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Xakarii
Member
USA
508 Posts |
Posted - 12/01/2009 : 12:37:55 AM
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| Umbrellas, fans and yo-yo's! |
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Itan
Member
32 Posts |
Posted - 12/01/2009 : 09:27:23 AM
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Horn-tips: like wing-tips but wearable only on horned body shapes, negates ability to wear other head equipment other than a skullcap or headband, could forge to add horned headbutt bypass. Inately provides head tech bonuses such as att/dam/def. Comes in three flavors, blunt (crush damage), Spiked (stab), and Sharp (cut).
I like the idea of the umbrella, it rains way too much, but maybe it should be made into a wide straw hat :D or just let forcefield spells deflect rain.
Epic eyepatch: Gives half-blind debuff when worn to reflect having only one eye. Adds eye armour and Evil Eye head tech, a mental damage attack based on ascend/power that acts as a 5 rank fear power, stacks with nightmare/roar. Epic to add mental/energy bypass, dual energy (one type only) damage, ascend/power, etc...
Garote Wire: Assassin Training weapon, crush damage choke from behind. Limited use beyond assassination attempts.
Boot Knife: Not a knife sheathed in the boot, a knife protruding from the tip. Changes kick tech damage to stab type, byass bonuses accordingly.
Boot Spike: See above, stab type.
Severed Tail: dds (raise, lift higher, slash down hard) tech on axes/swords, hack off an enemy's tail on crit. Different tails do different things. A demon spiked tail acts as mace weapon, venomous as a whip, bladed as a sword, wolf/fox can be attatched to a belt for dye-like bonuses. Rarities/Types generated as normal, even if taken from a PC.
Oh, and an ethereal robe would be nice. It's cold running around as a naked spirit.
------------------ Cin chats, 'I don't care, Itan fucking hurts!' |
Edited by - Itan on 12/01/2009 09:30:54 AM |
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Pygmalion
Member
USA
554 Posts |
Posted - 06/02/2009 : 02:47:10 AM
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This suggestion didnt get off the ground before because I kinda fucked it up so heres the revised version.
You examine an pair of iron pauldrons. ---------------------------------------------------------------------- A pauldron is a large spaulder, covering the armpit, and parts of the back and chest. It consists of a single large dome-shaped piece to cover the shoulder with multiple lamés attached to it to defend the arm and upper shoulder. ---------------------------------------------------------------------- Skill type : Improvised (no associated Mastery talent). Usage : Worn, or wielded as an improvised weapon, and may also be thrown. Size/reach : Adds three encumbrance, and has a melee reach of two feet. Material : Iron (80% durability). Techniques : 59 (0 mounted, 0 style-specific and 1 behind the scenes). ---------------------------------------------------------------------- Condition : One hundred and fifty (out of one hundred and fifty). Attack : +0 (+0, +0, +0 or +0 depending on condition). Defence : +0 (+0, +0, +0 or +0 depending on condition). Damage : +0 (+0, +0, +0 or +0 depending on condition). Cooldown : 4, 4, 5 or 5 seconds, depending on wielders encumbrance. Protects : Neck and arms. Soak/Absorb: 30%/5 cut, 20%/5 stab, 30%/5 crush and 0%/0 poison. Soak/Absorb: 5%/5 heat, 5%/5 cold, 0%/0 shock and 5%/5 mental. ----------------------------------------------------------------------
Something I noticed when I used eq. When you go full armour, you have a neck location for your collar. Thing is, knights didn't wear collars. Knights wore pauldrons. So to me, wearing a collar is kinda strange. Most of the time I go without one anyways, but if pauldrons were available, I might be more inclined to protect my neck. Spaulders are the same but have less soak and only protect the neck.
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Edited by - Pygmalion on 18/04/2009 08:02:54 AM |
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Xakarii
Member
USA
508 Posts |
Posted - 18/02/2009 : 9:48:37 PM
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Spauldrons and half-gauntlets would be cool as well.
Half-gauntlets would let you wear tiger claws too, doubling up on your hand armour.
http://www.morholt.be/armory/armsandlegs.htm |
Edited by - Xakarii on 18/02/2009 9:48:53 PM |
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Xakarii
Member
USA
508 Posts |
Posted - 17/04/2009 : 7:50:21 PM
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Off-hand magical items with active or passive magical affects to your main-hand or other buffs.
