to tremble. They prowl in the darkness and hunt in the night, hunting down any prey available. They hate light; if attacked by Light-type spells, they howl in fury.
    Effect: The user raises their hand to open portals behind them out of which the shadow mastiffs leap to their aid. Including yet not limited to, helping them during combat, using them to see locations and acquire information about a particular place, and spying on others. The user can summon up to 4 shadow mastiffs at once.
    Extra: Shadow mastiffs can see perfectly clear in the darkness. Furthermore, they can smell the location of targets within a range of 20 meters.
    Physiology: Shadow mastiffs have the body of a large dog, though their heads are more humanoid in shape but monstrous, with mouths full of vicious teeth. Their coat is smooth and all black, making them very hard to see in darkness.
    • Name: Shadow Mastiff's Howl
      Rank: A
      Mana Cost: 200
      Requirements: Shadow Mastiff
      Type: Supplementary/Debuff
      Range: 15 Meters
      Cooldown: 4 Posts
      Duration: Instant
      Effect: A shadow mastiff's bark is as bad as its bite. When a shadow mastiff howls with this spell, they send shivers down the spines of those around them within a radius of 15 meters. This causes the affected to suffer a debuff in their Strength and Speed while also being deafened for a duration of 2 posts. However, once someone has been affected by the howl once, they won't be able to get affected by it again a second time in the same topic.

    • Name: Shadow Mastiff's Prowl
      Rank: S
      Mana Cost: 500 per Shadow Mastiff
      Requirements: Shadow Mastiff
      Type: Supplementary
      Range: -
      Cooldown: 5 Posts
      Duration: Sustain
      Effect: Owing to their innate advantages, shadow mastiffs prefer to attack from places of darkness. By standing on their hind legs first and then pouncing on the ground, they can turn themselves completely invisible to hunt their targets. However, when shadow mastiffs manage to get attacked by a Light-type move while sustaining their invisibility, the spell is immediately canceled.




Armor


Name: The Singularity
Slot: Armor
Type: Heavy Armor
Class: Legendary
Weight: Heavy
Quantity: Custom
Quantity: Arcane
Durability: 3x S-Rank

Drawback

Speed: -60

Bonus

Strength: +40

Spells


  • Name: Gravitational Singularity
    Rank: S-Rank
    Mana Cost: 5% of the user's total mana cost
    Requirements: The Singularity
    Type: Supplementary
    Element: Arcane
    Range: -
    Cooldown: 5 Posts
    Duration: Sustain
    Effect: The user pulls the void into themselves causing them and their equipment to instantly reduce to a quarter of their original size.  They are fully capable of casting magic and physically attacking.


  • Name: Gravitational Flick
    Rank: S-Rank
    Mana Cost: 500
    Requirements: The Singularity
    Type: Offensive
    Element: Arcane
    Range: 25 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user may flick with their finger in any particular direction sending a projectile out that is 5 cm squared, upon striking a target they will be sent the total distance of the spell after spell range modifiers, dealing 1x S-Rank Magic Damage. This spell ignores terrain and will continue on until it hits a target or reaches the spell range limit


Earrings


Name: Asmaan Earrings
Type: Earrings
Class: Legendary
Quantity: Unlimited
Element: Arcane
Durability: Indestructible

Bonus

Speed: +60

Necklace


Name: Everfrost
Type: Necklace
Class: Unique
Quantity: Custom
Element: Frost
Durability: 1x S-Rank

Effects

  • Frost Shift: The user may change the element of their item spells to Frost, regardless of the spell original element, the modifiers of the spells will also be changed accordingly. This requires the user to pay the base amount of mana for the item spells for the effect to apply. Therefore, any mana reduction that would normally apply to item spells cast by the user would no longer apply when the item spell element is shifted. This doesn't grant the user elemental synergy since it doesn't change the elemental alignment of the item.


Relic


Name: Millennium Eye
Type: Eye
Class: Legendary
Quantity: Limited
Element: Arcane
Durability: Indestructible

Effects

  • Power Scouter: When looking at a target, the user can see the amount of mana they posses and their exact distribution of attribute points. They cannot mention the number to others since it would make no sense to them, but the user can make perfect sense of the value they see.
  • Type Scouter: The user can see the type (Offensive, Defensive, Supplementary etc.) of a spell when looking at one, and also the elemental-type to which that spell belongs. The user can also see which type of mana a target possesses when looking at them (Fire, Water, Earth etc.).
  • Mana Seeker: The user can see mana with the Millennium Eye. Therefore, even if their vision is completely blurred or the target is invisible, they can still see the silhouettes of whoever that possesses mana. Depending on how much mana they possess, the silhouette appears brighter or dimmer.


