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And That's a Wrap
Sun May 30, 2010 12:18 am by Kami
This website is now officially closed. All topics must be finished, and all character must register on the New Website All ranking exams will be finished and ranked by a seperate proctor, and all money will be reset to $200 for everyone in order to make way for the new currency system, coming soon.

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Your Site-Moving Questions, Answered~!
Wed May 26, 2010 3:12 pm by Kami
We've been getting a good amount of questions regarding the move and the time skip that the move will created for all characters. So here are a few general questions, along with their answers, and of course feel free to post any more concerns you have here.

Q: What abilities or weapons will we be able to add or expand on?
A: Not a whole lot, honestly. I'd say a few improvements on what you already have, but not by a lot, as well as maybe one or two new techniques. Let's not do a major overhaul, because that would then disrupt your rank, which will not change in the move. As for weapons, …

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 Revamp of Ozgoods abilities (Let me know about tweaking)

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Drifter, 6th Rank
Drifter, 6th Rank

Posts : 291
Rep. : 0
Join date : 2010-03-25
Age : 27
Nation : Nope
Guild : The Covenant
Energy Type : Runes

Character sheet
Race: Human

PostSubject: Revamp of Ozgoods abilities (Let me know about tweaking)   Thu Apr 29, 2010 5:58 pm

Blacksmithing: My character is a master blacksmith and bring even the most destroyed weapons back from what would be an unfix-able state. As ranks go up I will be able to equip and create stronger weaponry and armor. I am able to enchant one non rune property per item. These none rune enchants are permanent.

My character is mostly strength based. He does have the ability to manifest magic into runes with limited charges. My abilities are mainly determined from the runes I create as well as my aptitude with weaponry. Runes have both passive and active traits. The passive traits allocate my physical abilities and resistances. An activated ability drains charges from the rune. The more powerful a rune is the fewer charges it has before needing to be being recharged. Runes will recharge over time Usually over the course of a few hours to a day. The more powerful runes recharge at a far slower rate. Runes may be changed but obviously not during the course of battle. Runes apply to most weapons that and armor I create. To begin with at rank one Weapons will be able to have two runes and armor will have one with each increasing rank one slot will be added to each. Dangerously powerful runes take up two slots and have fewer charges. Weaker ones take one slot and have more. As rank is gained my repertoire of runes will become much more vast and powerful.

Runes list (will update often):

Rune of fireball: (Weapon Rune)
3 charges
Unleashes 3 smaller fireballs
Can combine the three into a much larger fireball as well.

Rune of Tazing (versatile through weapons and armor)
3 charges
Sends a jolt of electricity through the blade zapping the enemy for extra damage.
No image but imagine being electrified by an electric fence.

Energy blast rune (Gloves)
3 charges

Sends a large pulse of chi like energy through the gauntlets force is enough to send some one flying ten feet easily

Rune of speed (engraved in boots)
The user of the rune gains a speed boost the boost depends on the users overall rank.

Rune of rest (Armor Rune)
Calms user and slowly regenerates health. (Passive)

As calm as a snorlax Very Happy

Adamant Rune:
User can take more of a beating making enemy blows do less overall damage resulting in less broken bones XD.

Summon weapon:

Any weapon that is on my characters list that he forged can be summoned and traded for a new one
(Takes 1 turn)

For now that is all but I will add many more as time goes on
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Revamp of Ozgoods abilities (Let me know about tweaking)
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