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In the Root of a Crisis that has brought all survivors to Mistral, all amble bodied members of society are being trained. A hunter is born. 

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tamahome zokano

PostPosted: Mon Dec 11, 2017 10:52 pm

Username: tamahome zokano

RPC Name: Rumple Goldcrest

Rank: D

Class: Adept

Semblance Name: Iron Castle

Semblance Description:

User Image - Blocked by "Display Image" Settings. Click to show.

A sight to be hold, Iron Castle draws in energy from dust particles from the air and from the ground manifesting the user into a bright glowing solid dust crystal. The color sometimes depending on the environment.
Desert: Tan
Forest: Green
Swamp: Dark Green
Snow: Dirty Gray
Mountainous areas: Amber


User Image - Blocked by "Display Image" Settings. Click to show.

================Class Rank Ability Form==============

Class E: Charge time for Iron Castle takes 3 post turns and will last only 3 post turns

Class D: Charge Time for Iron Castle take 2 post turns and will last 4 post turns.

Class C: Charge Time for Iron Castle takes 2 post turns and will last 5 post turns

Class B: Charge Time for Iron Castle take 1 post turn and can be manifested at will and can last up to 6 post turns. At turn 7 Iron Castle glows brighter and brighter causing an blinding effect and a sudden burst of energy tossing dust crystal shrapnel everywhere. Anything or any one within 5 feet of the burst can cause blindness for at least 2 post.

Class A: Can be manifested at will and last up to 6 post turns. Any physical contact with the Iron Castle will absorb Aura energy to store for later use on burst effectiveness to size and blindness duration along to cause damage on top of dust crustal shrapnel damage:

5-10 hits [1st stage]+ 1 foot in burst range for blindness and damage
11-25 hits [ 2nd stage] +2 feet in burst range for blindness for 2 posts turns/ +2 feet range or shrapnel and energy damage
26-50 hits [3rd stage] +4 feet in burst range for blindness for 2 post turns / +4 feet range for shrapnel and energy damage
51-100 hits[4th stage] +5 feet in burst range for blindness for 3 post turns/ +6 feet range for shrapnel and energy damage
100-150 hits [5th stage] +8 feet in burst range for blindness for 4 post turns/ +10 free range shrapnel and energy damage
This is during the 6 post turn

After burst

User Image - Blocked by "Display Image" Settings. Click to show.

Discharge static energy form absorbed Aura is pulsing from user any magical attacks will be reduced in area of user [4 feet from person] depending on how much Aura was previous absorbed in attacks:
1st stage: 5%
2nd stage: 10%
3rd stage: 15%
4th stage: 20%
5th stage: 25%

Duration of the energy field is 8 posts only
_____________________________________________________________

Semblance Ability: Able to protect the user for a short period of time from all attacks and will force the attention of near by Grimm and Fanuses. Depending on the rank of the user will determine how long Iron Castle will last and the taunting of the semblance. It can also do a blinding effect at a higher class ranking for people who are near by.

______________________________________________________________


Drawbacks: Iron Castle is Great for deflecting large attacks and drawing attacks away from allies. However, this doesn't favor the user since it will protect the user for a short amount of time but will also bring more foes towards him. So this semblance does relay on a group effort and acts like a distraction.
Iron Castle also only works on Grimm and Fanuses by radiating an aura that upsets and draws them in. Only few can resist the temptation to strike at Iron Castle. Humans are not effected by this semblance unfortunately.
Another draw back is that this also can cause allied Fanuses to attack and it can potentially invite stronger Grimm into play depending on how strong the class is.

 
PostPosted: Tue Dec 12, 2017 10:41 pm
tamahome zokano

Username: tamahome zokano

RPC Name: Rumple Goldcrest

Rank: D

Class: Adept

Semblance Name: Iron Castle

Semblance Description:

User Image

A sight to be hold, Iron Castle draws in energy from dust particles from the air and from the ground manifesting the user into a bright glowing solid dust crystal. The color sometimes depending on the environment.
Desert: Tan
Forest: Green
Swamp: Dark Green
Snow: Dirty Gray
Mountainous areas: Amber


User Image

================Class Rank Ability Forms==============

Class E: Charge time for Iron Castle takes 3 post turns and will last only 3 post turns

Class D: Charge Time for Iron Castle take 2 post turns and will last 4 post turns.

