Log in
Latest topics
Zinres Powers Not quite done yet
3 posters
Page 1 of 1
Zinres Powers Not quite done yet
Name of Power: Lucky Chance
Image of what it does: I flip a coin. If it lands heads I get twice as strong. If tails I get twice as fast.
Strengths: Increased physical ability. I may flip another coin during the three post to possibly get a new outcome.
weaknesses: Lasts 3 of my posts. I must catch the coin.
Name of Power: Entwined Fates
Image of what it does: Our shadows become linked. When I get hurt so does the person I'm linked to and vice-versa. (same injury, same location.)
Strengths: Punishes the opponent for attacking.
weaknesses: Doesn't work with self-inflicting. Shadows only stretch to 15 feet. Shadows must connect naturally before they are linked.
Name of Power: Jinxed Dice
Image of what it does: I roll 3 standard 6 sided dice. The total combined number rolled becomes the number of illusionary clones of me appear.
Strengths: Confuses opponent. Clones are perfect in every way to the original.
weaknesses: Clones are only illusion and disappear if touched. Illusions must stay within 35ft of the dice and cannot travel beyond this limit.
Name of Power: The Perfect Hand
Image of what it does: I fling razor-edged metal playing cards from my sleeves.
Strengths: Can slice through all but other metal objects.
weaknesses: Only 2 decks in both sleeves (4 total)
Name of Power: Bulls Eye
Image of what it does: I throw 3 darts of my own blood from either one of my hands. (blood must be pooled in the hand first.
Strengths: Hits with massive force.
weaknesses: Makes me hungry and tired from blood-loss. May only be used twice per thread unless I feed in that thread.
Image of what it does: I flip a coin. If it lands heads I get twice as strong. If tails I get twice as fast.
Strengths: Increased physical ability. I may flip another coin during the three post to possibly get a new outcome.
weaknesses: Lasts 3 of my posts. I must catch the coin.
Name of Power: Entwined Fates
Image of what it does: Our shadows become linked. When I get hurt so does the person I'm linked to and vice-versa. (same injury, same location.)
Strengths: Punishes the opponent for attacking.
weaknesses: Doesn't work with self-inflicting. Shadows only stretch to 15 feet. Shadows must connect naturally before they are linked.
Name of Power: Jinxed Dice
Image of what it does: I roll 3 standard 6 sided dice. The total combined number rolled becomes the number of illusionary clones of me appear.
Strengths: Confuses opponent. Clones are perfect in every way to the original.
weaknesses: Clones are only illusion and disappear if touched. Illusions must stay within 35ft of the dice and cannot travel beyond this limit.
Name of Power: The Perfect Hand
Image of what it does: I fling razor-edged metal playing cards from my sleeves.
Strengths: Can slice through all but other metal objects.
weaknesses: Only 2 decks in both sleeves (4 total)
Name of Power: Bulls Eye
Image of what it does: I throw 3 darts of my own blood from either one of my hands. (blood must be pooled in the hand first.
Strengths: Hits with massive force.
weaknesses: Makes me hungry and tired from blood-loss. May only be used twice per thread unless I feed in that thread.
Last edited by Zinres on Fri May 23, 2014 12:35 am; edited 4 times in total
Zinres- Posts : 484
Join date : 2014-05-10
Re: Zinres Powers Not quite done yet
Time to get strict and tear you a new one. I love my job. :3
Nerf Lucky Chance, because there is no luck when you decide what it lands on. -_-
In Entwined Fates make sure that them getting injured hurts you as well, otherwise it is unfair.
I was gonna have you change the Dice amount on Jinxed Dice, but the weakness makes 3 seem fair enough.
You do realize that your weakness for The Perfect Hand is that you *only* have 448 cards to throw, right? .-.
In Bulls Eye, one of the weaknesses should be that you must have a wound on the hand, whether self-inflicted or caused by the enemy.
Nerf Lucky Chance, because there is no luck when you decide what it lands on. -_-
In Entwined Fates make sure that them getting injured hurts you as well, otherwise it is unfair.
I was gonna have you change the Dice amount on Jinxed Dice, but the weakness makes 3 seem fair enough.
You do realize that your weakness for The Perfect Hand is that you *only* have 448 cards to throw, right? .-.
In Bulls Eye, one of the weaknesses should be that you must have a wound on the hand, whether self-inflicted or caused by the enemy.
Alyss- Posts : 93
Join date : 2014-05-05
Re: Zinres Powers Not quite done yet
to point out zinres can just get one dueling network with someone here and use the dice on it .-.
the dice and coin on the site is random so that would work .-.
the dice and coin on the site is random so that would work .-.
Re: Zinres Powers Not quite done yet
I though of something similar, but we would have no way of knowing if he is honest or not. >.<
Alyss- Posts : 93
Join date : 2014-05-05
Re: Zinres Powers Not quite done yet
dueling network to use the dice and coins 2 people have to be there, and it would make it so that there is a second person for confirmation .-.
Re: Zinres Powers Not quite done yet
Okay, but if things go wrong...
*Points at Ember*
HE DID IT!!
*Points at Ember*
HE DID IT!!
Alyss- Posts : 93
Join date : 2014-05-05
Re: Zinres Powers Not quite done yet
Fix the shadow one, then you should be okai
(Too lazy to make the text white .-.)
(Too lazy to make the text white .-.)
Alyss- Posts : 93
Join date : 2014-05-05
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
Fri Dec 19, 2014 5:23 pm by Guest
» Sylas The Void Master
Wed Dec 03, 2014 3:35 am by DanTheBandit
» Silver Wings
Sun Nov 02, 2014 2:31 am by Guest
» Gary Manefc (WIP)
Mon Oct 13, 2014 4:42 pm by Milocross
» Dante Banes
Mon Sep 15, 2014 3:21 pm by Luka_D
» Shane Wolfhart
Mon Sep 15, 2014 3:21 pm by Shiangelic
» Snow Cat Info
Wed Aug 20, 2014 12:01 pm by Stya
» Guess Who's Back?
Tue Aug 19, 2014 10:55 am by Angelo Aella
» A Day in Class (open to all)
Tue Aug 12, 2014 9:32 pm by Tom Bluemann