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Demetri Malius

#1
Name: Demetri Malius
Spent OM: 24,200
Consumed OM: 4300
Proficiencies: (3600); Ranged Proficiency (1000), Physical Strength(1000), Debuff Proficiency(1000), Area Attack(600)
Powers: (7900); Basic Enhanced Senses (1400), Insight (1600), Master Acrobat(400), Stealth(1200), Suppression (1000), Foresight(1500), Burst Movement(800)
Moves: (3600);  Chains(600, Blade), Deception(300), Swordbreaker(300), Pickpocket(900) , Cybernetic Buckler(300), Pulse(600), Chainsaw(600)

Satchel Items: Crossbow
Items stored in Base: Victor's Twin Daggers, Shay's Dual Flintlock Pistols, Yu Kanda's Sword

Super Moves(600): Split Tactics (600,Utility)
Transformations(3500): Synergy(T2 Powerup), Combat Mode(Alt Form)
Assists:
Items: Mobile Dataverse Device, Communicator, Medal! (2)
Artefacts:
Bases: Camelot(1000) -Thieve's Guild with Dataverse Uplink (1000) and Recall Station(1000)
Unlocks(1000): Stat Upgrade(1000)
Base stats:(+1 Upgrade)
ATK: 1| 3 (+0)
DEF: 0| 2 (+0)
SPD: 5| 3 (+5)
TEC: 5| 3 (+5)

Quote:
PvP FLAG: GREEN
I won't mind if you attack my character or base with little to no warning!
All warfare is based on deception.
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#3
Moves

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Pick-pocket(900, requires Physical Strength, Debuff + item's proficients)
Demetri is able to steal weapons off of unsuspecting enemies and store them in pockets in his satchel. In order to use the weapon or defense, Demetri needs to have any and all proficients required for the item, but if not then he can only use the item as a simple projectile. Any items that Demetri steals and uses lose some of their power and durability, meaning that they are only useful for a few uses, depending on the item(incidental weapons). Once fully used, they shatter and reform in the hands of whoever the item was taken from, however the owner may choose to summon the item again beforehand. This does not affect the copy that Demetri stole. These can vary widely from swords to guns, and shields, but only applies to physical items. If Demetri is able to snag a projectile, mid-air, he can store those as well, and can stack up to ten in one pocket. For example, Demetri can't take a fireball, because it's made from the user, and not something that you can just hold and save for later. However, he can take a sword and use it to slice an enemy or parry an attack. Every item he carries gradually slows him down, with a weapon being heavier the more powerful it is(Based on cost and summon time). Does not apply to super moves, artifacts, or consumables.

Swordbreaker(300, requires Physical Strength) This dagger-like tool takes three seconds to summon and can be used to parry most melee attacks and leave the enemy open for a counterattack. It is held in Demetri's off-hand and restricts chain use on that side. It can deflect a number of light physical attacks, but is close to useless if the blade or weapon does not have a side less than an inch wide. For more energetic attacks, the blade is less durable, and although effective at first, becoming close to useless as it parries more attacks.

Pulse(600, Area attack, Ranged, Debuff) This move uses the cybernetic armor that comprises IRIS on Demetri's body, allowing her to aide Demetri in battle. This move functions in two ways. Firstly, with a three-second charge, while Demetri is moving at a walking pace or slower, IRIS can emit a light pulse that pushes out projectiles and pushes back enemies within 10 feet of Demetri. If the enemy is shielded or expecting the attack, they can easily avoid being startled or set off balance, though weaker and unsuspecting enemies can be knocked off their feet or stumble, leaving an opening for Demetri to hit them. The second use is more direct, as Demetri must have a free hand, charging the attack for seven seconds before he can fire, affecting a small 20 degrees cone for up to 20 feet, knocking even shielding enemies off balance slightly from the force, and launching weaker enemies back enough to where it can damage them if they hit a wall. Using it in this manner also requires a steady stance or he risks being knocked back from the force. Both moves are quite taxing on Demetri's body if used more than every thirty seconds or so since IRIS would drain Demetri's energy too quickly. If Demetri is hit while IRIS is charging either attack, she loses some of the energy she reserved for the attack, resulting in a delayed charge time, usually a second or so depending on how much damage was taken.