Class C: Charge Time for Iron Castle takes 2 post turns and will last 5 post turns

Class B: Charge Time for Iron Castle take 1 post turn and can be manifested at will and can last up to 6 post turns. At turn 7 Iron Castle glows brighter and brighter causing an blinding effect and a sudden burst of energy tossing dust crystal shrapnel everywhere. Anything or any one within 5 feet of the burst can cause blindness for at least 2 post.

Class A: Can be manifested at will and last up to 6 post turns. Any physical contact with the Iron Castle will absorb Aura energy to store for later use on burst effectiveness to size and blindness duration along to cause damage on top of dust crustal shrapnel damage:

5-10 hits [1st stage]+ 1 foot in burst range for blindness and damage
11-25 hits [ 2nd stage] +2 feet in burst range for blindness for 2 posts turns/ +2 feet range or shrapnel and energy damage
26-50 hits [3rd stage] +4 feet in burst range for blindness for 2 post turns / +4 feet range for shrapnel and energy damage
51-100 hits[4th stage] +5 feet in burst range for blindness for 3 post turns/ +6 feet range for shrapnel and energy damage
100-150 hits [5th stage] +8 feet in burst range for blindness for 4 post turns/ +10 free range shrapnel and energy damage
This is during the 6 post turn

After burst

User Image

Discharge static energy form absorbed Aura is pulsing from user any magical attacks will be reduced in area of user [4 feet from person] depending on how much Aura was previous absorbed in attacks:
1st stage: 5%
2nd stage: 10%
3rd stage: 15%
4th stage: 20%
5th stage: 25%

Duration of the energy field is 8 posts only
_____________________________________________________________

Semblance Ability: Able to protect the user for a short period of time from all attacks and will force the attention of near by Grimm and Fanuses. Depending on the rank of the user will determine how long Iron Castle will last and the taunting of the semblance. It can also do a blinding effect at a higher class ranking for people who are near by.

______________________________________________________________


Drawbacks: Iron Castle is Great for deflecting large attacks and drawing attacks away from allies. However, this doesn't favor the user since it will protect the user for a short amount of time but will also bring more foes towards him. So this semblance does relay on a group effort and acts like a distraction.
Iron Castle also only works on Grimm and Fanuses by radiating an aura that upsets and draws them in. Only few can resist the temptation to strike at Iron Castle. Humans are not effected by this semblance unfortunately.
Another draw back is that this also can cause allied Fanuses to attack and it can potentially invite stronger Grimm into play depending on how strong the class is.



approved  

Noble Negative J3T
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1234boo75

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PostPosted: Mon Dec 25, 2017 12:17 pm
Username: 1234boo75

RPC Name: Yukira Aoyama

Class:Adept

Semblance Name: Weight of the world.

Semblance Description: The user glows a very light green as the semblence activates. Along with the floor glowing a little in the area of effect. (see the rank listing)

Rank D: The user can 'heal' anothers wounds, Though it cannot regrow what is lost. It can only effect one person every five posts and has a range of two feet from the user. This of course cannot effect the user themselves

Rank C: Same as above but the range is increased to five feet. The user can now 'heal' two diffrent people in one post.

Rank B: The ability is the same as C rank. However it can now effect enemys in a slightly wierd way. The user can 'copy' there negatives onto a single enemy target and this is 'perment' till that creature rests. The range increases to ten feet

Rank A: Increases the range increases to twenty foot sphere around the user. It can also heal two people. and effect two enemys at the same time.


Semblance Ability:

[Dust power, Tandem Semblance abilities, ect.]

