Merloo
SMKW God of the Wars
Posts: 5,486
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Post by Merloo on Feb 27, 2008 19:20:03 GMT -5
Okay, added Merlee's Divine Form. Might make anti-magic seem a bit bad for her. Also, I'm going to change weapons, and perhaps alternate power source a bit. It's in my third post, the Divine Form. That is all I'm adding to it, I think.
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Merloo
SMKW God of the Wars
Posts: 5,486
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Post by Merloo on Mar 1, 2008 4:43:05 GMT -5
Well, added Merlon and Merluvlee. They seem pretty good.
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Post by bulbmin on Mar 1, 2008 13:36:02 GMT -5
I love them. The forms, that is. They're really cool.
However, they might be a bit too powerful if they start out with all those powers. I mean, your Heroes in their normal form already have a lot of different powers.
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Merloo
SMKW God of the Wars
Posts: 5,486
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Post by Merloo on Mar 1, 2008 23:42:23 GMT -5
They won't start out with all of this. Probably just the passive abilities. Of course, the Legendary Weapon, since I'm changing them all, is what allows them to do the transformation, since normally Arcane and the other power source do not cooperate well. So, I think that them being able to do a bit wouldn't be so bad.
And I'm glad you like them. I plan on adding many forms between the two main ones. Such as, say, Avatar of Chronotempra for Merlee. Which is why I need the other two done, so I can finally add them.
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Merloo
SMKW God of the Wars
Posts: 5,486
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Post by Merloo on Mar 2, 2008 11:40:14 GMT -5
Merle is up. No comments on these guys?
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Merloo
SMKW God of the Wars
Posts: 5,486
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Post by Merloo on Mar 2, 2008 12:40:55 GMT -5
Madam Merlar is now up. Next comes the Artifact Sets for each of them.
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Merloo
SMKW God of the Wars
Posts: 5,486
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Post by Merloo on Mar 2, 2008 19:44:02 GMT -5
Finally updated to include everything the group can do without Artifacts that aren't the Pure Hearts.
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Merloo
SMKW God of the Wars
Posts: 5,486
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Post by Merloo on Apr 9, 2008 21:32:46 GMT -5
I need more advise. Give me advice.
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Merloo
SMKW God of the Wars
Posts: 5,486
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Post by Merloo on Jun 3, 2008 14:06:02 GMT -5
So I don't have to hunt for this. And please no deleting this. And any comments on this is still wanted.
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Post by vidguysteve on Jun 3, 2008 14:26:17 GMT -5
Would you like me to just move this to the Heroes Board?
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Merloo
SMKW God of the Wars
Posts: 5,486
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Post by Merloo on Jun 3, 2008 14:26:40 GMT -5
Well, okay. That works a lot more easily.
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Merloo
SMKW God of the Wars
Posts: 5,486
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Post by Merloo on Jun 12, 2008 17:15:23 GMT -5
A few changes. Nothing to major. Jewels are up (vidguy, think Richard), and I changed a weapon or two.
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Post by vidguysteve on Jun 12, 2008 20:20:58 GMT -5
Heh. I always just thought Richard was wearing bling. Didn't think it ever had any use.
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Merloo
SMKW God of the Wars
Posts: 5,486
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Post by Merloo on Jun 12, 2008 20:29:36 GMT -5
Mages always have back up plans. Of course it had a use. Knowing him, the robes are able to call forth demons if torn.
And the same goes for my group. Back up plans!
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Merloo
SMKW God of the Wars
Posts: 5,486
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Post by Merloo on Jun 18, 2008 1:00:37 GMT -5
The first set of 'original' forms, they belong to Merle, and are of the technological group. Despite how unique they may be, they are completely technological. All of the various forms have above average durability as well as physical skills, regardless of their designation of combat or support. As well, all of they are robotic programs and parts, which combine with Merle in order to make cyborgs.
Note that at this point I am just making the forms, and the active and passive abilities of the masks at this point are not done. Odd way to do this, I know. Also, while the inherent skill of the form may seem powerful, it is a hero level skill and is the sole ability of the form, aside from additional equipment and the base forms of the form, and as such I feel it is okay for the level of power they have. Some of them possess flight capabilities, and if they do, it's mentioned. The Shy Guy Masks/Pieces of the Compass
Zero, Mask of Sabotage
Role: Mechanical Destruction
Position: Front Line Air and Ground Combat
Inherent Skill~Oscillating Revolver: A powerful close-ranged blast designed to destroy mechanical enemies in one hit.
Inherent Equipment~Revolver Knuckle: A gauntlet designed for close-ranged combat, and that enhances the strength of Zero's IS.
Inherent Equipment~Mach Caliber: Allows the creation of Wing Road, a support ability that makes Zero capable of air combat. Wing Road is a brightly colored strip of energy that enhances Zero's and the allies speed while on it, and slows down enemies on it. The road extends 15 feet behind and 15 feet ahead of Zero, and Zero is able to change directions easily.
Uno, Mask of Leadership
Role: Intel Management and Development Assistance
Position: Leader
Inherent Skill~Flawless Secretary: A high performance system of data gathering and processing that is undetectable by conventional means.
Inherent Equipment~Energy Manipulator: Uno wears a glove that generates beams that stop certain powersources. Red beams stop Arcane, while Green stop Spirit. Orange stops Martial, Blue stops Technology. Yellow stops Divine, and Purple stops Psionics. Uno can make several beams, but they are only able to be generated up to 25 feet from one of the allied staff members.