Deception(300 Requires Stealth) Demetri summons an exact clone in his place as he fades and leaves the clone behind. Demetri is able to move about freely. The clone continues whatever action Demetri was in the middle of, and continues with a specified move set. This starts as soon as the clone is created, which begins with the clone dodging or defending against any immediate attacks. Once it is no longer being attacked, the clone closes in for an attack of its own. The clone has up to five seconds to do so, but can be defeated before its timer is up, as it can only withstand one solid hit. If it lands its attack, its essence disperses, causing no harm to its opponent. When the clone vanishes, Demetri's stealth then breaks, no matter his position. Any attack Demetri makes while the clone is active deactivated the clone. This move is meant to create an opening for Demetri to attack his opponent.

Chains(300 Requires Ranged Proficiency, Master Acrobat)
On each arm, Demetri has a device that is able to shoot out chains, each of which is able to have a different weapon attached to its end. The chains are retractable and take ten seconds to generate while in their holders, moving or not moving, and once functional, can be instantly shot out. They have a reach of ten meters but become less effective when his target gets closer than a meter. When the chains are damaged or destroyed, they must retreat back into their mechanism for repairs before they can be fully functional again. The time spent repairing is proportional to the damage given to the chains. Minor damage takes a few seconds to repair, heavy damage can take up seven, and the full ten if the chains are completely destroyed. With acrobatic skills, the chains can be used as a tool for maneuverability and mobility, allowing him to grasp or hook onto his surroundings(dependent on attachment), and give himself a boost in speed and mobility, as well as an extra force in attacks. Demetri can also grasp objects and people with his chains and pull them towards him. However, grasping foes with the chains pose a risk, as they can also use the chain to pull him before he gets the chance to pull them in.

Attachments:
Blade(300, Requires Ranged Proficiency) - Default attachment for chains. The Blade attachment is a thin one-inch wide blade that sharpens to a point. Primary uses include grappling objects and edges of buildings and poles but is useless for scaling up flat building or walls with nothing to grasp. Best used for maneuverability and speed, as it causes minor damage.


Cybernetic Buckler(300,Physical Strength, Chains) This combination of IRIS and Demetri's skill-sets combine his chains with his secondaries tightly bonded cybernetic material, allowing his chains to become a small reinforced circular shield that can block a variety of attacks. This takes around five seconds to properly form, even in motion, and once the shield breaks, it shatters the reinforced chains, forcing them to retreat and regenerate before it can be used again. The shield can sustain a fair amount of damage, though it only covers two feet in diameter, and it not large enough to block wide or area affecting attacks. Although standing still would give Demetri more stability with the shield, he is able to move freely and attack with his other hand.

Chainsaw(600, Chains)Though not as bulky and loud as its more realistic counterpart, this blade is quite deadly. Using Demetri's chains, this Cutlass-like weapon is able to have a moving edge that can grind through most material after extended contact, though just like his other weapons, this chain can break. Fortunately, the base blade is much stronger than the chains, meaning that it is much more durable and able to be used by itself, but the chains cannot reattach unless Demetri takes the time out of battle to do so or he resummons the blade. The blade takes five seconds to summon. The blade is two inches wide at the hilt and shortens a it at the end, weighing about three pounds, but the chains add an extra inch to the width of the blade, as well as making it a bit heavier.

Super Moves

Split Tactics(Tier 1 Utility Supermove - 600)
By focusing on his own essence for ten seconds, not taking any time to attack or defend(but can still move), Demetri can split his presence into 5 different bodies(including himself) for up to 30 seconds. These clones are used to co fuse the enemy and allow follow up attacks or allow Demetri to escape. The clones are either aggressive or defensive. If defensive, they will all attempt to leave their pursuer's sight, prioritizing mobility above all else. This forces enemies to gamble on a clone in order to catch the thief, or allow him to gain a head start in his escape. If aggressive, clones will swarm enemies, but not directly attack. They also have little durability, and can be destroyed with a well-placed strike.

Transformations:

Combat Mode(Alt form):

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Iris takes over Demetri's weaponry and armor, distributing his stats more evenly for combat. She goes from having a blue glow to a red glow.(11 stats total, +1 from stat increase)

ATK: 3
DEF: 2
SPD: 3
TEC: 3

(as a side note, Demetri's chains and weapons go from being metallic and medieval to energy like weapons, though it doesn't affect their uses)


Synergy(Tier 2 Power up):
IRIS integrates with Demetri and greatly increases his speed and tech, giving his razor sharp reflexes and making it easier to escape his foes.