Modification


Name: Ferion's Hawken Eye
Slot: Modification
Type: Eye
Class: -
Quantity: Limited
Element: -

Effects

  • The user can see perfectly clear up to 100 meters. This means that if someone is holding a note 60 meters away, the user can read it as long as the line of vision is not obstructed.
  • The user can see the trajectory of projectiles. The lines of projectiles (where they will land eventually) will appear as lines in their sight as they are moving. Should the user have enough time to react, they will always be able to determine where a projectile will land. This does not count for spells that can be moved around by the will of the user. Only static movements can be predicted where they will land. Imagine a baseball being thrown and you see a line in front of the baseball ending one meter next to your foot. Should you have enough time to react, you could still catch it cause you know where it will land. Or dodge it.
    land.


Spells

  • Name: Marked
    Rank: A
    Mana Cost: 200
    Requirements: Ferion's Hawken Eye
    Type: Supplementary
    Element: Arcane
    Range: 100 Meters
    Cooldown: 1 Post
    Duration: Sustain
    Effect: The user can use the Marked spell on a target once they have viewed them in a topic. The user is capable of knowing the exact location of the target as long as they have been tagged by the Marked spell.

  • Name: Lock-On
    Rank: S
    Mana Cost: 500
    Requirements: Ferion's Hawken Eye
    Type: Supplementary
    Element: Arcane
    Range: 100 Meters
    Cooldown: 1 Post
    Duration: Sustain
    Effect: The user can use the Lock-On spell on a target and Lock-On their projectiles while it is sustained. Each move (should it be projectiles, such as arrows) or spell (which serve as projectiles, such as bolts and blasts) will move towards the target up to its set range limit. A single arrow, fireball, or even worse. Once a targeted has been Locked-On, all projectiles of the user will chase them.

#9Knuckles Shi 

Rematch! Green Ranger vs Red Warrior.[Kon/Green] Empty Wed Jun 01, 2022 4:55 pm

Knuckles Shi

Though he felt the pain enter his chest, it had only been 1 instance of A rank damage, he would still be able to fight through the pain. As he moved towards Kon another spell flew past him, he was waiting for it to circle back but it seemed to explode behind him in the rice fields. As expected Kon used their golden arm to block the hammer strike. Knuckles did not stop his assault on Kon, the Dame twisted his wrist and he pulled back his hammer and shoved it outwards as he swung down, this was a faint of course. Knuckles real goal was to use his shield to bash away Kon's bow further away from the center of them both.

While he knew Kon was indeed a range specialist, he also knew Kon had great strength, however in this form and with the buff from his hammer he held the same strength. Perhaps there was some differences between them, but for right now Knuckles could stand toe to toe with Kon like this until his mana ran dry, luckily for him his spell from the hammer was a one time cost, and the transformation was not all that taxing on him.   Knuckles would be able with stand combat better this time around, still he needed to make sure Kon's attacks from the bow were not fired, that would be the trick to locking down combat to stay in his court. As a Warrior, he felt that close combat would ensure the greatest chance of victory.  Though victory was never something that was going to be guaranteed.

Stera flew up to 5 meters off the ground and moved away from the incoming attack that exploded in the rice paty, the red imp like creature was not too happy about the attack coming so close. He groaned with annoyance, this was exactly why he disliked fighting. What if there had been people there? At least Knuckles' fought in a way that only endangered his opponent and not the surrounding area.  This person Knuckles was fighting seemed like they had massive power, but the range and level of destruction was a bit over kill.

EQUIPMENT



Weapon: Mjoinir +120 STR -100 SPD

Head: Greater Warrior Helmet +20 STR -20 SPD

Body: Gilded Centurion Armor +30 STR -30 SPD

Offhand: Iron Buckler -5 SPD

Earrings: Jaan Earrings+60 CON

Ring: Tenacity Ring+40 END

Relic:Magnetite Stone +145 SPD

Companion:Strea the Wishling+100 Str

Stats:

  • Strength:Base:121 Main Hand:120 Body: 30 Head: 20 Compainion: 100 Transformation:60 Tempest rage: 100
    2XS-Rank
    One-Handed Prowess: The damage of One-Handed weapons is increased by 40%.(48) This only affects the damage output of the weapon. It does not affect the damage output of the user.