Drawbacks: They can only use it for two posts at a time before taking a three post rest Till b rank. Then it is two posts with a one post rest. This semblance also inflicts half of what it heals in others onto the user. Even in terms of stat damage, (if it is a - and not a full drop. it will be marked as a - in brackets) This lasts till the users sleeps. Or is knocked unconsious. what ever is first.  
PostPosted: Tue Dec 26, 2017 5:34 pm
1234boo75
Username: 1234boo75

RPC Name: Yukira Aoyama

Class:Adept

Semblance Name: Weight of the world.

Semblance Description: The user glows a very light green as the semblence activates. Along with the floor glowing a little in the area of effect. (see the rank listing)

Rank D: The user can 'heal' anothers wounds, Though it cannot regrow what is lost. It can only effect one person every five posts and has a range of two feet from the user. This of course cannot effect the user themselves

Rank C: Same as above but the range is increased to five feet. The user can now 'heal' two diffrent people in one post.

Rank B: The ability is the same as C rank. However it can now effect enemys in a slightly wierd way. The user can 'copy' there negatives onto a single enemy target and this is 'perment' till that creature rests. The range increases to ten feet

Rank A: Increases the range increases to twenty foot sphere around the user. It can also heal two people. and effect two enemys at the same time.


Semblance Ability:

[Dust power, Tandem Semblance abilities, ect.]

Drawbacks: They can only use it for two posts at a time before taking a three post rest Till b rank. Then it is two posts with a one post rest. This semblance also inflicts half of what it heals in others onto the user. Even in terms of stat damage, (if it is a - and not a full drop. it will be marked as a - in brackets) This lasts till the users sleeps. Or is knocked unconsious. what ever is first.


approved  

Noble Negative J3T
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PostPosted: Sat Dec 30, 2017 9:02 pm

Username: narxfang

RPC Name: Narx Hellhorns

Rank: C (Due to Amnesia)

Current Class: Fighter

Semblance Name: Counter Aura

Semblance Description: Counter Aura is the name of Narx's semblance. It is an anti-aura ability that counteracts and cancels out all aura abilities within a certain range of him. It is a passive semblance that can be temporarily turned off on will. Though attacks will always trigger its return. Any ranged aura energy attacks fizzle out when within range of this ability. Likewise it prevents shape shifting and function of aura/dust dependent mechanical creations. This ability in essence forces you to fight the good ol fashioned way. Weapons that use dust can still be used, but only as the physical weapon. Dust itself even greys out within the field. No semblances, nothing work within it that isn't physical.

Semblance Ability:

D - At this level anything within 10 feet of him is cancelled out. This makes Narx particularly potent vs melee foes, but weak vs even mid ranged foes. Now even long ranged aura abilities will cancel out within 10 feet thus you will have to use physical long ranged and close ranged attacks to hit him. Unfortunately this ability is weak vs aura abilities that interact with physical objects, and since Narx is melee he's particular weak vs physical sniper attacks. He also has no aura advantage vs physical melee attacks.

C - Distance is increased to 20 feet. He now gains the ability to choose a single person/ally and allow their aura abilities to work even though all else is being cancelled. This allows him to do some minor teamwork. Additionally he gains the ability to use his aura shielding, etc within his semblance.
B - Distance is increased to 30 feet. He can now allow 2 people or allies to use their aura abilities when within his semblance's range.
A - Distance is increased to 40 feet. He can now allow 3 people or allies to use their aura abilities when within his semblance's range.
S - Distance is increased to 50 feet. At this range most long distance opponents are still safe. Meaning Narx remains weak to them, but completely negates close to mid range aura abilities. He can also allow any number of allies to use their abilities while within range of his semblance.

Drawbacks:


There are many drawbacks though. Firstly Narx is melee and thus he is particularly weak when out in the open to physical sniper, and other long ranged attacks. He has no Aura abilities himself, no shields, nothing. His own aura is cancelled out by his semblance. He also cannot sort out who's aura is cancelled and not cancelled at the first level making team fighting very difficult as he will cancel their abilities. He cannot wield shape shifting equipment as his semblances prevents them from working, so he is forced to use a regular weapons. Additionally if his semblance was activated while on some form of transportation it would deactivate the vessel. This could mean his Apache helicopter falls out of the sky, or his car stops working, etc. This could be deadly if triggered at the wrong time. It also means he is unable to use dust powered mechs, and other warcrafts while using his semblance.