[Image: 4014383419c52a8fa090cfc1ebd8a538.jpg]

ATK: -
DEF: -
SPD: +5
TEC: +5
All warfare is based on deception.
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#4
Information

The following is current information that Demetri has found out about each character.




Quote:Prime Name: DoomGuy
Relationship: Not met
Status: Last known location to be Costa del Sol, Vasty deep
Abilities: Unkown
Weapons: Uknown
Distinguishing Features: Wears some type of armor, I know little else.
Notes: Won second place in an event called Dante's Abyss. This means that the man is very resourceful, or has great allies. Caution should be used when approaching or stealing from them.

Quote:Prime Name: Nelaaphh, also known as Headmaster from my time in the Institute. (primordialPersistance)
Relationship: Ally
Status: Last seen in the Endless Dunes, after the fall of Nippur.
Abilities: Psychic and Telekinetic abilities. Can only be described as "God-like".
Weapons: None other than his mind.
Distinguishing Features: Three green eyes on what can be assumed to be his face. Rather mysterious.
Notes: Nealaphh is the Headmaster of the Institute, an organization I was a part of for some time. Although I no longer have direct ties to it, I am willing to help their cause in whatever way I can.

Quote:Prime Name: Cat
Relationship: Acquaintance
Status: Last seen in Costa del Sol, Vasty Deep
Abilities: Some kind of defensive bubble that can block attacks. She also appears to have untapped healing potential.
Weapons: None
Distinguishing Features: Bright pink hair, no idea why.
Notes: She seems rather unskilled and childish, but Nealaphh seemed to be able to care for her. Have not seen her recently.

Quote:Prime Name: Hyphen
Relationship: None
Status: Dead
Abilities: Unknown
Weapons: Unknown
Distinguishing Features: None that matter.
Notes: Hyphen appeared to explode in a burst of omnilium at the Nexus, it appeared she no longer "interested" the Smiling One. Is this what happens to primes who lose his interest/ I suppose I must be sure to keep busy.

Quote:Prime Name: John Connor
Relationship: None.
Status: Most likely dead.
Abilities: Uknown
Weapons: A rifle of some sort and an explosive, all seen while he was at the fountain
Distinguishing Features: Large scars on his face. no doubt a man of war.
Notes: The man has completely gone off the radar, I have had IRIS run checks on the dataverse,  and his data is completely gone. Another victim of the Smiling One's boredom?

Quote:Prime Name: Colonel
Relationship: Ally
Status: Last Seen in Ashen Steppes, near Bowser's Castle.
Abilities: Mechanical strength and agility could easily outmatch my old world self.
Weapons: An adaptable arm that can shift into different weaponry, quite the sight. Certainly an advanced fighter.
Distinguishing Features: One functioning arm, as well as an obvious cyborg or android.
Notes: Vice Dean of Security. No doubt a force to be reckoned with. We were not in each other's presence for long, but due to his ties to the Institute, I suppose I can consider him an ally.

Quote:Prime Name: Zack Fair
Relationship: None
Status: Last seen in Ashen Steppes, near Bowser's Castle.
Abilities: High agility and increased power
Weapons: A rather large-looking sword. Could probably cleave me in half.
Distinguishing Features: The sword.
Notes: Horrible driver.

Quote:Prime Name: Miranda Frost
Relationship: None
Status: Last seen in Ashen Steppes, near Bowser's Castle.
Abilities: increased jump distance and ability to detect others.
Weapons: None
Distinguishing Features: She has a rather... interesting condition. She uses some metal mechanisms in place of missing body parts.
Notes: There is something about that eye...

Quote:Prime Name: Victor Wolfe
Relationship: Neutral
Status: Last seen killed in the fall of Nippur.
Abilities: Stealth and increased speed.
Weapons: Two magnificent looking daggers. I must say I enjoy how they look in my satchel.
Distinguishing Features: None.
Notes: I have both fought against and with the assassin, so I am uncertain of our terms. His last deed was rather amiable, however, I know not to trust those like him, but he is in the Institute, as well as New Babylon. We shall see what the future holds.

