Combat
Combat Style:
Ash is best described as a tactician in fights. She changes her fighting style to better address each challenge. What never changes, however, is her basic attitude. Shock and Awe. If she can achieve this in a fight - figuratively with her constant innuendos and flirting or literally with all her electric based magic - she will.
She is frail in comparison to most Omniverse fighters, even so, she surprises herself at how much damage she is able to take. As well, she is very stubborn in her goals, perhaps that is where she gets her ability to suffer through fights. Maybe she just likes the pain.
The Storm Demon has several ways of paralyzing her intended or non-intended target. She has the close range of Shocking Grasp and the AoE of Chain Lightning. Allowing her plenty of versatile options for one on one, and a good partner for a fight against many. Rest assured though, there is more than enough reason she took this title as her own.
There are also plenty of things in her personal arsenal to show off her brutal nature. Snatch It Up pierces through the bodies of potential enemies, and brings them closer to test their courage. Her equipment, a morbid grappling hook, a vampiric dagger, and a stolen chainsword is used in various ways that would make anyone from her verse question her sanity. Not that swinging from high places on a lock of black braided hair didn't already make people question that.
And finally, but never the last option, is her survival tactics. Given the choice of her and... Well anyone that is not her, she typically will pick herself unless there is some benefit. Taking the hit of purpose for some hidden move, freaking out the attacker, or just making solid allies by faking compassion. Self-preservation is evident in her available moves, powers, - in the form of high speed and dodging tactics - and past.
-Items-
[float=right]
Base stats:
ATK: 2
DEF: 1
SPD: 4
TEC: 7
Commlink(Comm + Dataverse Device) + Vita Compass APP
Warp Whistle(x1)[/float]
Cyberdeck
Communication Device + Dataverse Mobile Device
A omni tool of hard plastics, light metals, and small bits of electricity forms on her arm after half a second of concentration. It is a high powered computer including mouse and keyboard, a cell phone, and storage for sorts of digital things all in one. All Decker's have a Cyberdeck, its their hacking tool, their life, their obsession. - It is also completely fodder at this point, and gives her no advantage in a fight except the previous stated devices. Though it is difficult to make/take calls while someone is beating you half to death...
Cyberdeck Scanner
It takes half a second for a mute blue-colored visor to materialize over Ash's eyes, creating a quick menu that reacts to her thoughts and wishes. This is used to scan her opponent and/or battlefield(insight), predict outcomes(foresight), and is a quick interface for calling and manipulating her apps(Communications Device and Vita Compass), and various other things like saving scanned pages or taking pictures. She is intimately familiar with the scanner and can use it in and outside of combat, but it gives her no additional advantage than the powers already do. - In short, its just flavor for Ash's use of the above powers. (Which she already is equipped with.)
-Proficiency-
Physical Strength
A combination of street fighting, boxing, and an inability to take things lying down has made Ash an effective fighter.
Ranged
Ash works well up in people's face, as well as behind a wall.
DeBuff
As the Storm Demon, you expect Ash to use a lot of lightning based attacks. Paralysis and Stunning additives keep things interesting.
Area Attack
Ash has crowd control and AoE, watch out.
-Power-
Master Acrobat
Swinging around the tops of skyscrapers help teach a girl about balance and movement. And being a stripper helped with the flexible things. A tail for added sway and balance didn't hurt too much either.
Burst Movement
Quick dashes for those times when you really need to move before you get your face wrecked.
Super Speed
Speed is just kind of her thing, okay.
Super Jump: Basic
(Honestly, I got tired of saying 'shit' every time I have a cool idea that requires Super Jump)
Stealth
As a pick-pocket and a common thief, a girl knows how to get around in the shadows.
Suppression
Since being here in the OV, Ash has figured out that you need to keep a low profile sometimes.
Insight
As someone who likes secrets and information, this was made for the always observing Storm Demon.
Foresight
When you live your life on the streets running from lawmen and thugs, you start to pick up on things.
Enhanced Senses: Basic
Fighting in the Underverse has brought a lot of new posibilities and abilities to Ash. She can push her senses to 20 Meters max.
Fusion: Basic
Ash has picked up on a few new tricks to help her out, she now can participated in a one on one fusion.
Symbiosis
And for those who can't already fuse, she can now fuse with you. (Fodder: By force if she must!)
-Weapons-
RED DEVIL'S CLAW
(Requires Ranged Prof and Physical Strength Prof)
Ash's go-to in almost everything. It's a combat-ready grappling hook, but using it for traveling should be considered fodder. Once Red Devil's Claw is summoned properly, it can be resummoned on the fly.
Description:
The Claw is unique but roughly a basic looking Grapple Hook. The arms, however, are sharpened like a blade on the outside, implying it can be used in other ways than just a means of movement. The type of metal is unknown, but it is crimson in color and carries ruins are typical for resisting flames. This does nothing for the wielder, just the grapple hook and its length of 'rope'.