  • Speed:Base:61 Relic: 155 Transformation:30
    Lunge Distance & Speed 15 m/s Run Speed 30 m/s



  • Constitution:Base:76 Earrings: 60 Tempest Rage:100 Transformation:38
    Hit Points:4xS-Rank, Run Duration:7 Posts, Lunge Frequency:Thrice Per Post



  • Endurance:Base:61 Ring: 40 Tempest Rage: 100 Transformation:30
    Pain Tolerance:S-Rank , Weapon Mastery:30% WC Reduction



  • Intelligence:1[Base]


660/1950 Mana

Name: Transformation: Daemon
Mana Cost: 10% of Total Base Mana
Requirements: 100 RP Posts as a Daemon; at Least B-Rank
Type: Transformation
Range: Self
Cooldown: 3 Posts
Duration: Sustain
Effect: The user starts to manifest their Obscura causing their eyes to turn into a bright red or purple color. In addition, they materialize black wings composed out of Obscura. The wings are 2 meters wide and allow the user to fly up to 15 meters above the ground without any mana cost. The user is partly shrouded in Obscura as well such as their arms and legs. While it may appear different per Daemon, their human appearance is always clearly visible. The attributes of the user are increased by 50% of their base amount. In addition, Daemons reduce the attributes of those that are ranked equal or one rank lower by 10%. Though, anyone that is two ranks lower or more than the Daemon will suffer a reduction of 20%. This only affects those within 25 meters of the Daemon. This is a transformation and not a spell. Therefore, it cannot be canceled by artifacts or magics that can cancel spells.

Tyrant (Warrior): Your weapon receives one rank less damage from blows it receives. In addition, you receive a Minor Magical Resistance.


Name: Mjolnir

Slot: Weapon

Type: Hammer (Axe)

Handling: One-Handed

Class: Mythic

Quantity: Limited

Element: Lightning

Damage: +120 Strength

Durability: 3x S-Rank

Description: Mjolnir is made out of a rare ore which can't be found anymore. It is said that Odin placed an enchantment on it and thus the hammer's use became restricted to the worthy. The enchantment is represented by the appearance of a trefoil knot on the hilt. This results into only certain wielders being capable of raising Mjolnir from the ground. The better wielder can take it away easily from a wielder that is consider lesser.

Lore: There are many stories about Mjolnir. The most famous one tells the tale of an unimaginably powerful cosmic storm called the Tempest which approached the realm of Asgard. Odin, chief of the Sartri gods, battled the storm for many days when it threatened Asgard. Once the storm was weakened enough, Odin defeated Tempest by trapping it into a chunk of Uru that had been given to him by the Dwarves as a gift, after Odin saved them from an invasion of trolls.

From the Uru, Odin requested the Dwarves to forge Mjolnir. The blacksmiths needed to use the tremendous heat of a star to get the forge hot enough to manipulate the Uru. They moved to the outterlands of Iceberg to ensure that it would not escape. The hammer was completed in seventeen weeks. In the process the heat escaped causing an explosion, and almost took Iceberg with it.

When Odin first tried to wield Mjolnir, he couldn't control it due to Tempest still retaining its power. The hammer devastated Asgard as it flew out of control. Out of spite, Odin cast an enchantment on the hammer to prevent anyone else from wielding it. The hammer was stored away where it sat for untold ages where Tempest would eventually die, but its power would remain inside Mjolnir.

Much later, Mjolnir was bequeathed to his son Thor, after he proved himself worthy through several trials. Thor carried Mjolnir throughout his adventures. Thus, the history of Mjolnir follows that of Thor and the tales surrounding him. Though, at some point, there are some conflicting stories. Under different names, the stories mention the encounter of Thor, the Sartric God of Thunder, and Rhaen the Godslayer. Rhaen, a mortal, wielding Moryana, managed to defeat Thor in battle. Instead of murdering Thor, Rhaen brought shame upon the whole pantheon by letting Thor live and telling that the gods never cared about those on Earthland.

While Thor recovered physically from the battle, his mental state got affected tremendously unaware to him. On Earthland, Thor fell in love with a mortal woman. She was unaware of Thor's background and said the same thing to him. It consolidated the Thor's deepest belief, that of Rhaen being right about claiming the gods were selfish and uncaring for mortals. Thor lost his confidence about his godhood and consequently his ability to wield Mjolnir. Ever since, the hammer laid on Earthland, mostly untouched.

Details: The handle is 1.5 meters long and the hammer is 40 centimeters wide on both sides (80 centimeters in total width) and is 40 centimeters long.

Requirements:
  • The user must have a Lightning-type magic should they be a mage.