 
PostPosted: Mon Jan 01, 2018 7:51 pm
narxfang

Username: narxfang

RPC Name: Narx Hellhorns

Rank: C (Due to Amnesia)

Current Class: Fighter

Semblance Name: Counter Aura

Semblance Description: Counter Aura is the name of Narx's semblance. It is an anti-aura ability that counteracts and cancels out all aura abilities within a certain range of him. It is a passive semblance that can be temporarily turned off on will. Though attacks will always trigger its return. Any ranged aura energy attacks fizzle out when within range of this ability. Likewise it prevents shape shifting and function of aura/dust dependent mechanical creations. This ability in essence forces you to fight the good ol fashioned way. Weapons that use dust can still be used, but only as the physical weapon. Dust itself even greys out within the field. No semblances, nothing work within it that isn't physical.

Semblance Ability:

D - At this level anything within 10 feet of him is cancelled out. This makes Narx particularly potent vs melee foes, but weak vs even mid ranged foes. Now even long ranged aura abilities will cancel out within 10 feet thus you will have to use physical long ranged and close ranged attacks to hit him. Unfortunately this ability is weak vs aura abilities that interact with physical objects, and since Narx is melee he's particular weak vs physical sniper attacks. He also has no aura advantage vs physical melee attacks.

C - Distance is increased to 20 feet. He now gains the ability to choose a single person/ally and allow their aura abilities to work even though all else is being cancelled. This allows him to do some minor teamwork. Additionally he gains the ability to use his aura shielding, etc within his semblance.
B - Distance is increased to 30 feet. He can now allow 2 people or allies to use their aura abilities when within his semblance's range.
A - Distance is increased to 40 feet. He can now allow 3 people or allies to use their aura abilities when within his semblance's range.
S - Distance is increased to 50 feet. At this range most long distance opponents are still safe. Meaning Narx remains weak to them, but completely negates close to mid range aura abilities. He can also allow any number of allies to use their abilities while within range of his semblance.

Drawbacks:


There are many drawbacks though. Firstly Narx is melee and thus he is particularly weak when out in the open to physical sniper, and other long ranged attacks. He has no Aura abilities himself, no shields, nothing. His own aura is cancelled out by his semblance. He also cannot sort out who's aura is cancelled and not cancelled at the first level making team fighting very difficult as he will cancel their abilities. He cannot wield shape shifting equipment as his semblances prevents them from working, so he is forced to use a regular weapons. Additionally if his semblance was activated while on some form of transportation it would deactivate the vessel. This could mean his Apache helicopter falls out of the sky, or his car stops working, etc. This could be deadly if triggered at the wrong time. It also means he is unable to use dust powered mechs, and other warcrafts while using his semblance.



Denied Aura cancellation is something thats not approvable for rpcs. really, one of the only things  

Noble Negative J3T
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PostPosted: Mon Jan 01, 2018 8:43 pm
Noble Negative J3T
narxfang

Username: narxfang

RPC Name: Narx Hellhorns

Rank: C (Due to Amnesia)

Current Class: Fighter

Semblance Name: Counter Aura

Semblance Description: Counter Aura is the name of Narx's semblance. It is an anti-aura ability that counteracts and cancels out all aura abilities within a certain range of him. It is a passive semblance that can be temporarily turned off on will. Though attacks will always trigger its return. Any ranged aura energy attacks fizzle out when within range of this ability. Likewise it prevents shape shifting and function of aura/dust dependent mechanical creations. This ability in essence forces you to fight the good ol fashioned way. Weapons that use dust can still be used, but only as the physical weapon. Dust itself even greys out within the field. No semblances, nothing work within it that isn't physical.