The 'rope' is also strange, in the fact that it is hair. Most likely from a human or humanoid. Its true length is unknown as it has been braided in some places. But Ash has access to 15 ft if she so chooses to use all of it.
Function:
Movement
It is a grapple hook and functions effectively for getting to higher points in altitude as well as swinging about the landscape. It can do anything a normal grappling hook can do, which the only difference being the hair is protected from flames to keep it from being destroyed by extreme temperatures or fire spells.
Gore
With sharpened arms and a spearhead, it makes for a great exotic but functional combat weapon from close range or mid-range(10-13ft). It has been modified to be launched from her forearm via a mount created by a smith in her world, at the same power of a harpoon gun that allows her to pierce through the fleshiest of substance and can spear through weak opponents effortlessly. Stormtrooper armor has been confirmed to be problematic, anything harder than clothing or weak leathers would be. She fixes this by getting close for precision work with the same sharp metal pieces, manually hooking the pointed ends into the gaps of the armor.
Red Devil's Quill
(Requires Physical Prof)
Description:
The Quill is a dagger in the shape of a feather. The blade is the 'fur' part of the feather, with lines carved into the metal to give it a similar texture visually as a feather. It's made of a more familiar material, steel.
Function:
Writing Utinsel
Other than its detailed appearance, the only unique factor is if Ash turns it around she can write with the other side. It also automatically writes in blood, she assumes it is the blood of anyone who's been stabbed with it.
Dagger
Used like any normal dagger can be used, stabbing, threatening, a tool for conversation that might come off as intimidating or other things.
Ultramarine's Chainsword: Invictus
(Requires Physical Prof)
Stabbed through by it by Brother Gaius and then banished to the Underworld, Ash decided to keep it.
Description:
Function:
This weapon is chainsaw first and a sword last, normally used to rip apart Orks - according to those who’ve witnessed its power - this one found itself in the hands of one Sex Deamon. Without proper training but the love for shock-and-awe tactics, Ash has developed a bond with the chainsword and gain proficiency with it. It has a 4 and a half foot blade that is lined with jagged teeth that when activate begin to rotate at dangerous speeds. She can comfortably use it with one hand or two.
[spoiler]
Invictus by William Ernest Henley
Out of the night that covers me,
Black as the pit from pole to pole,
I thank whatever gods may be
For my unconquerable soul.
In the fell clutch of circumstance
I have not winced nor cried aloud.
Under the bludgeonings of chance
My head is bloody but unbowed.
Beyond this place of wrath and tears
Looms but the Horror of the shade,
And yet the menace of the years
Finds, and shall find me, unafraid.
It matters not how strait the gate,
How charged with punishments the scroll,
I am the master of my fate:
I am the captain of my soul[/spoiler]
-Abilities/Attacks-
Shocking Grasp
(Requires Debuff Prof)
Description:
Blue lightning dances in the user's hand or hands - using two hands doesn't make it any more powerful but allows her to attack two people at once.
Function:
Weak Paralysis
It is usually a small insufficient shock that merely has the chance of paralyzing the target(s) for a second or two that function as a distraction for movement usually away from the target(s). This variant's electricity is created quickly and can be held for about 3 seconds before its considered 'Charged', making this variant of the move less draining all around; allowing her to use it multiple times before she begins to sweat, but she cannot rely on the move alone as it does fairly minimum electricity damage.
In Short: Used for a quick distracting poke and running away.
Charged Power
This attack, however, can be charged for a more powerful shock that sacrifices the chance to paralyze for pure damage. This she can charge while moving or taking damage, but cannot administrate the shock unless holding still and touching the intended shocked. This variant's electricity is created quickly, after holding the electricity for 3 seconds or longer the electricity starts to race faster and faster in her hand(s). The longer Ash holds the charge the more powerful the attack becomes, but the more draining it is to the user. Using it too much, or overcharging it - usually in desperation - will leave her tired and weakened; exhausted and vulnerable but alive.
Note: While in 'STORM DEMON'(Transformation) it is nearly impossible to tell that she is charging Shocking Grasp because she is covered in dancing blue electricity constantly.
Chain Lightning
(Requires Ranged Attack Prof, Debuff prof, and Area Attack Prof)
Description:
Ash concentrates for 15 seconds - as long as she remains unharmed she can maintain this concentration while moving but cannot use any other action - to charge up a large amount of destructive blue electrical energy which she then releases at a target within 20 feet of her. It strikes as fast as natural lightening at the intended target and continued to course through the group of people with little to no slowing or lowering of power. Hitting up to seven people almost simultaneously, the electricity jumps randomly from the original target to the next within 3 feet but never back as it follows the direction it's cast. She can only control the aim of the spell to the first person but cannot control it enough to spare any friendlies in the group if any. No one is safe from becoming a lightning rod except herself as it does not move backward.