Drawback:
  • Speed: -100

Spells:
  • Name: Mjolnir's Throw
    Rank: S
    Mana Cost: 500
    Requirements: None
    Type: Offensive
    Element: Lightning
    Range: 50 Meters
    Cooldown: 2 Posts
    Duration: Instant
    Effect: The user throws Mjolnir at a target, instead of chance, Mjolnir homes itself at its target and can even curve should the target move. Mjolnir will fly towards the target till it hits it, or hits something else, and then fall on the ground. Using this spell will result into a flat S-rank damage of damage.

  • Name: Mjolnir's Return
    Rank: B
    Mana Cost: 100
    Requirements: None
    Type: Supplementary
    Element: None
    Range: 50 Meters
    Cooldown: -
    Duration: Sustain
    Effect: The user throws Mjolnir at a target, upon impact with the target, or something else, the user can use this spell to return Mjolnir into the palm of their hand again.

  • Name: Tempest's Rage
    Rank: S
    Mana Cost: 1000
    Requirements: None
    Type: Self-Buff
    Element: Lightning
    Range: The entire topic, outdoors
    Cooldown: Once per topic
    Duration: Sustain
    Effect: The user raises Mjolnir in their hand and points it to the sky. The weather conditions of the topic suddenly changes into stormy. The user's Strength, Endurance, and Constitution is increased with +100 for the remainder of the topic.

  • Name: Tempest's Revenge
    Rank: S
    Mana Cost: 1000
    Requirements: None
    Type: Offensive
    Element: Lightning
    Range: 50 Meters
    Cooldown: Once per topic
    Duration: Instant
    Effect: The user raises Mjolnir in their hand and points it to the sky. A few second later, a beam of lightning crashes down upon a single target. The lightning moves so fast that it cannot be evaded.



"There shall never be peace as long as there are Gods in a Man's world"
#10Kon 

Rematch! Green Ranger vs Red Warrior.[Kon/Green] Empty Fri Jun 03, 2022 1:46 am

Kon



The sheer destructive power of the spell had been immense with it tearing apart Knuckles’ armour to molten scrap peeling away from the demon whilst maintaining the heat resonating within the hammer the crimson-haired man wielded. In spite of the flame ball that decimated his equipment, Knuckle stood headstrong and continued to muster his attack guiding towards Kon’s bow. It somewhat perplexed the archer to see them focus solely on the weapon rather than him directly, perhaps Knuckles thought without it, Kon would be an easier threat, but he would be sorely mistaken. Ironically, in fact, Kon would use his bow to counter-attack the man smacking their now unprotected torso with the arm of the bow as though it were a sword rather than a fragile ranged weapon. “Just how long would they be able to last against such enduring flames?” Kon thought to himself as he watched blisters continue to grow upon Knuckles's skin, an apparent side effect of the flames burning within him.

A chaotic fight to be sure, one with great environmental shifts, one of which reminded them of the fight he had partaken only a few months ago amongst great friends against long bitter rivals and enemies. They were playing with weapons made for gods, smithed by the greatest of craftsmen and workers. Kon, himself only knew a fraction of the capabilities of his bow and he felt that his peer was in a similar case with their own Mjolnir. Perhaps it was their meagre mana pool that was hindering them from fully utilizing their powerful tool, something he would have to inform them of. Though he didn’t know whether that would be appropriate as it might be a sensitive topic for Knuckles, power for some was quite a touchy subject, but nonetheless, depending on the outcome he would strive to help out the man.

Attributes

Strength: 501 + 40 (The Singularity)
Adjusted Strength 541
  • 2x S-Rank


Speed: 320 + 60 (Asmaan Earrings) - 60 (The Singularity) - 60 (Urdurain)
Adjusted Speed: 260
  • 15 M/s Lunge
  • 30 m/s Run

Constitution: 256
  • 5x S-Rank Durability
  • 8 Post Running Duration
  • Dash four per post

Endurance: 256
  • 3x S-Rank Limb Durability
  • 40% Weapon Mastery WC Reduction

Intelligence: 1
  • 0% Mana Reduction
  • 0% Word Count Reduction

Mana: 5,850/8,850
Mana Used: 900
Spells Cast: Lock-On, Marked
Damage Dealt 1x A-Rank + 1x B-Rank to Mjolnir from Meteor Shot and Lingering Rage, 1x S-Rank +1x A-Rank to Golden Centurion Armor (Destroyed) from Meteor Shot and Lingering Rage, 1x S-Rank +1x A-Rank to Greater Warrior Helmet (Destroyed) from Meteor Shot and Lingering Rage, 1x S-Rank +1x A-Rank to Iron Buckler (Destroyed) from Meteor Shot and Lingering Rage, 1x B-Rank to Knuckles' chest and overall durability from Lingering Rage.
Modifiers Applied: Lingering flame applied to Mjolnir and Chest for 1x B-Rank damage per post.


