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    1. Psyrencalling 10 yrs ago

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Semblence
Arbiter
Arbiter affects both Yukihisa himself and Masamune. Masamune is empowered with the ability to erase Dust and turn them into effective black holes that drag in other Dust particles. Yukihisa has a passively heightened nervous system that can only be manipulated by himself. When he activates Arbiter, Yukihisa gains the ability to strike through anything. When used against biological targets, the attack can slash through Auras or shatter it under certain circumstances.
Be warned! You are about to here the ravings of a mad man! In my opinion, the only real problem I see with the semblance is the ability to cut through or shatter auras. I mean there are 4 types of enemies that we would usually fight: Grimm, White Fang, other human/faunus beings and other students. Three of those groups can have an aura: White Fang, other human/faunus, and the other students. I am assuming that using the semblance against a student, no matter how bad or sadistic they are, is a huge no no. By cutting through the students aura, you are creating an instant situation where the student is taking true physical damage. Especially in a sparring match, like the ones we are going through now, you would either have to not use the semblance at all or only use when you opponent is not in physical range. Now, lets move on to the White Fang and other human/faunus beings. I don't really see a problem with the semblance in this case, but I would like to believe that most Hunters/Huntresses aim to disable a opponent rather than give him/her a potential fatal wound. Of course there are cases where kill or die applies, but wouldn't that be few and very far between? In the end I think it really comes down to the numbers. You will probably only want to use a semblance that cuts through aura against the Grimm, and other human/faunus bad guys. Grimms you will want to use it 100% of the time, White Fang 30%-45%, and other human/faunus 20%-35%. All in all you will most likely only want to use your Arbiter 35%-45% of the time. I would rather use a semblance that doesn't cut through aura every battle than use a semblance that does less than half of the time. TL;DR I like the semblance and I like functionality, but those two just don't mix.
Maybe something along the lines of Dust YoYos instead of chakrams? Like, two giant bladed Yoyos with some kind of cord/rope/chain in between them. Throw them out for some acrobatic attacks and then recall them safely at your side. I'd imagine something like that would be extremely difficult to wield and require the user to be extremely skilled in acrobatic attacks and movements.
You could do something like that too. I just enjoy chakrams as weapons. I am going to keep thinking about it, but I think the most probable answer will have to inside a semblance of some sorts, kinda like Phyrra's.
Some cool ideas. I was thinking of Dust Chakrams a while ago. Kinda like my characters Deep Magic or Weiss' Myrtenaster, it doesn't have a secondary form. It does have a dust selection system built into it though. Just by pressing the button and flicking the wrist, the user could send a "wheel of dust" within the chakrams spinning. Another press of a button and the wheel stops and infuses the chakram with that selected type of dust. It would work perfect for CQB and you could throw it for good range potential. I never figured out how to return the chakrams after they were thrown though. I mean you could be like Captain America and just bounce it off of other items and have it return to you, but I'm sure there are other better ways to do it too.
Yay! That was a fun collab to do.
Hi guys! I'm one the aforementioned new players. I can't wait to get started.
Name: Merlin “Tarot” Taupe Age:17 Gender: Male Species: Human WeaponDeep Magic Deep Magic is a staff that has an orb surrounded by blade on top and narrows into a point on the bottom. There is a series of mechanism inside of Deep Magic that allows it to project and infuse itself with a variety of dust that is hidden through out the staff. Using a series of buttons near the middle of the staff, the user can empower Deep Magic with dust, Expel a wave of dust through the bottom of Deep Magic, or sling a balls of dust at enemies through the head of Deep Magic. Using the same buttons in the middle, the user can select what dust he wants to use. The selected color of dust is displayed by the colored glow that the orb and tipped bottom of Deep Magic project. Specialty:Mage/Scout Strengths: Agile High Dexterity Proficient with Staff weapons Fast (hands and feet) Proficient at throwing an assortment of objects. Highly intelligent Proficient Strategist and Tactician Semblance: Merlinian Runes Merlin can summon runes that appear on objects he is touching. These runes affect the object in specific ways depending on what runes were summoned. Up to 3 runes can be placed on any given object. The runes also take time to summon. A small item or area, the size of a playing card, takes a couple seconds to create 1 line of runes, but a large item or area could take a couple minutes to complete a full line of runes. Merlin can activate the runes anytime he pleases as long as the runes he wants to activate are within a 250-foot radius to him Types of Runes White Runes = Runes of Empowerment- These runes strengthen the utility of a single aspect of the object. An example is empowering the edge of a playing card to become as sharp as a knife, or increasing a baseball bats power when striking an object. Red Runes = Runes of Explosions- These runes, when activated, explode. The size of the explosion is dependant on the size of the area it is put on. Black Runes = Runes of Stillness- These runes, when activated, completely freeze an object in space for a short period of time*. This cannot be used on biological objects. An example is a playing card freezing mid air and staying in that position for a short period of time. Said card could be used as a platform to jump off of. Yellow Runes = Runes of Protection- These runes, when activated, create a barrier around the object or area affected for a short amount of time*. The barrier can be destroyed, but will absorb a great deal of force before breaking. The barrier can not move, but the affected object can enter and exit the barrier at will. Blue Runes = Runes of Freezing- These runes, when activated, freeze the surrounding area. The affected object freezes as well. The radius of freezing is dependent on the size of the affected object. An example would be a playing card would freeze a one foot radius while a fridge would freeze three or four feet outward. These runes cannot freeze biological object unless they are in direct contact of the affected object. * A short amount of time is equal to 30 seconds or less. Personality: Merlin doesn’t come to trust people easily, but he becomes a loyal friend when he does come to trust someone. The people that get to know him find him to be intelligent, calm, cool, collected, and kind. He wishes all of his friends to be in high hopes, even in the darkest of times, and will never leave them. Merlin prefers not to talk about his past, but never really refuses to inform others of his upbringings. He understands that past is what has shaped him into what he is today, but he is constantly haunted by it. Although his past haunts him so, he is a performer by heart and hides it well. Merlin, over the years of practicing under his father’s influence, has become somewhat of a social chameleon. He can “change” his personality into whatever he sees will fit the situation, but he only really uses the skill while he is performing. Merlin loves to entertain, and this shows often when he performs for the random people he meets. Even though he isn't the strongest or the best at hand to hand combat, he shows great confidence over his mastery with Deep Magic and his Semblance. Color:Taupe Emblem: Merlin's Emblem is a taupe sorcerers hat with five orbs surrounding it. Each orb is filled with a different color, the color of his runes, and are placed like the 5 points of a pentagram. Red is the top, White is the upper right, Black is the upper left, Yellow is the bottom right, and Blue is in the bottom left. Appearance: Merlin stands around 5’7” and is very well toned. He has long green hair, and his eyes are two separate colors. His right eye is red and his left is green. His upper torso and back are covered in scars of various length and sizes as well. Merlin is often seen wearing his signature black hooded cloak, and checkered arm warmers. He likes to wear an assortment of shirts and pants, but most often finds himself in a light brown T-shirt and black pants. When he wears his school uniform, he leaves his robe back at his dorm, but still wears his checkered arm warmers.
I sent a PM too! If a spot is still open of course.
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