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Michael's Hunting Kit(wip)
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Michael's Hunting Kit(wip)
All gear >5 is only available to Michael in his hunter form. It is constructed magically during the transformation.
Michael can use his sword runes even if the sword is in it's scabbard.
Name:Elterion the God Blade
Abilities:
Holds all of Michael's powers. If he loses it then he's done for.(Rp)
Fly into Michael's hand from absolutely anywhere when he calls upon it.
Disappear from someones hand if their not the current wielder and back onto the area of ground where they picked it up from.
Damage Superhuman's
Michael can move it with his mind basically levitation.
This sword is NOT made from metal, it is constructed of solid energy.
Range for levitation: Line of sight
Range for callback: Anywhere
Description:
Refer to app for back story.
INT Allocation:8
Name:Rune of Legends: Asgard
Abilities:
Summon thunder clouds and blast the target with lighting.
Shoot the lighting from his hands instead.
1-3 post Dur
2-6 post cooldown
x2 the duration it lasted for cooldown.
Range: 76 ft
Description:
When this power is activated a rune carved right under his left eye begins to glow with a pulsing blue light. His hands then also begin to give off the same energy. If he releases it though, a huge blast of yellow lighting will be shot from his hands.
INT Allocation:7
Name:Rune of Manipulation: Telekinesis
Abilities:
Move things that anyone up to lvl 7 str would be able to.
1-3 duration
2-6 cool down
x2 the duration for cool down.
Range: 100-200 ft or line of sight
Description:
Carved into his flesh Michael's left shoulder holds what looks like a tattoo of a hand, he uses this towards multiple purposes both offensive, defensive and sometime even mundane.
INT Allocation:7
Name:Rune of Legends: Hydra
Abilities:
Tentacles erupt from Michael's finger tips and branch off into multiple other snake like heads. They can be used to ensnare or throw opponents and items. The snakes can either stay connected to his fingers and be used to move things. Or they can detach and wrap around an opponent.
Dur: 1-2 post
Cooldown: 4 post
Equal to lvl 6 Str
Range:100 ft
Description:
Upon activation multiple runes carved into Michael's finger tips begin to glow bright purple. The hands are soon consumed by a faint black aura from this point the snakes can then be unleashed.
Range: Short it can reach across a small room that's it.
INT Allocation:6 Occ
Name:Rune of Hell: Blood Rain
Abilities:
Causes blood to rain from the sky, the blood can be frozen in the air to produce needle like hail. Or it can be used as a scare tactic.
Dur:3 blood rain
Dur:2 hail rain
Cool Down:5 post
Range: It only effects the general area around him. Max one hundred feet.
Description:
Upon activation one of the runes on the side of the sword begins to glow blood red. The rest of the sword slowly begins to drip with blood. At this point the blood rain can be activated. The blade continues to drip blood until the end of the duration.
INT Allocation:6 Occ
Name:Rune of Hell: Shadow Men
Abilities:
Create shadow men that can not be touched or harmed. They can be used to induce fear or as scouts. They send information directly back to the wielders mind. They can be destroyed by magic but not mundane items. They can wear clothes although there skin will always be pitch black shadow. Shadow men can not touch anything on the physical realm, they pass right through people and things.
Dur:3
Recharge:8
Range: They can go anywhere, however if they or Michael were to leave the realm they were summoned in then they dissipate.
Summons three shadow men that can be sent anywhere.
Description:
Upon activation a hellish rune on the outside trim of the sword begins to glow with purple fire. A black dripping liquid amasses around the blade soon after. The blade from the this point can be pointed to the desired area and a black energy will pour out producing the shadow men.
INT Allocation:6 Occ
Name: Rune of Hell: Shadows
Abilities:
Cover small areas in thick shadow or large areas in slight unnatural darkness.
Dur:1-3 post
Cooldown:5 post
Range:
Thick: 10-15 ft
Slight darkness: 20-60 ft
Description:
Upon activation a rune a rune on the left side of the blade begins to glow blue and drip with black water. It can then be used to create a temporary fog of unnatural darkness to either create dramatic effect or obscure vision.
INT Allocation:6 Occ
Name:Rune of Skill: Boomerang
Abilities:
The sword can be throw straight like a throwing knife, and will then pull itself out of the target and return to Michael.
