Name: Toon Antics
Type: Toon
Usage: Manipulation/Conjuration
Description: The beings of Toonville are known for their highly unusual skills. They are able to summon random things out of nowhere, contort thier bodies in unusual ways, and other crazy things to get a laugh. Hershel is no different.
It should be noted that Hershel's abilities do not technically come from gaining experience alone. Instead he becomes more powerful the more popular he has become through the experience he earns.
Abilities:
The user may also store any items they have in their possession for use later on. These items must be registered or will be lost at the end of the thread they are obtained in.
Helicopter Ears: While in midair, the user may spin their ears like a helicopter in order to hover where they are. The user may continue moving while like this, yet they are not able to fly higher. The user can only carry a limited amount of weight while like this without plummeting depending on their class.
F class - < 50 lbs.
D class - < 100 lbs
C class - < 200 lbs
B class - < 400 lbs
A class - < 800 lbs
S class - < 1600 lbs
H class - < 3200 lbs
X class - < 6400 lbs
? class - < 12800 lbs
Master of Disguise: Hershel is able to put on a number of costumes nearly instantly. They provide no advantage to combat, nor are they able to change his appearance beyond the use of basic, self-applied makeup and clothes, however they are able to fool NPC's and not attentive PC's into thinking that Hershel is someone else entirely.
Double Trouble: After the events in Toon Town, Hershel has discovered he has a double, or that he is a double. It's actually pretty confusing.
Just to get to the gist of it. There are now two Hershel's, both with access to this magic. However they both also share the same pool HP and MP (which DOES NOT increase because there are two of them) whenever they are both in the same thread along with having shared cooldowns on abilities. Which means that they will both be defeated if their shared HP drops to zero and can be effectively hit twice if hit by an AoE spell.
Only damage is shared this way though. Things like status effects, buffs, and debuffs will only the one they were applied on.
Type: Toon
Usage: Manipulation/Conjuration
Description: The beings of Toonville are known for their highly unusual skills. They are able to summon random things out of nowhere, contort thier bodies in unusual ways, and other crazy things to get a laugh. Hershel is no different.
It should be noted that Hershel's abilities do not technically come from gaining experience alone. Instead he becomes more powerful the more popular he has become through the experience he earns.
Abilities:
- Knowledge of the Fourth Wall: Hershel is fully aware of the 'fourth wall' and is able to interact with it however he wishes. This does not give him any knowledge about characters he hasn't met or heard about, nor anything plot important. Yet nearly everything else that happens in the forum is fair game.
- The Magic Satchel: The user is able to pull out seemingly random objects from seemingly nowhere. These objects can not provide any real benefits in battle and are mostly for cosmetic purposes. The maximum size of these objects depend on the user's current rank.
- F rank - 1 ft x 1 ft x 1 ft
- D rank - 3 ft x 3 ft x 3 ft
- C rank - 5 ft x 5 ft x 5 ft
- B rank - 7 ft x 7 ft x 7 ft
- A rank - 9 ft x 9 ft x 9 ft
- S rank - 11 ft x 11 ft x 11 ft
- H rank - 13 ft x 13 ft x 13 ft
- X rank - 15 ft x 15 ft x 15 ft
- ? rank - 20 ft x 20 ft x 20 ft
The user may also store any items they have in their possession for use later on. These items must be registered or will be lost at the end of the thread they are obtained in.
Just to get to the gist of it. There are now two Hershel's, both with access to this magic. However they both also share the same pool HP and MP (which DOES NOT increase because there are two of them) whenever they are both in the same thread along with having shared cooldowns on abilities. Which means that they will both be defeated if their shared HP drops to zero and can be effectively hit twice if hit by an AoE spell.
Only damage is shared this way though. Things like status effects, buffs, and debuffs will only the one they were applied on.
- D rank Spells:
- Redirection:
- Name: Redirection
Rank: D
Description: With some nimble work, the user is able to take a range projectile flying near him and change the direction of it's destination to wherever he chooses.