On top of a powerful shock, enough to tear through the flesh (and flesh like substance) it touches and can leave multiple painful smoking rips in the body, every successfully hit target suffers paralysis for 10 vulnerable seconds. In these spare moments, Ash and anyone who can still move can attack the paralyzed target(s), bind said targets with whatever will work at the time, or steal what they deem valuable at the time.
Ash can only do this move twice a fight before she needs a rest as it is very draining, and really should only have to do it once.
Thunder Clap
(Requires: Strength Prof and Debuff prof)
Description:
Used at close range, no further than 5ft away, Ash takes up a defensive stance and fuses her palms with magic just before smacking them together in a clap making the spell instantaneous. This creates a white sound wave that explodes from her hands to throw the target off their feet harmlessly, and up to 10 feet back if they are particularly light. The power of this attack is gauged by how wide her hands are when she claps; the wider her hands and the more force she uses the more powerful the clap. (At least 1ft[30cm] apart to activate, and up to 5ft[1.5m]. Power meaning bigger targets need more force to be pushed down.) This leaves a harsh ringing in their ears and deafens a target for 5 seconds, leaving them confused and disorientated, as well as open to any sneak attacks.
The closer the target and the more distance between her hands before she claps risks real damage to the eardrums, which can be healed by normal means after the fight. (This is fodder.)
Ash can do this as many times as she can endure the painful sting in her hands after each smack. (Usually, only 3-6 times in a row without rest, depending on how hard she claps. She can do it more than this, but risks damaging her hands.) While it's not that strenuous on her energy, it hurts her hands which are important to her. This is used more for defense and crowd control, but cannot be performed while moving or in combination with other moves; however, as soon as the sound wave leaves her hands she can act normally.
Snatch It Up
(Requires Ranged Prof, Strength Prof, and Red Devil’s Claw(Weapon).)
Description:
From a distance of 13-ft max, Ash can launch the exotic grappling hook from the modified contraption on her forearm by fusing it with Entropy magic(3-second charge) and increasing its chances of piercing through all kinds of typical armor.
Function:
The bladed point in the center of the hook stabs through its target’s body, with a solid yank the arms of the hooks embed themselves into the creature’s body making it near impossible for them to resist being yanked themselves towards her. Ash usually follows this up with a punch or a kick, but this can be combined with Shocking Grasp(Move) or Red Devil’s Quill(Weapon). Ash has to be standing still to aim for the softest part of her intended target. The Claw has to be forcefully removed - which Ash can do by yanking on the metal part - and will have to be re-loaded into her arm to be able to use again.
(Anyone with an Atk of 1 or higher can also dislodge it themselves, until then they are at her will and on the end of her goretastic leash. <3)
Weapon Concealment
(Requires Physical Prof, Suppression, Stealth)
Description:
Ash focuses on any weapon-type Move of hers for one second, after which that weapon becomes invisible. Spotting it is just as difficult as it would be to notice Ash if she were using Stealth herself. (This varies depending on the Tech of her opponents.) Maintaining this Move tires her slowly and requires a small amount of continued concentration for as long as it remains active.
Function:
Whilst active, the effect will persist even during combat, preventing enemies from accurately determining the dimensions of her weapon.
Phantom Luck
(Requires Foresight)
Description:
A magical buckler-sized shield (1.5 feet across) of force magic appears to defend Ash from attacks with the intention of to kill her. It appears to be made of shadows but the light does not disperse it.
Function:
It's a reaction spell, her only defense against things she can sense but may not be able to stop normally due to her hands being full or bound. Once used, Ash has to concentrate for 4 seconds while standing still to be able to summon it to her aid again. Attacks stronger than Ash's shield may breach it and still do some damage (e.g. super attacks, moves with high charge times, etc.)
SUPER HOT!!
Description:
Ash focuses for 4 seconds, preparing her mind and senses. During this time she can move and dodge as usual, but not attack. Once the 4 seconds are up, everything seems to stop from Ash's perspective, with her instincts reaching insane levels for the next 15 seconds (real time). She's able to perceive events so quickly that time only seems to move forward when she moves or acts. Even moving bullets will appear to be frozen in the air. If Ash performs an action slower than normally possible for her, then everyone else appears to move in slow motion respectively. This doesn't allow her to use, charge, or execute moves faster than usual or act beyond her physical capabilities, it just allows her to act a lot more precisely, performing feats such as cutting bullets out the air or catching an arrow with their bare hands - providing she can physically move fast enough to do so.