Equipment

Weapon


Name: Rama's Bow
Slot: Weapon
Type: Bow
Class: Mythic
Quantity: Limited
Element: Fire
Durability: 3x S-Rank

Effects

  • Long Shot: The user receives a 10 meters range increase to the spells attached to Rama's Bow.
  • Speed Shot: The user receives a 10 m/s speed increase to the spells attached to Rama's Bow.
  • Big Shot: The user receives a size increase of 10 meters to the AoE spell attached to Rama's Bow.
  • Rama's Fiery Rage: Upon dealing damage with a spell from Rama's Bow, the target will suffer Fire-type damage over time for 2 more posts. The lingering additional damage is 1 rank lower than the rank of the spell. The effect does not stack should the target be hit multiple times, however, it will reset the duration of the damage over time. Should the target be hit by a spell ranked lower than the highest-ranked damage over time applied to a target, it will not decrease the damage. Rama's Fiery Rage is unaffected by additional damage through modifiers.


Spells

  • Name: Arrow Shot
    Rank: D
    Mana Cost: 25
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 10 Meters
    Cooldown: 1 Post
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: C
    Mana Cost: 50
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 15 Meters
    Cooldown: 2 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: B
    Mana Cost: 100
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 20 Meters
    Cooldown: 3 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: A
    Mana Cost: 200
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 25 Meters
    Cooldown: 4 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Arrow Shot
    Rank: S
    Mana Cost: 500
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 30 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target.

  • Name: Meteor Shower
    Rank: A
    Mana Cost: 200
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 25 Meters
    Cooldown: 4 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow up into the air. The arrow then curves and descends towards the user's target location. As the arrow descends, it changes into a meteor shower that rains down on an 8-meter diameter area.

  • Name: Meteor Shot
    Rank: S
    Mana Cost: 500
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 30 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target. As the arrow is released, it becomes a giant meteor with a width and height of 10 meters.

  • Name: Searing Shot
    Rank: S
    Mana Cost: 500
    Requirements: Rama's Bow
    Type: Offensive
    Element: Fire
    Range: 30 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user holds the bow steady with one hand and begins to pull the string with their other hand. As the string is being pulled back, a 30-centimeter long mana arrow begins to materialize. The user then releases the string and shoots the magic arrow at the aimed target. Searing Shot is incredibly hot. Thus, it deals damage to both the equipment of the target and the target themselves.


Off-Hand


Name: Urdurain
Type: Off-Hand
Weight: Heavy
Class: Legendary
Element: Arcane
Durability: Indestructible

Effects

  • Indestructible: The item is indestructible.


Drawbacks

  • Speed: -60


Helm


Name: Lerzar's Dreadwatcher
Slot: Helm
Type: Medium Armor
Class: Mythic
Weight: Heavy
Quantity: Limited
Quantity: Darkness
Durability: 3x S-Rank

Spells

  • Name: Shadow Mastiff
    Rank: A
    Mana Cost: 200 per Shadow Mastiff
    Requirements: Lerzar's Dreadwatcher
    Type: Summoning
    Element: Darkness
    Range: 50 Meters
    Cooldown: 3 Posts
    Duration: Sustain
    Size: Shadow mastiffs are 2 meters in height and 3 meters in length.
    Strength: 150 (S-rank)
    Speed: 90 (12.5 m/s)
    Description: Shadow mastiffs are massive dogs of darkness and doom that stalk through the planes of the Abyssian realm. The sound of a pack of shadow mastiffs baying causes all but the bravest individuals to tremble. They prowl in the darkness and hunt in the night, hunting down any prey available. They hate light; if attacked by Light-type spells, they howl in fury.
    Effect: The user raises their hand to open portals behind them out of which the shadow mastiffs leap to their aid. Including yet not limited to, helping them during combat, using them to see locations and acquire information about a particular place, and spying on others. The user can summon up to 4 shadow mastiffs at once.
    Extra: Shadow mastiffs can see perfectly clear in the darkness. Furthermore, they can smell the location of targets within a range of 20 meters.
    Physiology: Shadow mastiffs have the body of a large dog, though their heads are more humanoid in shape but monstrous, with mouths full of vicious teeth. Their coat is smooth and all black, making them very hard to see in darkness.
    • Name: Shadow Mastiff's Howl
      Rank: A
      Mana Cost: 200
      Requirements: Shadow Mastiff
      Type: Supplementary/Debuff
      Range: 15 Meters
      Cooldown: 4 Posts
      Duration: Instant
      Effect: A shadow mastiff's bark is as bad as its bite. When a shadow mastiff howls with this spell, they send shivers down the spines of those around them within a radius of 15 meters. This causes the affected to suffer a debuff in their Strength and Speed while also being deafened for a duration of 2 posts. However, once someone has been affected by the howl once, they won't be able to get affected by it again a second time in the same topic.