Semblance Ability:

D - At this level anything within 10 feet of him is cancelled out. This makes Narx particularly potent vs melee foes, but weak vs even mid ranged foes. Now even long ranged aura abilities will cancel out within 10 feet thus you will have to use physical long ranged and close ranged attacks to hit him. Unfortunately this ability is weak vs aura abilities that interact with physical objects, and since Narx is melee he's particular weak vs physical sniper attacks. He also has no aura advantage vs physical melee attacks.

C - Distance is increased to 20 feet. He now gains the ability to choose a single person/ally and allow their aura abilities to work even though all else is being cancelled. This allows him to do some minor teamwork. Additionally he gains the ability to use his aura shielding, etc within his semblance.
B - Distance is increased to 30 feet. He can now allow 2 people or allies to use their aura abilities when within his semblance's range.
A - Distance is increased to 40 feet. He can now allow 3 people or allies to use their aura abilities when within his semblance's range.
S - Distance is increased to 50 feet. At this range most long distance opponents are still safe. Meaning Narx remains weak to them, but completely negates close to mid range aura abilities. He can also allow any number of allies to use their abilities while within range of his semblance.

Drawbacks:


There are many drawbacks though. Firstly Narx is melee and thus he is particularly weak when out in the open to physical sniper, and other long ranged attacks. He has no Aura abilities himself, no shields, nothing. His own aura is cancelled out by his semblance. He also cannot sort out who's aura is cancelled and not cancelled at the first level making team fighting very difficult as he will cancel their abilities. He cannot wield shape shifting equipment as his semblances prevents them from working, so he is forced to use a regular weapons. Additionally if his semblance was activated while on some form of transportation it would deactivate the vessel. This could mean his Apache helicopter falls out of the sky, or his car stops working, etc. This could be deadly if triggered at the wrong time. It also means he is unable to use dust powered mechs, and other warcrafts while using his semblance.



Denied Aura cancellation is something thats not approvable for rpcs. really, one of the only things


You can delete this then and I'll post soon with my new one :]  
PostPosted: Mon Jan 01, 2018 9:16 pm
Noble Negative J3T
How about this one? Kinda cool, lots of setup. Basically Weiss Schnee inspired.


Username: narxfang

RPC Name: Narx Hellhorns

Rank: C (Due to Amnesia)

Current Class: Fighter

Semblance Name: Nosferatu Glyphs (This ability is a variation of Weiss Schnee but more drawbacks and a different twist).

Semblance Description: Nosferatu Glyphs - This is a Glyph summoning Semblance. Narx can summon black trap glyphs. When stepped on these glyphs latch onto an opponent like a bear trap except they don't do any damage. They instead absorbs aura energy from the person they are attached to and siphon this energy back to Narx or whatever he has summoned. Part of that energy goes to sustaining the traps so he doesn't get much energy from these, though the draining effect increases when a person gets more traps attached to them. These Glyphs can inhibit motion which is the only use they have against Grimm really as Grimm creatures do not have aura. These Glyphs if summoned with a particular kind of dust can have special qualities that get triggered with an attack. For example a lightning trap glyph could be created which would explode with lightning when triggered. The issue is Narx cannot trigger traps himself without attacking them and since he is melee this means he has to be up close to you in order to trigger them. At the greatest level these glyphs can conjure creatures like Weiss Schnee, the main different is she can summon them without any setup. Narx has to have trap glyphs currently on an enemy in order to do a summon. This is how his summons get their sustaining energy. Narx can only summon something that he has one of his traps on. He is limited to one summoning per attached trap as well. This means he cannot merely summon something at will, he has to set a trap up on something first. He does not have these summoning powers at lower levels of course.


Semblance Ability:

D - Summon up to 10 trap Glyphs per fight. They have to be on the ground only at this level.
C - Summon up to 20 trap Glyphs per fight. He can now place them on walls and other surfaces.
B - Summon up to 30 trap Glyphs per fight. He can now summon copies of things he has a trap on. He can now place aerial traps that float.
A - Summon up to 40 trap Glyphs per fight. He can now summon traps that shoot off when something passes by. They don't trigger nor do damage, this is just how they latch on like all the others.
S - Summon up to 50 trap Glyphs per fight. He can now summon full strength versions.

