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Tom Bluemann's powers

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Tom Bluemann's powers

Post by Tom Bluemann on Fri Jun 12, 2015 1:06 am

Name: One with the Air
Level: 1
Power Type: Wind
Effect: Tom can manipulate the air around him to create wind gusts and small twisters. Can be used for Offensive, Defensive, and Evasive purposes
Weaknesses: On its own not all that powerful. More pushing power then anything
Duration: 4 posts
Cool-down: After 4 posts of usage, must wait 2 posts in order to use any Wind Magic

Name: Great Hurricane
Level: 1
Power Type: Wind
Effect: Tom generates a Hurricane around him with a Circumference of 10 meters. It can deflect weak magic and small projectiles no problem without injury to Tom's person. Tom can also spin inside as a means to attack an opponent that gets caught inside.
Weaknesses: Stronger Magic and bigger projectiles(such as a person) can still get through with little resistance
Duration: Lasts from 1 to 3 posts.
Cool-down: After 3 posts of continuous usage, he must wait 6 posts to use it again

Name: Fighting Spirit
Level: 1
Power Type: Will
Effect: When Tom is severely beaten(to be determined by me and a mod), a fighting spirit awakens inside of him, giving him +2 Strength and Speed
Weaknesses: Only kicks in if Tom is beaten very badly while in a fight, as such he can't afford to take a lot of damage when this activates or else he will pass out.
Duration: Once it activates, it lasts around 7 posts
Cool-down: 10 posts

Name: Air Cannon
Level: 1
Power Type: Wind
Effect: Tom shoots a column of wind in either short bursts or a continuous stream. It also grants him temporary flight
Weaknesses: See One with the Air
Duration: See One with the Air
Cool-down: After firing 5 short bursts or a continuous stream of 3 posts he must wait 3 posts to use this Magic again.

Name: Fighter's Rage
Level: 1
Power Type: Will
Effect: When Tom loses his cool, he lets loose, giving him +3 strength
Weaknesses: Cannot be stacked on top of Fighting Spirit. Since he's normally very cool headed, it is very hard to bring out. When using this power, he reflexes are significantly reduced.
Duration: Lasts for a maximum of 7 posts
Cool-down: Cannot use it for the rest of the topic once it resolves


Last edited by Tom Bluemann on Fri Jun 12, 2015 11:12 pm; edited 5 times in total

Tom Bluemann

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Join date : 2015-06-11
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Re: Tom Bluemann's powers

Post by Kurei Natsumori on Fri Jun 12, 2015 10:53 pm

Tom Bluemann wrote:Name: One with the Air
Level: 1
Power Type: Wind
Effect: Tom can manipulate the air around him to create wind gusts and small twisters. Can be used for Offensive, Defensive, and Evasive purposes
Weaknesses: On its own not all that powerful. More pushing power then anything
Duration: Always in effect as long as Tom has enough energy to do so(for example:if he can hardly stand, he wouldn't be able to use his magic at all) Cap the Duration to 4.
Cool-down: After 5 posts of usage, must wait 2 posts in order to use any Wind Magic

Name: Great Hurricane
Level: 1
Power Type: Wind
Effect: Tom generates a Hurricane around him with a Circumference of 10 meters. It can deflect weak magic and small projectiles no problem without injury to Tom's person. Tom can also spin inside as a means to attack an opponent that gets caught inside.
Weaknesses: Stronger Magic and bigger projectiles(such as a person) can still get through with little resistance
Duration: Lasts from 1 to 3 posts.
Cool-down: After 3 posts of continuous usage, he must wait 3 posts to use it again(same ratio applied to a duration of 1 or 2 posts)  Increase max cool-down to 6

Name: Fighting Spirit
Level: 1
Power Type: Will
Effect: When Tom is severely beaten(to be determined by me and a mod), a fighting spirit awakens inside of him, giving him a significant boost in his Speed, and Strength. Change Speed/Strength  to gain +2 on stats, so it's more specific.
Weaknesses: Only kicks in if Tom is beaten very badly while in a fight, as such he can't afford to take a lot of damage when this activates or else he will pass out.
Duration: Once it activates, it lasts until a fight ends or when he's knocked out.  Put a end-point to the buff, around 7 posts.
Cool-down: Once it's activated and taken its course, unless more then an hour passes within the topic(which is how long it'd take for him to get all his energy back), he cannot use it for the rest of the topic. You may put a cool-down on this to be 10 posts after duration ends.

Name: Air Cannon
Level: 1
Power Type: Wind
Effect: Tom shoots a column of wind in either short bursts or a continuous stream. It also grants him temporary flight. Max the bursts at 5
Weaknesses: See One with the Air
Duration: See One with the Air
Cool-down: After firing 8 short bursts or in the case of One with the Air, he must wait 3 posts to use this Magic again. Change bursts to 5, and if you're using it as a continuous stream it can go on for 3 posts

Name: Fighter's Rage
Level: 1
Power Type: Will
Effect: When Tom loses his cool, he lets loose, giving him massively increased strength. Strength increased by 3 as it is singularly strength
Weaknesses: Cannot be stacked on top of Fighting Spirit. Since he's normally very cool headed, it is very hard to bring out. When using this power, he reflexes are significantly reduced.
Duration: Lasts for a maximum of 20 posts Nothing for lv1's stay that long, i'd Change the duration to 7 at most.
Cool-down: Cannot use it for the rest of the topic once it resolves

Please read and apply the correct changes that are addressed in red. 
Nice Airbending powers btw Very Happy
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Kurei Natsumori
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Posts : 529
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Age : 20
Location : Miami, FL

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Re: Tom Bluemann's powers

Post by Kurei Natsumori on Fri Jun 12, 2015 11:14 pm

Approved
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Kurei Natsumori
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Posts : 529
Join date : 2013-08-13
Age : 20
Location : Miami, FL

Persona Character
Deity: Deity of Wrath, Kodru
Race: Human
Stat Chart:
Stat ChartScore
Strength4
Speed3
Agility4
Endurance3
Toughness3

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Re: Tom Bluemann's powers

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