    • Name: Shadow Mastiff's Prowl
      Rank: S
      Mana Cost: 500 per Shadow Mastiff
      Requirements: Shadow Mastiff
      Type: Supplementary
      Range: -
      Cooldown: 5 Posts
      Duration: Sustain
      Effect: Owing to their innate advantages, shadow mastiffs prefer to attack from places of darkness. By standing on their hind legs first and then pouncing on the ground, they can turn themselves completely invisible to hunt their targets. However, when shadow mastiffs manage to get attacked by a Light-type move while sustaining their invisibility, the spell is immediately canceled.




Armor


Name: The Singularity
Slot: Armor
Type: Heavy Armor
Class: Legendary
Weight: Heavy
Quantity: Custom
Quantity: Arcane
Durability: 3x S-Rank

Drawback

Speed: -60

Bonus

Strength: +40

Spells

  • Name: Gravitational Singularity
    Rank: S-Rank
    Mana Cost: 5% of the user's total mana cost
    Requirements: The Singularity
    Type: Supplementary
    Element: Arcane
    Range: -
    Cooldown: 5 Posts
    Duration: Sustain
    Effect: The user pulls the void into themselves causing them and their equipment to instantly reduce to a quarter of their original size.  They are fully capable of casting magic and physically attacking.


  • Name: Gravitational Flick
    Rank: S-Rank
    Mana Cost: 500
    Requirements: The Singularity
    Type: Offensive
    Element: Arcane
    Range: 25 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user may flick with their finger in any particular direction sending a projectile out that is 5 cm squared, upon striking a target they will be sent the total distance of the spell after spell range modifiers, dealing 1x S-Rank Magic Damage. This spell ignores terrain and will continue on until it hits a target or reaches the spell range limit


Earrings


Name: Asmaan Earrings
Type: Earrings
Class: Legendary
Quantity: Unlimited
Element: Arcane
Durability: Indestructible

Bonus

Speed: +60

Necklace


Name: Everfrost
Type: Necklace
Class: Unique
Quantity: Custom
Element: Frost
Durability: 1x S-Rank

Effects

  • Frost Shift: The user may change the element of their item spells to Frost, regardless of the spell original element, the modifiers of the spells will also be changed accordingly. This requires the user to pay the base amount of mana for the item spells for the effect to apply. Therefore, any mana reduction that would normally apply to item spells cast by the user would no longer apply when the item spell element is shifted. This doesn't grant the user elemental synergy since it doesn't change the elemental alignment of the item.


Relic


Name: Millennium Eye
Type: Eye
Class: Legendary
Quantity: Limited
Element: Arcane
Durability: Indestructible

Effects

  • Power Scouter: When looking at a target, the user can see the amount of mana they posses and their exact distribution of attribute points. They cannot mention the number to others since it would make no sense to them, but the user can make perfect sense of the value they see.
  • Type Scouter: The user can see the type (Offensive, Defensive, Supplementary etc.) of a spell when looking at one, and also the elemental-type to which that spell belongs. The user can also see which type of mana a target possesses when looking at them (Fire, Water, Earth etc.).
  • Mana Seeker: The user can see mana with the Millennium Eye. Therefore, even if their vision is completely blurred or the target is invisible, they can still see the silhouettes of whoever that possesses mana. Depending on how much mana they possess, the silhouette appears brighter or dimmer.


Modification


Name: Ferion's Hawken Eye
Slot: Modification
Type: Eye
Class: -
Quantity: Limited
Element: -

Effects

  • The user can see perfectly clear up to 100 meters. This means that if someone is holding a note 60 meters away, the user can read it as long as the line of vision is not obstructed.
  • The user can see the trajectory of projectiles. The lines of projectiles (where they will land eventually) will appear as lines in their sight as they are moving. Should the user have enough time to react, they will always be able to determine where a projectile will land. This does not count for spells that can be moved around by the will of the user. Only static movements can be predicted where they will land. Imagine a baseball being thrown and you see a line in front of the baseball ending one meter next to your foot. Should you have enough time to react, you could still catch it cause you know where it will land. Or dodge it.
    land.


Spells

  • Name: Marked
    Rank: A
    Mana Cost: 200
    Requirements: Ferion's Hawken Eye
    Type: Supplementary
    Element: Arcane
    Range: 100 Meters
    Cooldown: 1 Post
    Duration: Sustain
    Effect: The user can use the Marked spell on a target once they have viewed them in a topic. The user is capable of knowing the exact location of the target as long as they have been tagged by the Marked spell.