Quote:Prime Name: Sasuke Uchiha
Relationship: Neutral
Status: Last seen in Nippur, before its fall.
Abilities: Increased movement, and fire magic.
Weapons: None.
Distinguishing Features: An interesting headband, most likely with some significance.
Notes: A strong leader, and I don't believe we are on great terms. I should be cautious. A higher ranked member of New Babylon


Quote:Prime Name: Erik Vrell
Relationship: Neutral
Status: Last seen killed in the fall of Nippur.
Abilities: Some kind of purple magic. Slow to cast but heavy hitting.
Weapons: A longsword, no unique abilities
Distinguishing Features: None
Notes: He seems rather new to the faction of New Babylon.

Quote:Prime Name: Shay Cormac
Relationship: Neutral
Status: Last seen severely injured in the fall of Nippur.
Abilities: Similar to mine, though not as refined.
Weapons: A sword and dagger, as well as some flintlock pistols. I have managed to get my hands on the pistols. They have a unique design.
Distinguishing Features: None
Notes: A member of New Babylon.

Quote:Prime Name: Jade Harley
Relationship: Fair
Status: last revealed location to be Camelot, present on Dataverse.
Abilities: Unknown.
Weapons: Unknown.
Distinguishing Features: Unknown
Notes: Jade seems rather friendly through our conversations on the dataverse, as she is rather peaceful, a change in many of those that I have met.

Quote:Prime Name: Gilgamesh
Relationship: Neutral
Status: Unknown, last seen before the fall of Nippur
Abilities: Is able to summon swords out of thin air, a remarking ability.
Weapons: Able to wield any of the words he summons.
Distinguishing Features: A King that demands compliance. The worst kind.
Notes: Leader of New Babylon was to be sentenced by him moments before the events that led to the fall of Nippur.

Quote:Prime Name:
Relationship:
Status:
Abilities:
Weapons:
Distinguishing Features:
Notes:
All warfare is based on deception.
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#5
Iris

Full name: Intelligent Robotic Infiltration Strategist

Status: Secondary

Basic Information: I.R.I.S (Intelligent Robotic Infiltration Specialist) is an android of female appearance created for reconnaissance and intel gathering. In appearance, IRIS stands at 5'6", having light skin that shows lines that give away the fact that she is an android. This is apparent on her entire body. Her hair comes down a bit past her shoulders and is starch white, as well as synthetic. She has downturned eyes highlighted by straight brows and a soft face, showing soft round cheeks and an upturned nose. She has average sized breasts and a small rear both of which can open as storage compartments.

In addition, her chest and skin lines glow a soft, deep blue, humming and slowly pulsating with life. Her arms are equipped with weapon compartments for defense, providing her with a sword, whip, shield, and shard cannon that all spark with her blue energy.

Personality-wise, she is witty and sarcastic, teasing those around her as she frolics about carefree. She tends to be easygoing and curious, especially with biological species, as she finds their habits and functions interesting and unique. She tends to cling to people she admires or has interest in, following along until she becomes bored. When she is threatened, she becomes more jarring and dark-humored, taking on an aggressive personality. When this happens, her glow beneath her structure will slowly transition to red, in contrast to her regular blue.

Stats:
ATK: 2
DEF: 3
SPD: 3
TEC: 3

Starting Proficiencies:Physical Strength, Ranged Proficiency, Area Attack, Area Defense, Debuff

Starting Powers:Basic Super Jumping, Burst Movement, Master Acrobat, Basic Fusion, Symbiosis, Basic Enhanced Senses, Insight, Survival

Starting Moves:

Pulse(Area attack, Ranged, Debuff) This move functions in two ways. Firstly, with a three-second charge, while Irisis moving at a walking pace or slower, she can emit a light pulse that pushes out projectiles and pushes back enemies within 10 feet of her. If the enemy is shielded or expecting the attack, they can easily avoid being startled or set off balance, though weaker and unsuspecting enemies can be knocked off their feet or stumble, leaving an opening for Iris to hit them. The second use is more direct, as Iris must have a free hand, charging the attack for seven seconds before she can fire, affecting a small 20 degrees cone for up to 20 feet, knocking even shielding enemies off balance slightly from the force, and launching weaker enemies back enough to where it can damage them if they hit a wall. Using it in this manner also requires a steady stance or she risks being knocked back from the force. Both moves are quite taxing on Iris if used multiple times too quickly. If Iris is hit while charging either attack, she loses some of the energy she reserved for the attack, resulting in a delayed charge time, usually a second or so depending on how much damage was taken.