IE: Primal Fragment ---------------------------------------------------------------------- A shard of crystalline primal energy that you could wield to give you a defensive shield similar to force-field or use techniques with to create floating etheric shields, at the cost of 500sp, to significantly bump up your spell-soak, defence and/or protection. ---------------------------------------------------------------------- Skill type : Improvised (no associated Mastery talent). Usage : Worn, or wielded as an improvised weapon, but cannot be thrown. Size/reach : Adds 0 encumbrance, and has a melee reach of zero feet. Material : Primal Energy (100% durability). Techniques : ? (0 mounted, 0 style-specific and 0 behind the scenes). Special : Casts defensive shield when wielded. (modified by green magic) ---------------------------------------------------------------------- Condition : One hundred (out of one hundred). Attack : +0 (+0, +0, +0 or +0 depending on condition). Defence : +0 (+0, +0, +0 or +0 depending on condition). Damage : +0 (+0, +0, +0 or +0 depending on condition). Cooldown : 4, 4, 5 or 5 seconds, depending on wielders encumbrance.
You raise your primal fragment into the air and utter an incantation.
An etheric barrier from the void swirls and coalesces around you. (You lose 500 primal points)
Elemental Phylactery ---------------------------------------------------------------------- A small magical container filled with limitless elemental energy which can be discharged through a fist or weapon when wielded in your offhand. The phylactory is activated by using a technique to specify heat, cold, shock or crush and then using 'c' to charge your opposite hand. ---------------------------------------------------------------------- Skill type : Improvised (no associated Mastery talent). Usage : Worn, or wielded as an improvised weapon, but cannot be thrown. Size/reach : Adds 1 encumbrance, and has a melee reach of zero feet. Material : Diamond (95% durability). Techniques : 4 (0 mounted, 0 style-specific and 0 behind the scenes). Special : Casts defensive shield when wielded. (modified by green magic) ---------------------------------------------------------------------- Condition : One hundred (out of one hundred). Attack : +0 (+0, +0, +0 or +0 depending on condition). Defence : +0 (+0, +0, +0 or +0 depending on condition). Damage : +0 (+0, +0, +0 or +0 depending on condition). Cooldown : 4, 4, 5 or 5 seconds, depending on wielders encumbrance.
You draw the elemental phylactery from around your neck. ll You reach into the elemental phylactery and draw lightning to the surface.
lc You pour the elemental phylactery's contents onto your right gauntlet, infusing it with lightning.
Storm talons in a box anyone?
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Edited by - Xakarii on 23/04/2009 11:01:56 PM |
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Xakarii
Member
USA
508 Posts |
Posted - 17/04/2009 : 8:01:29 PM
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You examine anima mercury (epic offhand item) ---------------------------------------------------------------------- This magical, amorphous glove is made from mercury in a rare state known as quicksilver. If you are wielding a metal, non-epic weapon in your other hand this item becomes an exact duplicate of that one except for radiation and taint. If not, this item is a gauntlet that allows you to change its physical damage type based on the technique you specify - s for spiked, b for barbed or h for hammerfist. ---------------------------------------------------------------------- Skill type : Mythic Blade (Benefits from Mythic Blade Mastery). Usage : Worn, or wielded as an improvised weapon, but cannot be thrown. Size/reach : Adds 0 encumbrance, and has a melee reach of zero feet. Material : Quicksilver (99% durability). Techniques : 4 (0 mounted, 0 style-specific and 0 behind the scenes). Special : Adds hand-based soak as a gauntlet. ---------------------------------------------------------------------- Condition : Two hundred (out of two hundred). Attack : +0 (+0, +0, +0 or +0 depending on condition). Defence : +0 (+0, +0, +0 or +0 depending on condition). Damage : +0 (+0, +0, +0 or +0 depending on condition). Cooldown : 4, 4, 5 or 5 seconds, depending on wielders encumbrance. Protects : Hands. Soak/Absorb: 35%/0 cut, 35%/0 stab, 35%/0 crush and 0%/0 poison. Soak/Absorb: 5%/0 heat, 5%/0 cold, 5%/0 shock and 0%/0 mental. ----------------------------------------------------------------------
Radiation: 100 |
Edited by - Xakarii on 23/04/2009 11:58:37 PM |
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Jank E. Poo
Member
USA
132 Posts |
Posted - 19/04/2009 : 11:49:30 PM
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All of those powers sound baller! 