1 dur
1 cool
Range: 100 ft max
Description:
Upon activation a rune engraved on the left side of the sword begins to glow brown, this soon spreads to the rest of the sword causing it to sparkle. It can then be thrown and will fly absolutely straight. And will no matter what return straight into the hand of the wielder.
INT Allocation:5 Occ
Name:Arsenal Rune: Throwing Knife
Abilities:
Michael can pull a limitless supply of throwing knives constructed from light out of his sleeve.
Damage Metahuman Foes
1-2 dur
3 cool
Range: It can only go the same distance a normal throwing knife could fly.
Damage equal to or <5 dur
Unaffected by gravity so they always fly straight.
Description:
By sewing a rune into the inside of his sleeve, Michael is able to pull as many throwing knives from his sleeve as needed.
INT Allocation:5 Occ
Name:Arsenal Rune: Hook
Abilities:
A hook constructed from light can shoot out of Michael's sleeve. It can be used to propel himself or grab others and things. It comes with two options. It can either be tipped with a grappling hook, or with a harpoon like top.
1 dur
2 cool
Range: 100-150 ft
Is not a weapon, the harpoon top is used to breach hard walls.
Limited by line of sight.
Description:
By sewing a rune into the inside of his left sleeve Michael is able to get nearly anywhere. Between this and his light constructs that is.
INT Allocation:5 Occ
Name:Construct: Golem Arm
Abilities:
Michael has replaced his right arm with a formation of black stone. It looks like a normal arm, save that it is formed from black rock. However he keeps it covered with a black full arm glove.
Can conduct magical energy through it. This does not mean however that he can absorb magic attacks it just means that he has a better chance of not losing this arm if it's hit.
Conducting can last for three post
Can NOT make it's own magic power. The arm relies on other magical energies to conduct, this however is very basic and does not allow for full on negation of a magic blast.
Range: Arms length
Dur:1-3
Cool:2-6
x2 the dur used.
Description:
Michael has replaced his right arm with a formation of black stone. It looks like a normal arm, save that it is formed from obsidian like black rock. However he keeps it covered with a black full arm glove. This arm was constructed to allow him to wield the immense power of the god blade without damaging the delicate human flesh that he had been given at birth. Michael feared and expected that the runes that were inscribed on his arm would be lost after it was replaced. However, strangely enough the runes appeared once again on the new arm almost instantaneously after creation.
INT Allocation:5 Occ
Name:Rune of Shape: Attire
Abilities:
Michael's outfit can change into anything he desires.
1 dur for change.
3 cool before clothes can change again.
Range: Any clothes on him
Description:
Michael's outfit has various runes sewn in and around that allow it to change into any material, shape, texture or color.
INT Allocation:4 Occ
Name:Rune of Flesh: GodHand
Abilities:
By placing his right hand on a recently deceased body Michael can resurrect said dead individual. However where he touched the person a circle like rune will be forever imprinted into their skin. Michael also holds a similar imprint on his own right hand.
The rune glows green in darkness
Dur: 1 post
Cool: 1 Topic
Range: Wherever he can touch.
Description:
One of Michael's runes that he thought important enough to carve into his very flesh. It allows for him to give life through his own magical energies. It is located on the palm of his hand and glows when used.
Look:
INT Allocation: 4 Occ
Name: Rune of Flesh: NightGuard
Abilities:
Allows Michael to shroud his face in artificial shadow just enough so that his features can't be seen.
Unaffected by outside light.
Needs no hood.
Last: Unlimited( Solution to keeping a hidden identity.)
Cool: If cut off it has a recharge of 3 post until it can be reactivated.
Range: Only on facial area.
Description:
One of the few runes that Michael thought important enough to carve into his very flesh. It allows him to mask his identity with artificial darkness. Generally this is always active in his hunter form. But he can dismiss the shadow if he wills it away.
INT Allocation:4 Occ
Name:Rune of Flesh: Life
Abilities:
Allows Michael to communicate with animals and plant life.
ONLY rune Michael can use in Dire Wolf form.
1-3 dur
2-6 cool
x2 dur time for cooldown.
Range: Any animal or plant in Michael's range of sight.
Description:
Michael deemed this important enough to engrave into his own skin. It allows him to communicate with animals and plant life as he would another human. When he uses this his eyes glow emerald green with bright yellow lacing the outside rims.
INT Allocation:4 Occ
Name: Rune of Flesh: Awareness
Abilities:
Allow others to sense magical energies nearby.