  • Name: Lock-On
    Rank: S
    Mana Cost: 500
    Requirements: Ferion's Hawken Eye
    Type: Supplementary
    Element: Arcane
    Range: 100 Meters
    Cooldown: 1 Post
    Duration: Sustain
    Effect: The user can use the Lock-On spell on a target and Lock-On their projectiles while it is sustained. Each move (should it be projectiles, such as arrows) or spell (which serve as projectiles, such as bolts and blasts) will move towards the target up to its set range limit. A single arrow, fireball, or even worse. Once a targeted has been Locked-On, all projectiles of the user will chase them.

#11Knuckles Shi 

Rematch! Green Ranger vs Red Warrior.[Kon/Green] Empty Mon Jun 06, 2022 8:43 pm

Knuckles Shi

Even as his skin burned as the flames broke apart his armor Knuckles drove on, as Kon brought his bow into play to strike at Knuckles, Knuckle flapped his wing to halt his body and drag him backward dodging the attack as his black energy still rippled with flames. While yes the flames did hurt Knuckles had become accustomed to pain and magic damage, because of this it did not affect him as much.   After the blow swung past him, Knuckles used his left free arm to strike forward attempting to push Kon's bow arm towards Kon as Knuckles attempted to strike with an upper cut blow with his hammer to Kon's chest area. The look of intense focus was drawn upon his body as he focused on his singular goal of doing as much harm as he could to Kon while he could.


After swinging his Hammer, knuckles retracted his left arm back towards his own body to use it to protect from any incoming attack from Kon's golden arm as he very much knew could do massive damage and seemed to be unharmed by anything.  While it was true Knuckles no longer had much armor anymore, all this did was weaken a bit of how much damage he could take and show the full detail of the powers granted to him by the demon.  He knew from his fight beforehand with Kon that he had no way to counteract his magic, or even prevent his shots from hitting. He also no knew that there was anything he could do to prevent the shots from going through his gear either, so he might as well just ignore them as long as they were not heading into a vital spot.

EQUIPMENT



Weapon: Mjoinir +120 STR -100 SPD

Head: Greater Warrior Helmet +20 STR -20 SPD


Body: Gilded Centurion Armor +30 STR -30 SPD

Offhand: Iron Buckler -5 SPD

Earrings: Jaan Earrings+60 CON

Ring: Tenacity Ring+40 END

Relic:Magnetite Stone +145 SPD

Companion:Strea the Wishling+100 Str

Stats:

  • Strength:Base:121 Main Hand:120  Compainion: 100 Transformation:60 Tempest rage: 100
    2XS-Rank

  • Speed:Base:61 Relic: 105 Transformation:30
    Lunge Distance & Speed 15 m/s Run Speed 30 m/s



  • Constitution:Base:76 Earrings: 60 Tempest Rage:100 Transformation:38
    Hit Points:3xS-Rank, Run Duration:7 Posts, Lunge Frequency:Thrice Per Post



  • Endurance:Base:61 Ring: 40 Tempest Rage: 100 Transformation:30
    Pain Tolerance:S-Rank , Weapon Mastery:30% WC Reduction



  • Intelligence:1[Base]


465/1950 Mana

Name: Transformation: Daemon
Mana Cost: 10% of Total Base Mana
Requirements: 100 RP Posts as a Daemon; at Least B-Rank
Type: Transformation
Range: Self
Cooldown: 3 Posts
Duration: Sustain
Effect: The user starts to manifest their Obscura causing their eyes to turn into a bright red or purple color. In addition, they materialize black wings composed out of Obscura. The wings are 2 meters wide and allow the user to fly up to 15 meters above the ground without any mana cost. The user is partly shrouded in Obscura as well such as their arms and legs. While it may appear different per Daemon, their human appearance is always clearly visible. The attributes of the user are increased by 50% of their base amount. In addition, Daemons reduce the attributes of those that are ranked equal or one rank lower by 10%. Though, anyone that is two ranks lower or more than the Daemon will suffer a reduction of 20%. This only affects those within 25 meters of the Daemon. This is a transformation and not a spell. Therefore, it cannot be canceled by artifacts or magics that can cancel spells.

Tyrant (Warrior): Your weapon receives one rank less damage from blows it receives. In addition, you receive a Minor Magical Resistance.


