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 Post subject: Re: Turn51: Book I [The Secret of AreaP 51]
PostPosted: Sat Sep 10, 2011 10:26 am 
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ninja0 wrote:
I edited it to make it more realistic:

Name:ninja1
Specialty:

Ninja skills:
Speed (I can appear somewhere far away in a blink of an eye [Like teleporting except I can trigger traps])
Ghost (Can resist gravity and walk through walls :))
Matter Manipulation (Control of all matter, and types of matter)

Primary Weapon: DarkMinionSummonGun3000 (I fire a random dark matter minion. Unlimited due to my matter manipulation) [I also can call them back to my gun inventory instantly call them another time. :D ]

Types of Minions:

Dark Troll: Bodyguards, heavily armored, 3 Dark Machine guns, 4 Dark Shotguns, 2 Dark Rifles, 1 Dark Pistol each. (Types of machine/shotguns/rifles/pistols are their choice) Rarity: 2

Shadow Demon: Artillery, has a wide range of ranged weapons. (Bows and arrows, Dark Bows and Arrows, Any type of launching guns, and
Dark Teleporting never-miss slingshot (Causes the launched rock to have instant impact, from a far range due to teleporting) Rarity: 2

Fire Beast: Has an ability called burning charge, which duplicates itself and charges at lines of enemies, bursting into flame at the last second. Best against armored machines that will melt and malfunction due to the heat. Rarity: 1

Hellhounds: Scouts that have a poisoning bite, and have special radio signals that connect to our walkies. Alerts us of anything. Barks transfer into human words using their signal. Rarity: 1

Portal Ghosts: Teleports any creature, (human or dark) to anywhere within 100 miles. Have a healing aura and are immune to anything from our world. Can't trigger traps. Can walk through lazers. Dies only from supernatural magic. Rarity: 4

Steel Dragons: CAN trigger traps, but may die from them. Death of the dragon explodes the creature and destroys any hostile creature/traps within 10 feet of it. (Like a suicide bomber.) Cannot hurt friendly units. Controller may initiate self-destruct anytime. Rarity: 3

Forsworn Samurai: These flying creatures are aerial artillery. They may fire any element that I control down at the enemies (lightning, plasma, darkness, earth, water, fire, wind, and plain old objects). They can also fire 'healing bullets' that heal our flesh wounds. Almost impossible to shoot down. A automatic turret. (Can trigger traps with the objects it throws down.) Rarity: 5

Torture Sage: This sage disappears and enters the minds of enemies, robotic or human. They torture the mind and cause them to either:

1. Commit Suicide (relasing the sage back to my inventory in the gun)
2. Turn them on our side (the sage stays in the mind until the guy dies/malfunctions if it is a machine. The sage then returns to my inventory in the gun)
3. Transfer their ammo to us (the enemy then dies and the sage returns to my inventory in the gun).


May only die by enemy dark magic or if the enemy possessed has powerful dark magic.

Rarity: 5

Torture Mage: Same thing as the sage, but when the the possessed guy with the mage in his head dies, the mage also dies.

Rarity: 3

Secondary Weapon: Exploding Sheruikens that eject a Plasma field that also sprays bullets toward the locked target.

Notes:

•Healing auras only improve your health condition. Healing bullets can heal your flesh wounds

•Rarity 1 meant common, Rarity 5 meant rare.

•Dark weapons mean having a poisoning effect on the enemy which slowly drains their health and adds it to the user's health. Like a vampire.

•All minions summoned have a poisoning aura. Mages/Sages give the possessed being a poisoning aura.

•If confused about the inventory, the gun can shoot an unlimited amount of minions, but I can call them back into the inventory to summon that exact same minion. It's like those Pokemon PC storage place.

•Can have unlimited amount of minions on the field at once.

•Dark magic is now Dark matter :D

i think thats still unfair

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 Post subject: Re: Turn51: Book I [The Secret of AreaP 51]
PostPosted: Sat Sep 10, 2011 12:42 pm 
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Awww......but then I'll die again xD.

And it's unfair that AreaP 51 has hugely advanced technology and all we have are suckish guns compared to them and our own reflexes that doesn't really work.

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 Post subject: Re: Turn51: Book I [The Secret of AreaP 51]
PostPosted: Sat Sep 10, 2011 1:39 pm 
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thats why i prefer to stay afar

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 Post subject: Re: Turn51: Book I [The Secret of AreaP 51]
PostPosted: Sat Sep 10, 2011 2:13 pm 
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actually tech has advanced far enough we could basically have the powers of vampires

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 Post subject: Re: Turn51: Book I [The Secret of AreaP 51]
PostPosted: Sat Sep 10, 2011 2:14 pm 
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but we dont

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 Post subject: Re: Turn51: Book I [The Secret of AreaP 51]
PostPosted: Sat Sep 10, 2011 4:13 pm 
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we could, and i harness the power in my summary.

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 Post subject: Re: Turn51: Book I [The Secret of AreaP 51]
PostPosted: Sat Sep 10, 2011 4:19 pm 
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well we dont

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 Post subject: Re: Turn51: Book I [The Secret of AreaP 51]
PostPosted: Sat Sep 10, 2011 4:21 pm 
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maybe you don't but I do :P

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 Post subject: Re: Turn51: Book I [The Secret of AreaP 51]
PostPosted: Sat Sep 10, 2011 4:24 pm 
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who needs it

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 Post subject: Re: Turn51: Book I [The Secret of AreaP 51]
PostPosted: Sat Sep 10, 2011 4:25 pm 
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POST 100

OmegaXII wrote:
who needs it
like pokemon, to drain health.

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