Lets Michael sense magical energies nearby.
1 dur per sense
1 cooldown before you can scan the area again.
Range: 100 ft with concentration
Description:
On Michael's right hand he holds a healing rune. On his left he holds this. If he takes others with him hunting they need to be able to know if something is trying to kill them. By placing his hand on their skin he can put this rune on someone else and allow them to sense magical energies. It leaves a wolf like figure imprinted onto the skin.
Look:
INT Allocation:4 Occ
Michael can use his sword runes even if the sword is in it's scabbard.
Level 8
Name:Elterion the God Blade
Abilities:
Holds all of Michael's powers. If he loses it then he's done for.(Rp)
Fly into Michael's hand from absolutely anywhere when he calls upon it.
Disappear from someones hand if their not the current wielder and back onto the area of ground where they picked it up from.
Damage Superhuman's
Michael can move it with his mind basically levitation.
This sword is NOT made from metal, it is constructed of solid energy.
Range for levitation: Line of sight
Range for callback: Anywhere
Description:
Refer to app for back story.
INT Allocation:8
Level 7
Name:Rune of Legends: Asgard
Abilities:
Summon thunder clouds and blast the target with lighting.
Shoot the lighting from his hands instead.
1-3 post Dur
2-6 post cooldown
x2 the duration it lasted for cooldown.
Range: 76 ft
Description:
When this power is activated a rune carved right under his left eye begins to glow with a pulsing blue light. His hands then also begin to give off the same energy. If he releases it though, a huge blast of yellow lighting will be shot from his hands.
INT Allocation:7
Name:Rune of Manipulation: Telekinesis
Abilities:
Move things that anyone up to lvl 7 str would be able to.
1-3 duration
2-6 cool down
x2 the duration for cool down.
Range: 100-200 ft or line of sight
Description:
Carved into his flesh Michael's left shoulder holds what looks like a tattoo of a hand, he uses this towards multiple purposes both offensive, defensive and sometime even mundane.
INT Allocation:7
Level 6
Name:Rune of Legends: Hydra
Abilities:
Tentacles erupt from Michael's finger tips and branch off into multiple other snake like heads. They can be used to ensnare or throw opponents and items. The snakes can either stay connected to his fingers and be used to move things. Or they can detach and wrap around an opponent.
Dur: 1-2 post
Cooldown: 4 post
Equal to lvl 6 Str
Range:100 ft
Description:
Upon activation multiple runes carved into Michael's finger tips begin to glow bright purple. The hands are soon consumed by a faint black aura from this point the snakes can then be unleashed.
Range: Short it can reach across a small room that's it.
INT Allocation:6 Occ
Name:Rune of Hell: Blood Rain
Abilities:
Causes blood to rain from the sky, the blood can be frozen in the air to produce needle like hail. Or it can be used as a scare tactic.
Dur:3 blood rain
Dur:2 hail rain
Cool Down:5 post
Range: It only effects the general area around him. Max one hundred feet.
Description:
Upon activation one of the runes on the side of the sword begins to glow blood red. The rest of the sword slowly begins to drip with blood. At this point the blood rain can be activated. The blade continues to drip blood until the end of the duration.
INT Allocation:6 Occ
Name:Rune of Hell: Shadow Men
Abilities:
Create shadow men that can not be touched or harmed. They can be used to induce fear or as scouts. They send information directly back to the wielders mind. They can be destroyed by magic but not mundane items. They can wear clothes although there skin will always be pitch black shadow. Shadow men can not touch anything on the physical realm, they pass right through people and things.
Dur:3
Recharge:8
Range: They can go anywhere, however if they or Michael were to leave the realm they were summoned in then they dissipate.
Summons three shadow men that can be sent anywhere.
Description:
Upon activation a hellish rune on the outside trim of the sword begins to glow with purple fire. A black dripping liquid amasses around the blade soon after. The blade from the this point can be pointed to the desired area and a black energy will pour out producing the shadow men.
INT Allocation:6 Occ
Name: Rune of Hell: Shadows
Abilities:
Cover small areas in thick shadow or large areas in slight unnatural darkness.
Dur:1-3 post
Cooldown:5 post
Range:
Thick: 10-15 ft
Slight darkness: 20-60 ft
Description:
Upon activation a rune a rune on the left side of the blade begins to glow blue and drip with black water. It can then be used to create a temporary fog of unnatural darkness to either create dramatic effect or obscure vision.