Strengths:- Shifts the target of one D rank projectile spell, skill, or attack to another.
- Can effect both positive and negative spells/skills.
Weaknesses:- The attack in question must be a ranged projectile.
- Must be able to physically touch the projectile.
- Can only effect D rank attacks or spells.
Duration: Instantaneous
Cooldown: 3 Posts
- Shifts the target of one D rank projectile spell, skill, or attack to another.
- Stunt Double:
- Name:Stunt Double
Rank: D
Description: Hershel pulls out a doll out of nowhere that looks exactly like him and places it on the floor. This doll causes all attack directed towards Hershel to redirect and hit it instead (as if they were attacking it this whole time) if it's within reach of said attack and Hershel's within three feet of the doll. Can only withstand 2 D rank hits or last 2 rounds before being destroyed in some comedic fashion.
Strengths:- Takes damage in Hershel's stead
- Is immune to all effects besides damage
Weaknesses:- Is not able to move or be moved.
- Must be within the natural reach of the attack for it to hit the doll instead of Hershel and Hershel must be with in three feet of it. (Aka. It can't be five feet away from Hershel for it to take the punch instead of him.)
- Can only withstand 2 D rank worth of attacks before being destroyed
Duration: 2 posts
Cooldown: 2 Posts After the Doll is destroyed - Takes damage in Hershel's stead
- Home Run Smash:
- Name: Home Run Smash
Rank: D
Description: Hershel's pulls out a Baseball Bat (tossing aside whatever else he was wielding in the process) and takes a stance. Then, after calling the shot, he swings with all his might, dealing D rank damage to anyone hit and sending them arcing through the air 20 ft.towards where he called the shot (or 100 ft. if he happens to hit something that resembles a baseball with this attack). The bat breaks during this attack if it hits something.
(If he does hit something that resembles a baseball (which is classified as something the same size of a baseball and is round like a ball) with this attack, hitting anything with said object would be a less then 1% chance. I mean you try actually hitting someone who's standing exactly 100 ft away from you by hitting a baseball into the air. It's not as easy as it looks. If this does somehow happen though (which if it does, it was 99.99% by the choice of the victim and not Hershel), the baseball only ends up doing a D rank worth of damage.)
Strengths:- Does D rank damage
- Knocks enemies 20 Ft in the direction where he pointed on a hit.
Weaknesses:- Can only hit things within the bats range.
- The bat is destroyed after he hits something using this move.
- The call can alert people of the attack before he's able to pull it off.
Duration: Instantaneous
Cooldown: 2 Posts - Does D rank damage
- Tussle:
- Name: Tussle
Rank: D
Description: Hershel jumps on top of someone and begins beating on them, creating a smoke cloud that's approximately a 5 foot diameter sphere (which still showhow consumes the creature Hershel jumped on top of). During the duration, anybody who comes within one foot of the smoke cloud is suddenly, and without warning, pulled in. While within the smoke cloud starts fighting each other, suffering half D rank damage on the start of each post, and is not able to leave the cloud unless they are C class or higher, has a spell or an ability that allows them to escape, an ally has a spell or an ability that allows them to escape, or is Hershel. Also any attack that deals less then C rank damage is not able to hit the smoke cloud while attacks C rank or higher still work as normal. The cloud disappears after three posts, or one post after Hershel leaves it or drops to 0 HP.
Strengths:- Is able to trap multiple people within the smoke cloud.
- Does half D rank damage to everyone within it at the start of their posts.
- Hershel can leave at his leisure.
Weaknesses:- Not very effective against C class foes or higher.
- Does half D rank of damage to Hershel as well while he's with in it and can be pulled back in if he's within one foot of the cloud.
- D rank attacks can't enter the cloud, making it difficult for allies to assist the fight without going in themselves.
- The spell can end early if Hershel leaves the cloud.
Duration: 3 posts max
Cooldown: 3 posts after the smoke cloud disappears - Is able to trap multiple people within the smoke cloud.
Last edited by Hershel on Mon Sep 21, 2015 2:05 pm; edited 7 times in total