Inherent Equipment: None
Due, Mask of Thieves
Role: Infiltration, Espionage and Assassination
Position: Undercover Agent
Inherent Skill~Liar's Mask: A shapeshifting tool that can fool physical and technological means of detection.
Inherent Equipment~Piercing Nail: A claw-shaped weapon equipped in Due's right hand.
Tre, Mask of Flight
Role: High-speed hand-to-hand combat-type
Position: Front Line Commander
Aerial Capacities: Strongest among the forms.
Inherent Skill~Ride Impulse: This form has 4 pairs of wings, one for each arm and leg. This allows the form to propel forward at high speeds.
Inherent Equipment~Impulse Blade: Tre is able to combine a pair of wings into a melee weapon, an energy blade.
Quattro, Mask of Illusions
Role: ECM (Electronic Countermeasures) and Illusionist
Position: Combat Information Control
Aerial Capabilities: Flight capable only, not meant for combat
Inherent Skill~Silver Curtain: An illusory tool capable of large scale performances. Uses vary from creating fake images to granting a small level of stealth. It works through the manipulation of electron waves, and as such can be used to influence machines as well.
Inherent Equipment~Silver Cape: A light-weight cape that grants this form stealth and protection from energy.
Cinque, Mask of Explosions
Role: Demolition
Position: Front Line Infiltrator
Inherent Skill~Rumble Detonator: This allows the form to infuse energy into metal and transform it into an explosive.
Inherent Equipment~Stinger: Throwing knives that are typically used for the IS. They are kept at the base and transfered via teleportation to this form.
Inherent Equipment~Shell Coat: A brown colored overcoat that grants physical and magical protection.
Sein, Mask of Infiltration
Role: Underground Recon
Position: Infiltration Unit
Inherent Skill~Deep Diver: This form is able to swim through inorganic objects as though they were water.
Inherent Equipment~Periscope Eye: While she can swim through objects, she can't actually see in them. As such, she uses one of the camera's on her finger in order to make her way around while swimming. This also allows her to disable locks.
Sette, Mask of Air
Role: Air Superiority
Position: Advanced Aerial Guard
Aerial Capabilities: Superior, second to Tre
Inherent Skill~Slaughter Arms: The ability to control the boomerang blades that Sette makes.
Inherent Equipment~Boomerang Blades: Boomerang-shaped blades that possess the ability to easily break through personal barriers. Up to four can be in use at once.
Otto, Mask of Beams
Role: Wide Area Bombardment
Position: Front Line Support and Logistics
Aerial Capabilities: Better than Quattro, but still poor
Inherent Skill~Ray Storm: A jade-colored energy is gathered at Otto's right hand and then shot at a target area. Combined with Otto's innate technical skills, it is quite destructive and perfectly capable of taking down targets located at multiple vectors.
Inherent Equipment~Stealth Jacket: The clothing protects from search and scanning powers and abilities.
Nove, Mask of Fighting
Role: Hand-to-hand Combat/Ground Superiority
Position: Front Line Aggressor
Inherent Skill~Breakliner: The ability to use Inherent Equipment to their fullest levels.
Inherent Equipment~Gun Knuckle: An artificial hand with an energy gun installed in it. It is able to fire energy bullets like a machine gun.
Inherent Equipment~Jet Edge: A pair of motorized roller blades attached at the legs, they have jet engines attached at the rear which ignite in order to increase Nove's speed and kicking power.
Dieci, Mask of Artillery
Role: Artillery Bombardment
Position: Rear Support
Inherent Skill~Heavy Barrel: A state of the art visual scanning system that supply Dieci with a high-level accuracy for long-range snipping shots.
Inherent Equipment~Enormous Cannon: A large, portable cannon that is capable of changing sizes. It is capable of firing various types of ammo with incredible power.
Wendi, Mask of Support
Role: Material Transport
Position: Frontline/Rear Vanguard
Aerial Capabilities: Limited
Inherent Skill~Aerial Rave: This allows the Initial Equipment to be used to it's full potential.
Inherent Equipment~Riding Board: A large-sized plate that can be used either as a firing weapon, a shield or a transportation means. Used as a firing weapon, it may shoot direct, guided or reactive explosive projectiles. As a shield, it has enough size to provide cover for a person of average height. As transportation means, it turns into a surfboard with flying capacities. For the sake of the transportation of materials, a trunk can be attached to its rear.
Deed, Mask of Combat
Role: Air and Ground Combat Auxiliary
Position: Front Line Aggressor
Aerial Capabilities: Above Average
Inherent Skill/Equipment~Twin Blades: Two energy blades that Deed is able to remake when damaged. Being able to use them to their full potential is the IS of this form as well.
Lutecia, Mask of Support
Role: Medic
Position: Back Line Support
Aerial Capabilities: Above Average
Inherent Skill~Mecha Aid: Lutecia is able to summon numerous tiny insectoid robots. They fly until they encounter a robot. When they encounter one, if it is an ally, they heal it and boost it's capabilities. If it is an enemy, they take it over and make it work for Lutecia, although doing this overworks the robot, and causes it to burn out quickly.
Inherent Equipment~Asclepius: Lutecia wears two gloves that have a large purple gem on the back of the gloves. The gems allow Lutecia to make barriers and forcefields around herself as well as allowing her to teleport away.
That's it for now. I have 14 planned, with a variety of skills. Tell me what you think.
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