INT Allocation:6 Occ
Level 5
Name:Rune of Skill: Boomerang
Abilities:
The sword can be throw straight like a throwing knife, and will then pull itself out of the target and return to Michael.
1 dur
1 cool
Range: 100 ft max
Description:
Upon activation a rune engraved on the left side of the sword begins to glow brown, this soon spreads to the rest of the sword causing it to sparkle. It can then be thrown and will fly absolutely straight. And will no matter what return straight into the hand of the wielder.
INT Allocation:5 Occ
Name:Arsenal Rune: Throwing Knife
Abilities:
Michael can pull a limitless supply of throwing knives constructed from light out of his sleeve.
Damage Metahuman Foes
1-2 dur
3 cool
Range: It can only go the same distance a normal throwing knife could fly.
Damage equal to or <5 dur
Unaffected by gravity so they always fly straight.
Description:
By sewing a rune into the inside of his sleeve, Michael is able to pull as many throwing knives from his sleeve as needed.
INT Allocation:5 Occ
Name:Arsenal Rune: Hook
Abilities:
A hook constructed from light can shoot out of Michael's sleeve. It can be used to propel himself or grab others and things. It comes with two options. It can either be tipped with a grappling hook, or with a harpoon like top.
1 dur
2 cool
Range: 100-150 ft
Is not a weapon, the harpoon top is used to breach hard walls.
Limited by line of sight.
Description:
By sewing a rune into the inside of his left sleeve Michael is able to get nearly anywhere. Between this and his light constructs that is.
INT Allocation:5 Occ
Name:Construct: Golem Arm
Abilities:
Michael has replaced his right arm with a formation of black stone. It looks like a normal arm, save that it is formed from black rock. However he keeps it covered with a black full arm glove.
Can conduct magical energy through it. This does not mean however that he can absorb magic attacks it just means that he has a better chance of not losing this arm if it's hit.
Conducting can last for three post
Can NOT make it's own magic power. The arm relies on other magical energies to conduct, this however is very basic and does not allow for full on negation of a magic blast.
Range: Arms length
Dur:1-3
Cool:2-6
x2 the dur used.
Description:
Michael has replaced his right arm with a formation of black stone. It looks like a normal arm, save that it is formed from obsidian like black rock. However he keeps it covered with a black full arm glove. This arm was constructed to allow him to wield the immense power of the god blade without damaging the delicate human flesh that he had been given at birth. Michael feared and expected that the runes that were inscribed on his arm would be lost after it was replaced. However, strangely enough the runes appeared once again on the new arm almost instantaneously after creation.
INT Allocation:5 Occ
Level 4
Name:Rune of Shape: Attire
Abilities:
Michael's outfit can change into anything he desires.
1 dur for change.
3 cool before clothes can change again.
Range: Any clothes on him
Description:
Michael's outfit has various runes sewn in and around that allow it to change into any material, shape, texture or color.
INT Allocation:4 Occ
Name:Rune of Flesh: GodHand
Abilities:
By placing his right hand on a recently deceased body Michael can resurrect said dead individual. However where he touched the person a circle like rune will be forever imprinted into their skin. Michael also holds a similar imprint on his own right hand.
The rune glows green in darkness
Dur: 1 post
Cool: 1 Topic
Range: Wherever he can touch.
Description:
One of Michael's runes that he thought important enough to carve into his very flesh. It allows for him to give life through his own magical energies. It is located on the palm of his hand and glows when used.
Look:
- The Rune:
INT Allocation: 4 Occ
Name: Rune of Flesh: NightGuard
Abilities:
Allows Michael to shroud his face in artificial shadow just enough so that his features can't be seen.
Unaffected by outside light.
Needs no hood.
Last: Unlimited( Solution to keeping a hidden identity.)
Cool: If cut off it has a recharge of 3 post until it can be reactivated.
Range: Only on facial area.
Description:
One of the few runes that Michael thought important enough to carve into his very flesh. It allows him to mask his identity with artificial darkness. Generally this is always active in his hunter form. But he can dismiss the shadow if he wills it away.
INT Allocation:4 Occ
Name:Rune of Flesh: Life
Abilities:
Allows Michael to communicate with animals and plant life.
ONLY rune Michael can use in Dire Wolf form.
1-3 dur
2-6 cool
x2 dur time for cooldown.