Energy Sword(Physical Strength) Iris is able to dispatch an energy sword from her arm. This blade is one meter long and about a three inches wide at its base. It takes about two seconds to dispatch or retract from her arm and can be swung as fast as she can swing her arm. Takes five seconds to regenerate this weapon when broken.

Energy Shield(Area Defense) Iris is able to brace her arm in front of her and summon a shield that is about two meters tall by about a half meter wide. This takes about one second, but after summoning, Iris suffers a major speed and mobility decrease. The shield can sustain a decent amount of damage before being broken, and once it is, must take 30 seconds to fully regenerate before being able to be summoned again.This move can be used with other moves.

Energy Whip(Physical Strength, Ranged, Debuff) Iris can take two seconds to summon a whip of blue energy to her arm. This whip can  reach up to three meters and grab onto enemies and objects, dealing a slow damage over time effect to those grappled. When broken, this whip takes ten seconds to regenerate.

Energy Shard Cannon(Ranged, Area attack)Iris can create a hand cannon out of her arm for longer ranged battles. This weapon takes three seconds to summon and can fire at a default rate of twenty times per second, sending small shard of energy towards an opponent up to 10 meters away, dealing constant low damage. Five seconds of consecutive fire requires a one second cooldown. Iris can take two seconds longer to change the mode of this weapon.

Shotgun Spread:Wwith a two seconds in between shots, they spread out in a cone up to five meters away and one meter wide. This deals heavy damage, but must reload for five seconds after five shots.

Rifle: Another mode is an assault rifle with a range of about 50 meters, shooting three times per second and can fire up to 30 rounds before needing five seconds to recharge.

Sniper: This takes five seconds to fully charge one shot that can fire up to 100 meters. This is a single shot rifle that takes ten seconds to reload the chamber, which stacks with the five second charge time. A single shot from this can cause heavy damage, but requires Iris to be completely stationary for the charge time.
All warfare is based on deception.
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#6
Finneas

Full name: Finneas Parlance

Source: Original

Status: Secondary

[Image: ofpq9j.gif]

Basic Information: Finneas is a timid yet curious soul, anxious about what lies beyond his knowledge with fear and excitement. Cool-headed and taking on a logical approach to situations that require his touch, Finneas excels at tackling his problems and finding new solutions. In his excitement he can be rash and daring, but when relaxed he lived in an organized and routine lifestyle. He appreciates the understanding of others and hopes to discover new knowledge that he may share with others. Being well-mannered and introverted, he does not find overbearing or competitive personalities to be appealing, preferring instead to converse with a select few others he has found to be trustworthy.

When not threatened, Finneas seems to always be on the lookout for new information, and regularly carries a notebook and writing utensil with him, and takes any chance he can to write in it, as he creates his own grimoires and encyclopedias. He tends to dislike too much routine or familiarity but can appreciate such things after long days of experimenting. He avoids confrontation when he can but will stand up for his morals if threatened. Finneas will keep to himself unless others intervene with his goals or interact to aid him unless it is a close friend of his. Finneas does not tolerate most negativity and will distance himself from it when presented to him.

When in battle, Finneas is quick thinking and defensive, usually attempting to decapitate his attackers instead of killing them outright. He will often feign being more aggressive than he is willing to be in order to get someone to back down but can be overpowered if his opponent holds no fear or morals. He is caring about others and willing to protect innocents if they are in danger.

Finneas uses alchemy and magic in order to defend himself, being very proficient in specifically fire and ice elements.

Stats:
ATK: 3
DEF: 1
SPD: 3
TEC: 4

Starting Proficiencies: Ranged Proficiency, Area Attack, Debuff, Remote Control, Ranged Materialize

Starting Powers: None

Starting Moves:

Fire and Ice Magic Runes(Ranged, Area Attack, Debuff, Remote Control)
Finneas has taken the time to master these two elements in effective ways. Usually, he can easily create fire by activating the runes he has on each hand, allowing him to manipulate each element to basic degrees. If Finneas takes ten seconds to brew a potion and drink it, one of the two elements are buffed with extra effects for 30 seconds. He must move slowly and not take damage while brewing his alchemical buff.