MOOOOOOOOOOOOOOOO! |
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Xakarii
Member
USA
508 Posts |
Posted - 22/04/2009 : 8:43:40 PM
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You examine a bag of tricks ---------------------------------------------------------------------- This rune-embroidered magic bag contains a swirling vortex of energy that can manifest in several ways. While sheathed you gain access to 'u', to draw an etheric knife from the bag which inflicts either dual stab/mental or dual cut/mental. While wielded grants access to several techniques including 'p' (purple mote), 'r' (red mote), 'b' (blue mote), 'y' (yellow mote), 'g' (green mote). When you manifest a mote within your bag of tricks, you may then use your opposite hand to throw it and cast a unique spell. Purple mote will teleport you and everyone within melee range to your destination target (range modified by purple magic), Red mote will cast Nova with heat burst on criticals, Blue mote will remove all wounds and cast normal rejuvenation, Yellow mote will repair all worn equipment and temporarily enhance the durability of worn items by 1/10th of your yellow magic skill, finally green mote will cast Forcefield, invisibility and detect invisibility simultaneously. ---------------------------------------------------------------------- Skill type : Improvised (no associated Mastery talent). Usage : Worn, or wielded as an improvised weapon, but cannot be thrown. Size/reach : Adds ten encumbrance, and has a melee reach of zero feet. Material : Cloth (10% durability). Techniques : 8 (0 mounted, 0 style-specific and 5 behind the scenes). Special : Adds hand-based techniques while sheathed, can be drawn from waist ---------------------------------------------------------------------- Condition : Two hundred (out of two hundred). Attack : +0 (+0, +0, +0 or +0 depending on condition). Defence : +0 (+0, +0, +0 or +0 depending on condition). Damage : +0 (+0, +0, +0 or +0 depending on condition). Cooldown : 5, 5, 5 or 5 seconds, depending on wielders encumbrance. ----------------------------------------------------------------------
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Jank E. Poo
Member
USA
132 Posts |
Posted - 22/04/2009 : 11:41:20 PM
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Haha! Nice! 
MOOOOOOOOOOOOOOOO! |
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Pygmalion
Member
USA
554 Posts |
Posted - 23/04/2009 : 6:15:18 PM
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quote: Originally posted by KaVir
I'm also not keen on the idea of general items that anyone can use that replicate the abilities of class powers.
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Xakarii
Member
USA
508 Posts |
Posted - 23/04/2009 : 11:00:08 PM
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You examine an endless bag of throwing weapons ---------------------------------------------------------------------- This rune-embroidered magic bag contains a swirling vortex of energy that can manifest in several ways. You may choose from either knife 'k', throwing axe 'x', rock 'r' or sand 's' while the bag is wielded. These weapons deal dual mental-stab/cut/crush and double-duration blindness respectively. While sheathed you gain access to 'u', to draw an etheric weapon from the bag. ---------------------------------------------------------------------- Skill type : Improvised (no associated Mastery talent). Usage : Worn, or wielded as an improvised weapon, but cannot be thrown. Size/reach : Adds ten encumbrance, and has a melee reach of zero feet. Material : Cloth (10% durability). Techniques : 6 (0 mounted, 0 style-specific and 3 behind the scenes). Special : Adds hand-based techniques while sheathed, can be drawn from waist ---------------------------------------------------------------------- Condition : One hundred (out of one hundred). Attack : +0 (+0, +0, +0 or +0 depending on condition). Defence : +0 (+0, +0, +0 or +0 depending on condition). Damage : +0 (+0, +0, +0 or +0 depending on condition). Cooldown : 5, 5, 5 or 5 seconds, depending on wielders encumbrance. ---------------------------------------------------------------------- |
Edited by - Xakarii on 23/04/2009 11:55:32 PM |
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Xakarii
Member
USA
508 Posts |
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