10-03-2016, 11:05 PM
(This post was last modified: 10-05-2016, 10:50 AM by James Knight.)
Scythe Art- Scythe Raid – 300 OM
(Physical Strength, Remote Control, Homing, Telekinesis.)
Summoning the Terror Scythe Neverest to his hooves, King Sombra will levitate it with the power of his magic, and turn it into a spinning saw that will shoot at a single enemy. This travels at about 70 MPH and takes him about 30 seconds to charge up.
Scythe Art-Earthbreaker– 300 OM
(Debuff, Ranged Proficiency, Area Attack Proficiency. Telekinesis.)
Summoning the Terror Scythe Neverest to his hooves, King Sombra will levitate it with the power of his magic. Once he has levitated his scythe he will use it to tear up the ground, and toss chunks into the air. Once the chunks have been tossed into the air, he will shoot them like bullets at his opponents. They go about 40 MPH and he can control 10 chunks at any time. Each chunk is a Tennis ball sized chunk but all of them are jagged. They also explode when they embed in the flesh of a Prime or a Secondary and thus debuff them some. The explosive is about as powerful as a Firecracker actually. The explosives have a range of about 15 inches.
Dark Magic Weapons – 900 OM (Requires Physical Strength)
Sombra can create melee weapons from Dark Magic in most forms that a melee weapon can come in. These can be short (like a dagger), medium (like a sword) or long (like a spear) in length. The more energy he puts into these weapons, the harder they are to break but the more physically and mentally exhausted he becomes. These weapons will immediately dissipate upon his breaking his concentration for any reason.
Scythe Art - Elemental Scythe - Blaze
(300, Debuff, Physical Strength, Area Attack.)
Summoning the Terror Scythe Neverest to his hooves, King Sombra will levitate it with the power of his magic. The blade of the sword will ignite with fire and each slash of the opponent will cause a person to burn for two seconds. At maximum this can burn an opponent for 30 seconds. This requires about a minute to charge up. When this attack is activated, red runes for fire will have surrounded the blade of the Scythe that he is using to strike his opponent.
Justicebringer (Ranged, 1200. Debuff, Telekinesis. Homing. Remote Control.)
Created from designs on the Dataverse, this weapon holds up to 30 shots before it must be reloaded which takes a full minute. This has four different types of ammo. This weapon is about the standard assault rifle length, weight and what not. It appears to be made of black crystal though.
![[Image: aWtyxcL0vadoy6WArY0vrYhsjMbTXshef16r-rB3...EgEHV1aWjB]](https://lh5.googleusercontent.com/aWtyxcL0vadoy6WArY0vrYhsjMbTXshef16r-rB3-7MaeWBC5DaHu7jILQTy61zY8j7Y_kpg21-NO0J2-f3LwBIoM_73wYQymdxDVTnkz_GegJIV0OdKEyH4EvY1ZaEgEHV1aWjB)
(Physical Strength, Remote Control, Homing, Telekinesis.)
Summoning the Terror Scythe Neverest to his hooves, King Sombra will levitate it with the power of his magic, and turn it into a spinning saw that will shoot at a single enemy. This travels at about 70 MPH and takes him about 30 seconds to charge up.
Scythe Art-Earthbreaker– 300 OM
(Debuff, Ranged Proficiency, Area Attack Proficiency. Telekinesis.)
Summoning the Terror Scythe Neverest to his hooves, King Sombra will levitate it with the power of his magic. Once he has levitated his scythe he will use it to tear up the ground, and toss chunks into the air. Once the chunks have been tossed into the air, he will shoot them like bullets at his opponents. They go about 40 MPH and he can control 10 chunks at any time. Each chunk is a Tennis ball sized chunk but all of them are jagged. They also explode when they embed in the flesh of a Prime or a Secondary and thus debuff them some. The explosive is about as powerful as a Firecracker actually. The explosives have a range of about 15 inches.
Dark Magic Weapons – 900 OM (Requires Physical Strength)
Sombra can create melee weapons from Dark Magic in most forms that a melee weapon can come in. These can be short (like a dagger), medium (like a sword) or long (like a spear) in length. The more energy he puts into these weapons, the harder they are to break but the more physically and mentally exhausted he becomes. These weapons will immediately dissipate upon his breaking his concentration for any reason.
Scythe Art - Elemental Scythe - Blaze
(300, Debuff, Physical Strength, Area Attack.)
Summoning the Terror Scythe Neverest to his hooves, King Sombra will levitate it with the power of his magic. The blade of the sword will ignite with fire and each slash of the opponent will cause a person to burn for two seconds. At maximum this can burn an opponent for 30 seconds. This requires about a minute to charge up. When this attack is activated, red runes for fire will have surrounded the blade of the Scythe that he is using to strike his opponent.
Justicebringer (Ranged, 1200. Debuff, Telekinesis. Homing. Remote Control.)
Created from designs on the Dataverse, this weapon holds up to 30 shots before it must be reloaded which takes a full minute. This has four different types of ammo. This weapon is about the standard assault rifle length, weight and what not. It appears to be made of black crystal though.
- Flash Rounds: Flash Rounds do no damage to an opponent but instead induce blindness for 20 seconds. This takes about three minutes for him to reload after each shot of the Flash Rounds. These can home in on an opponent, but can also be controlled with telekinesis. It takes them about ten seconds to detonate, and those with a higher TEC can resist.
- Conventional Bullets: Bullets that travel at the speed of arrows. These bullets are normal and mundane in every way. Their power is weak, and they will only do a damage equivalent to his ATK Stat, versus the DEF Stat of his opponent. This requires 10 seconds to charge up. These can home in on an opponent, but can also be controlled with telekinesis.
- Spell Round - Lightning: The spell round Lightning is a spell that he has imbued into a shard of crystal. The shard is fired from the rifle at the speed of an arrow. This delivers upon impact a massive jolt of electricity to a limb that reduces the accuracy of moves, because it is harder to move. This lasts about 20 seconds, and takes 35 seconds to charge up. These can home in on an opponent, but can also be controlled with telekinesis.
- Non-Lethal Rounds: Non-Lethal rounds are rounds that when they hit an opponent ‘burst’ into pressurized water. This can disable a limb. Use of a single shot of these requires a minute of charge up, but other bullets or moves can be used however. This has a 2 minute cool down applied as well. These can home in on an opponent, but can also be controlled with telekinesis. The disabling of a limb lasts about 30 seconds.
