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Geo Maison Weapons
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Geo Maison Weapons
Name: The Maison Hammr
Abilities: When the Hammr is slipped onto his right hand, he gains the ability to fire a large bolt of electricity that is fairly straightforwards, but uncontrollable all the same. It needs a cool down of one turn after use, and each post not in use will increase the number of shots that can be used. If the bolts are used for more than two posts, all the remaining shots must be fired before it can cool down.
Description: This is a glove that Geo holds in his jacket pocket for use when he telekinetic powers aren't enough.
INT Allocation: 8
Name: Lightyear
Abilities: When the Lightyear is activated, it creates a wave frequency that enhances his mental powers, making him go faster when he runs and when he uses his telekinetic flight. (Spd +2) Cooldown is as much as duration, and max duration is 3 posts.
Description: This is a device that Geo made himself, using himself as a test subject for wave frequencies. It is a black earpiece that has a lightning bolt on the side.
INT Allocation: 8
Name: Void Ball
Abilities: Around Geo's neck is a silver necklace with an infinity symbol on it, when activated via thought, it is able to create a barrier around him that allows him to block damage without having to use his telekinesis barrier. It has a duration of 4 posts, and a cooldown equal to the duration used.
Description: This is a normal-looking piece of jewelry, with all the technology in the infinity symbol, able to be activated by Geo's telekinesis.
INT Allocation: 7
Name: Fifty Shades of Geo
Abilities: This pair of ordinary-looking black sunglasses house a wealth of technological genius within. With it, he can see the ultraviolet and infrared spectrums, allow for x-ray vision, zoom in like a scope, see through obstructions like rain, fog, and other types of weather, allow him sight through intense light and pitch blackness, and give him various physical statistics. When first activated, the words "Cool Nerd" in green flash on the lenses that can be read from another person's view.
Description: Geo wanted a pair of sunglasses, and the first thing he did with them was...well, trick them out because he's a nerd like that.
INT Allocation: 6, 6, 5, 5, 5, 5
Name: Titan Cables
Abilities: Using the Titan Cables through a small device, Geo is able to attach things with durable cables that can pull with a strength of 7.
Description: Geo made this a device that is as small as his hand, and made it like a sticky mine that would stay on walls and allow for strategic placement. He only made a couple of these, enough to make one good strap, but nothing more.
INT Allocation: 7
Name: The Maison Phoenix
Abilities: With this glove, Geo can create a ball of fire that explodes shortly after being released, and has a large blast range that is unable to be controlled by him. When he uses it, it must cool its systems down. After the first attack, once the cooling process starts, it increases the limit of shots by the number of posts not used. If the blasts are used for more than two posts, all the remaining shots must be fired before it can cool down.
Description: The second glove that Geo made, this time embracing the pyrokinetic in him. It is his preferred glove, even if it sometimes burns himself.
INT Allocation: 7
Name: Ring of Healing
Abilities: Unlike the magical name, the ring is all technical. In his research, Geo found a way for a special material be used to heal him by use of wavelengths that can tell his brain to rapidly accelerate the healing process. Using this, he can heal injuries taken over battle, and it even kicks in if he is knocked out or his brain activity decreases to a certain point.
Description: This is a silver ring with a black stone embedded in it, which is the source of its healing ability.
INT Allocation: 6
Name: Death's Scythe
Abilities: This scythe, when activated, gains an extreme cooling effect. Anything that touches this, besides Geo, will begin to freeze. Wounds inflicted by this weapon have the added effect of frostbite, making even people with a regeneration ability useless unless they thaw out the wound.
Description: This weapon was made to compliment Geo's fighting style, and is a foot long black pole in its dormant form. When extended, it is a black scythe.
Abilities: When the Hammr is slipped onto his right hand, he gains the ability to fire a large bolt of electricity that is fairly straightforwards, but uncontrollable all the same. It needs a cool down of one turn after use, and each post not in use will increase the number of shots that can be used. If the bolts are used for more than two posts, all the remaining shots must be fired before it can cool down.
Description: This is a glove that Geo holds in his jacket pocket for use when he telekinetic powers aren't enough.
INT Allocation: 8
Name: Lightyear
Abilities: When the Lightyear is activated, it creates a wave frequency that enhances his mental powers, making him go faster when he runs and when he uses his telekinetic flight. (Spd +2) Cooldown is as much as duration, and max duration is 3 posts.
Description: This is a device that Geo made himself, using himself as a test subject for wave frequencies. It is a black earpiece that has a lightning bolt on the side.
INT Allocation: 8
Name: Void Ball
Abilities: Around Geo's neck is a silver necklace with an infinity symbol on it, when activated via thought, it is able to create a barrier around him that allows him to block damage without having to use his telekinesis barrier. It has a duration of 4 posts, and a cooldown equal to the duration used.
Description: This is a normal-looking piece of jewelry, with all the technology in the infinity symbol, able to be activated by Geo's telekinesis.
INT Allocation: 7
Name: Fifty Shades of Geo
Abilities: This pair of ordinary-looking black sunglasses house a wealth of technological genius within. With it, he can see the ultraviolet and infrared spectrums, allow for x-ray vision, zoom in like a scope, see through obstructions like rain, fog, and other types of weather, allow him sight through intense light and pitch blackness, and give him various physical statistics. When first activated, the words "Cool Nerd" in green flash on the lenses that can be read from another person's view.
Description: Geo wanted a pair of sunglasses, and the first thing he did with them was...well, trick them out because he's a nerd like that.
INT Allocation: 6, 6, 5, 5, 5, 5
Name: Titan Cables
Abilities: Using the Titan Cables through a small device, Geo is able to attach things with durable cables that can pull with a strength of 7.
Description: Geo made this a device that is as small as his hand, and made it like a sticky mine that would stay on walls and allow for strategic placement. He only made a couple of these, enough to make one good strap, but nothing more.
INT Allocation: 7
Name: The Maison Phoenix
Abilities: With this glove, Geo can create a ball of fire that explodes shortly after being released, and has a large blast range that is unable to be controlled by him. When he uses it, it must cool its systems down. After the first attack, once the cooling process starts, it increases the limit of shots by the number of posts not used. If the blasts are used for more than two posts, all the remaining shots must be fired before it can cool down.
Description: The second glove that Geo made, this time embracing the pyrokinetic in him. It is his preferred glove, even if it sometimes burns himself.
INT Allocation: 7
Name: Ring of Healing
Abilities: Unlike the magical name, the ring is all technical. In his research, Geo found a way for a special material be used to heal him by use of wavelengths that can tell his brain to rapidly accelerate the healing process. Using this, he can heal injuries taken over battle, and it even kicks in if he is knocked out or his brain activity decreases to a certain point.
Description: This is a silver ring with a black stone embedded in it, which is the source of its healing ability.
INT Allocation: 6
Name: Death's Scythe
Abilities: This scythe, when activated, gains an extreme cooling effect. Anything that touches this, besides Geo, will begin to freeze. Wounds inflicted by this weapon have the added effect of frostbite, making even people with a regeneration ability useless unless they thaw out the wound.
Description: This weapon was made to compliment Geo's fighting style, and is a foot long black pole in its dormant form. When extended, it is a black scythe.
- Spoiler:
Geo- Status :
Online Offline
Quote : "Insert Quote from Character Here" or etc.
Warnings :
Number of posts : 23
Registration date : 2014-06-13
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