Range: Any animal or plant in Michael's range of sight.
Description:
Michael deemed this important enough to engrave into his own skin. It allows him to communicate with animals and plant life as he would another human. When he uses this his eyes glow emerald green with bright yellow lacing the outside rims.
INT Allocation:4 Occ
Name: Rune of Flesh: Awareness
Abilities:
Allow others to sense magical energies nearby.
Lets Michael sense magical energies nearby.
1 dur per sense
1 cooldown before you can scan the area again.
Range: 100 ft with concentration
Description:
On Michael's right hand he holds a healing rune. On his left he holds this. If he takes others with him hunting they need to be able to know if something is trying to kill them. By placing his hand on their skin he can put this rune on someone else and allow them to sense magical energies. It leaves a wolf like figure imprinted onto the skin.
Look:
- Sense Rune:
INT Allocation:4 Occ
Last edited by Nathaniel A. Lincoln on December 25th 2013, 11:18 pm; edited 32 times in total
____________________________________________________________________________________________________________
- Michael(Hunter Form):
Nathaniel A. Lincoln- Status :
Online Offline
Quote : "Insert Quote from Character Here" or etc.
Warnings :
Number of posts : 56
Humor : They say everyone needs an Arch villain but I keep killing mine because its so satisfying >:D!
Registration date : 2013-11-24
Re: Michael's Hunting Kit(wip)
Bump for completion. Can't rp with him yet D;.
____________________________________________________________________________________________________________
- Michael(Hunter Form):
Nathaniel A. Lincoln- Status :
Online Offline
Quote : "Insert Quote from Character Here" or etc.
Warnings :
Number of posts : 56
Humor : They say everyone needs an Arch villain but I keep killing mine because its so satisfying >:D!
Registration date : 2013-11-24
Re: Michael's Hunting Kit(wip)
Impatient bump
____________________________________________________________________________________________________________
- Michael(Hunter Form):
Nathaniel A. Lincoln- Status :
Online Offline
Quote : "Insert Quote from Character Here" or etc.
Warnings :
Number of posts : 56
Humor : They say everyone needs an Arch villain but I keep killing mine because its so satisfying >:D!
Registration date : 2013-11-24
Re: Michael's Hunting Kit(wip)
Really appreciate a review
____________________________________________________________________________________________________________
- Michael(Hunter Form):
Nathaniel A. Lincoln- Status :
Online Offline
Quote : "Insert Quote from Character Here" or etc.
Warnings :
Number of posts : 56
Humor : They say everyone needs an Arch villain but I keep killing mine because its so satisfying >:D!
Registration date : 2013-11-24
Re: Michael's Hunting Kit(wip)
The level 8 collection of runes are a no-go since the sword already has powers of its own and you can only have 1 item at max allocation unless the 2nd is a stat booster.
You have 1 too many 6 INT items and they all need ranges applied to them.
The Alcatrieon needs to follow the summoning system equivalents.
You have 1 too many 6 INT items and they all need ranges applied to them.
The Alcatrieon needs to follow the summoning system equivalents.
____________________________________________________________________________________________________________
- Spoiler:
Forceaus- Mega Poster!
- Status :
Online Offline
Quote : I am hilarious, and you will quote everything I say.
Warnings :
Number of posts : 2604
Location : You're locked in with me at it.
Job : It pays the bills
Humor : I'm the cult of personality and history shows again and again that nature points out the folly of man.
Registration date : 2011-12-22
Re: Michael's Hunting Kit(wip)
Wolf removed, cool down and duration applied, items removed. Ready for inspection.
____________________________________________________________________________________________________________
- Michael(Hunter Form):
Nathaniel A. Lincoln- Status :
Online Offline
Quote : "Insert Quote from Character Here" or etc.
Warnings :
Number of posts : 56
Humor : They say everyone needs an Arch villain but I keep killing mine because its so satisfying >:D!
Registration date : 2013-11-24
Re: Michael's Hunting Kit(wip)
Approved until stated otherwise
Arcana- Administrator
- Status :
Online Offline
Quote : "Insert Quote from Character Here" or etc.
Warnings :
Number of posts : 2494
Location : In the middle of nowhere, Louisiana
Age : 31
Job : Nothing
Humor : [19:12:48] @ Forceaus : Shouldn't be hard to beat. It's only like a centimeter long.
Registration date : 2011-02-08
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