Name: Mjolnir

Slot: Weapon

Type: Hammer (Axe)

Handling: One-Handed

Class: Mythic

Quantity: Limited

Element: Lightning

Damage: +120 Strength

Durability: 2x S-Rank

Description: Mjolnir is made out of a rare ore which can't be found anymore. It is said that Odin placed an enchantment on it and thus the hammer's use became restricted to the worthy. The enchantment is represented by the appearance of a trefoil knot on the hilt. This results into only certain wielders being capable of raising Mjolnir from the ground. The better wielder can take it away easily from a wielder that is consider lesser.

Lore: There are many stories about Mjolnir. The most famous one tells the tale of an unimaginably powerful cosmic storm called the Tempest which approached the realm of Asgard. Odin, chief of the Sartri gods, battled the storm for many days when it threatened Asgard. Once the storm was weakened enough, Odin defeated Tempest by trapping it into a chunk of Uru that had been given to him by the Dwarves as a gift, after Odin saved them from an invasion of trolls.

From the Uru, Odin requested the Dwarves to forge Mjolnir. The blacksmiths needed to use the tremendous heat of a star to get the forge hot enough to manipulate the Uru. They moved to the outterlands of Iceberg to ensure that it would not escape. The hammer was completed in seventeen weeks. In the process the heat escaped causing an explosion, and almost took Iceberg with it.

When Odin first tried to wield Mjolnir, he couldn't control it due to Tempest still retaining its power. The hammer devastated Asgard as it flew out of control. Out of spite, Odin cast an enchantment on the hammer to prevent anyone else from wielding it. The hammer was stored away where it sat for untold ages where Tempest would eventually die, but its power would remain inside Mjolnir.

Much later, Mjolnir was bequeathed to his son Thor, after he proved himself worthy through several trials. Thor carried Mjolnir throughout his adventures. Thus, the history of Mjolnir follows that of Thor and the tales surrounding him. Though, at some point, there are some conflicting stories. Under different names, the stories mention the encounter of Thor, the Sartric God of Thunder, and Rhaen the Godslayer. Rhaen, a mortal, wielding Moryana, managed to defeat Thor in battle. Instead of murdering Thor, Rhaen brought shame upon the whole pantheon by letting Thor live and telling that the gods never cared about those on Earthland.

While Thor recovered physically from the battle, his mental state got affected tremendously unaware to him. On Earthland, Thor fell in love with a mortal woman. She was unaware of Thor's background and said the same thing to him. It consolidated the Thor's deepest belief, that of Rhaen being right about claiming the gods were selfish and uncaring for mortals. Thor lost his confidence about his godhood and consequently his ability to wield Mjolnir. Ever since, the hammer laid on Earthland, mostly untouched.

Details: The handle is 1.5 meters long and the hammer is 40 centimeters wide on both sides (80 centimeters in total width) and is 40 centimeters long.

Requirements:
  • The user must have a Lightning-type magic should they be a mage.

Drawback:
  • Speed: -100

Spells:
  • Name: Mjolnir's Throw
    Rank: S
    Mana Cost: 500
    Requirements: None
    Type: Offensive
    Element: Lightning
    Range: 50 Meters
    Cooldown: 2 Posts
    Duration: Instant
    Effect: The user throws Mjolnir at a target, instead of chance, Mjolnir homes itself at its target and can even curve should the target move. Mjolnir will fly towards the target till it hits it, or hits something else, and then fall on the ground. Using this spell will result into a flat S-rank damage of damage.

  • Name: Mjolnir's Return
    Rank: B
    Mana Cost: 100
    Requirements: None
    Type: Supplementary
    Element: None
    Range: 50 Meters
    Cooldown: -
    Duration: Sustain
    Effect: The user throws Mjolnir at a target, upon impact with the target, or something else, the user can use this spell to return Mjolnir into the palm of their hand again.

  • Name: Tempest's Rage
    Rank: S
    Mana Cost: 1000
    Requirements: None
    Type: Self-Buff
    Element: Lightning
    Range: The entire topic, outdoors
    Cooldown: Once per topic
    Duration: Sustain
    Effect: The user raises Mjolnir in their hand and points it to the sky. The weather conditions of the topic suddenly changes into stormy. The user's Strength, Endurance, and Constitution is increased with +100 for the remainder of the topic.

  • Name: Tempest's Revenge
    Rank: S
    Mana Cost: 1000
    Requirements: None
    Type: Offensive
    Element: Lightning
    Range: 50 Meters
    Cooldown: Once per topic
    Duration: Instant
    Effect: The user raises Mjolnir in their hand and points it to the sky. A few second later, a beam of lightning crashes down upon a single target. The lightning moves so fast that it cannot be evaded.



"There shall never be peace as long as there are Gods in a Man's world"

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