Flames/Ice: A simple one handed spell finneas can instantly cast up to a range of three meters. They spread out to about a meter wide cone at that range and cause debilitating effects. Finneas must concentrate and aim this spell continuously, causing burns with his fire or freezing with his ice. Buffs increase the range by double.

Firebolt/Icebolt: An adept one-handed spell Finneas can cast to a range of 50 meters, they travel at the speed of an arrow. Finneas must charge one hand for three seconds. Firebolts catch the enemy on fire for a few seconds while ice makes them move slower. Buff brews cause the firebolts to explode in a meter radius on contact while the ice bolts freeze a target area about a foot wide.

Cloak of Flames/Ice: An apprentice level one handed spell in which Finneas takes five seconds to cast a cloak of fire or ice on himself. Any enemies that come within a meter of Finneas take damage over time, with fire dealing more damage while ice slows them down. Under buffs, when an enemy is in the effect for five seconds, an explosion of the element occurs causing either a fiery explosion or a quick spread of ice. Finneas is not susceptible to these effects.

Firestorm/Blizzard: Staying still and concentrating for about ten seconds, Finneas can summon an expert two-handed spell that creates a large area of concentrated damage. From the point Finneas summons this to about 5 meters in radius, enemies take intense damage and increased effects from each element. If interrupted, Finneas must start the summoning process over again but can forego this with the alchemical buff.
All warfare is based on deception.
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#7
Gabriella

Full name: Gabriella Shales

Status: Secondary

Basic Information: Gabriella is a female undead with an insatiable bloodlust. She is aggressive and brash, usually fighting her way through anything that is in her way. Weapons are her children and the thought of spilled blood excites her. With no issues taking control of a situation, she can quickly overpower others or take the leading position of a group. She speaks what's on her mind, setting aside any pleasantries and getting straight to the point.

Gabby stands at 5' 8" with slightly greyish tanned skin. She is fit and slightly muscular, showing her strength despite no longer living. Her face shows soft, yet sunken cheeks, with a roman nose. Her greyed lips still show fullness, her eyes almond shaped, and arched eyebrows. Her hair is thin and dark but flows down her back to her waist. She has a slightly above-average bust with an average rear. For clothing, she tends to be very minimalist, usually wearing a tank top and jeans, sometimes along with an open jacket.

As far as weaponry, Gabriella tends to use whatever she can scavenge or find but holds onto a select few weapons of choice. One is the ax that she uses for close quarters combat, while for ranged she carries a shotgun with sparse ammo, as well as a handgun that is more supply. Everything else that she picks up is fair game to her.

Stats:
ATK: 4
DEF: 2
SPD: 4
TEC: 1

Starting Proficiencies:Physical Strength, Ranged Proficiency, Area Attack

Starting Powers:Basic Super Jumping, Burst Movement, Survival, Advanced Regeneration

Starting Moves:

Ax(Physical Strength, Ranged) Gabriella’s trustworthy ax. She uses this when she wants to be up close and personal, which is most of the time. Though it it meant to be held with two hands, Gabriella can hold it with one with less accuracy and speed. It deals a moderate amount of damage, being bulky but easier to swing for her with her enhanced strength. If she so wishes, she can throw this ax with two hands up to five meters.

M9 Handguns(Ranged)
A pair of lightweight handguns that Gabby uses for larger groups or ranged battles. They have a range of about 50 meters of efficient light damage before falling off drastically, and each can be fired accurately at a rate one per second. Each one has a clip of 15 rounds, and gabby carries about ten spare clips with her at all times.

Pump Shotgun(Ranged, Area attack) Gabby’s most available big gun. Granted, others may have more, but for gabby, shredding things with this baby is pretty satisfying. It has a ten round magazine with it taking about a second for her to pump and aim the next shot. She carries a full clip of each type of round for it, which is as follows:

Slug: A precise and longer ranged shot that deals heavy damage if it hits, but can be hard to aim. Has a accurate range of about 20 meters before quickly falling off in accuracy and damage.

Buckshot: Has a range of about ten meters, dealing heavy damage over an area about a meter wide.

Birdshot: A very wide range shot that spreads pellets in a area about two meters wide at about   five meters. Deals medium damage.
All warfare is based on deception.
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