Drawbacks:
- These Glyphs are not invisible. Anyone can see them and walk around them. Narx would have to trick you to stepping on them or to touch them in some way. Also these traps don't work on Grimm since Grimm don't have aura, except to inhibit movement. These glyphs disappear from anyone who is knocked out, or has been completely drained of aura energy. Thus they cannot be used to track someone. These glyphs don't do damage if they are not infused with dust. Meaning if Narx runs out of dust he suddenly loses offensive power. Narx can only summon something that he has one of his traps on. He is limited to one summoning per attached trap as well. If Narx was knocked out he would heal off of the energy from the glyphs and then the glyphs disappear altogether.



 

narxfang

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PostPosted: Sat Jan 06, 2018 8:32 pm
Noble Negative J3T
x
 
PostPosted: Tue Jan 16, 2018 8:08 am
narxfang
Noble Negative J3T
How about this one? Kinda cool, lots of setup. Basically Weiss Schnee inspired.


Username: narxfang

RPC Name: Narx Hellhorns

Rank: C (Due to Amnesia)

Current Class: Fighter

Semblance Name: Nosferatu Glyphs (This ability is a variation of Weiss Schnee but more drawbacks and a different twist).

Semblance Description: Nosferatu Glyphs - This is a Glyph summoning Semblance. Narx can summon black trap glyphs. When stepped on these glyphs latch onto an opponent like a bear trap except they don't do any damage. They instead absorbs aura energy from the person they are attached to and siphon this energy back to Narx or whatever he has summoned. Part of that energy goes to sustaining the traps so he doesn't get much energy from these, though the draining effect increases when a person gets more traps attached to them. These Glyphs can inhibit motion which is the only use they have against Grimm really as Grimm creatures do not have aura. These Glyphs if summoned with a particular kind of dust can have special qualities that get triggered with an attack. For example a lightning trap glyph could be created which would explode with lightning when triggered. The issue is Narx cannot trigger traps himself without attacking them and since he is melee this means he has to be up close to you in order to trigger them. At the greatest level these glyphs can conjure creatures like Weiss Schnee, the main different is she can summon them without any setup. Narx has to have trap glyphs currently on an enemy in order to do a summon. This is how his summons get their sustaining energy. Narx can only summon something that he has one of his traps on. He is limited to one summoning per attached trap as well. This means he cannot merely summon something at will, he has to set a trap up on something first. He does not have these summoning powers at lower levels of course.


Semblance Ability:

D - Summon up to 10 trap Glyphs per fight. They have to be on the ground only at this level.
C - Summon up to 20 trap Glyphs per fight. He can now place them on walls and other surfaces.
B - Summon up to 30 trap Glyphs per fight. He can now summon copies of things he has a trap on. He can now place aerial traps that float.
A - Summon up to 40 trap Glyphs per fight. He can now summon traps that shoot off when something passes by. They don't trigger nor do damage, this is just how they latch on like all the others.
S - Summon up to 50 trap Glyphs per fight. He can now summon full strength versions.

Drawbacks:
- These Glyphs are not invisible. Anyone can see them and walk around them. Narx would have to trick you to stepping on them or to touch them in some way. Also these traps don't work on Grimm since Grimm don't have aura, except to inhibit movement. These glyphs disappear from anyone who is knocked out, or has been completely drained of aura energy. Thus they cannot be used to track someone. These glyphs don't do damage if they are not infused with dust. Meaning if Narx runs out of dust he suddenly loses offensive power. Narx can only summon something that he has one of his traps on. He is limited to one summoning per attached trap as well. If Narx was knocked out he would heal off of the energy from the glyphs and then the glyphs disappear altogether.





pics or didn't happen *approves*  

Noble Negative J3T
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