While this move doesn't enhance Ash's physical abilities, it does force her to always move and act at maximum efficiency. As a result of this, it will often leave her more tired than she usually would be. Ash cannot recover fatigue or energy while this is in use by conventional means (i.e. resting normally) but can end this effect early at will. Lastly, the mental preparation required to execute this successfully exerts a light fatigue cost and leaves her dizzy for a few seconds after use.
Masochist's Climax
Description:
Ash has always been the type to focus on avoiding attacks through dodging, netralizing, or escape. After her fight with the Ultramarine she understands her frailty can also become a great weapon. Ash focuses on taking hits from the other fighter instead of dodging using foresight to assist with this task, however, much of the strength from these attacks are absorbed leading them to do the same damage as if they only glanced her - ie as if she tried to dodge - leading to a more enjoyable situation. This absorbtion happens for any attack she would be able to dodge and normally would dodge. For 10 seconds of esctacy Ash cannot attack/counter or dodge the attacks.
After 10 seconds the the stored pleasure energy is too much to contain and is realeased in a single loud but lewd moan. This forms a weaponized sound wave that explodes from her in the form of jagged translucent pink dagger sized shards of energy which spray out in a 30-ft radius around her at the speed of sound. These shards do more damage based on how much damage Ash absorbed and leaves the unfortunate victims dazed for 3 seconds and causes them to lose sight of Ash with both their vision and enhanced senses.
Ash is exhausted for a few seconds after this, especially after a particularly harsh beating~! <3
-Transformations/Power-Ups-
T2 POWER UP: STORM DEMON
Description:
Blue lightning cracks across Ash's entire body, her horns and eyes glow bright neon blue as the electricity supercharges her, she wears a wicked grin the whole time. Her form begins to pulse with light, leaving a map of her nerves across her skin for a moment until the light fades. As an added effect, the lightning tears bits of her clothing and her hair floats in an invisible current.
ATK: +2
DEF: +0
SPD: +4
TEC: +4
-Supers-
T1 Super Utility: Piss Off
(Requires Debuff)
Description:
One of Ash's major weakness is that when she is caught by someone, they tend to not let go. So when she gets involved with the abusive types, the type that will hold her down and pound her face in - not the good way - Ash pulls out her Up and Close trick. Using both force magic and electricity magic, she creates an explosion that is centered on her and then is directed out towards the attacker. The force is harmless but shoves them back 10 feet, the electricity is also harmless, but locks them up while she escapes, or up to one minute. This is negated if the inflicted target takes damage unless that damage kills him.
While intentionally harmless, it has the ability to stop a weak heart - killing the unlucky victim. (Fodder)
T2 Super Defense: Now You See Me, Now You Don't
Burst Movement, Suppression, Stealth
Description:
Ash simultaneously creates a clone of herself and vanishes from sight and senses before escaping the line of fire. Meanwhile, the clone baits her opponents into fighting it. Dodging what it can until its finally hit. (T2 can take 2 normal attacks, or counter one SA T2 or lower.) The Clone lasts up to 30 seconds, until its damaged appropriately, or until Ash unstealth's - generally done by attacking. When the Clone is defeated, it lasts long enough to 'die'. This body vanishes after the 30 seconds is up. Those with TECH lower than Ash have a harder time differencing from clone and Ash and are very likely to believe they've killed her. By the time the clone is discovered Ash has another plan in action.
T3 Super Attack: Hurricane: Shock and Awe
Quote:T2 Version for Comparison
(Requires Strength Prof, Burst Movement, Super Speed, Super Jump(Basic), Debuff Prof, and Invictus(Weapon))
Description:
Ash revs up the chainsaw as the only warning, then she launches herself towards the intended creature from a max of 10 meters. She stabs or cleaves a target with her chainsaw, holding the whirling blades inside them for 3 seconds, leaving them incapacitated by the graphic vision of their own body being mutilated after she pulls it out - for at least 5 seconds. This creates a state of shock in most opponents as they struggle to understand reality, which numbs them from the horrific pain. (But not the damage.)
Ash can reach almost anyone with this attack in just matter of moments but is determined to stay with the weapon through the whole process forcing her to get up close. When she is covered in the proper amount of gore, she jumps back
(Requires Strength Prof, Burst Movement, Super Speed, Super Jump(Basic), Debuff Prof, Area of Attack Prof, and Invictus(Weapon))
Description:
The Storm Demon runs her hand along the still blade of Invictus, covering several teeth of the chainsword with the purest form of magic Ash has access to, infusing it with Prime magic. Upon revving the weapon up, it will glow the same Electric Blue that is always present in Transformation: Storm Demon.
Ash's only warning to this attack is to rev the chainsaw, she then launches herself towards the intended creature from a maximum of 10 meters. Ash will stab or cleave her target with her chainsword and hold the spinning blade inside them for 3 seconds. As their body is being mutilated the Prime Magic activates, turning the already extensive gore into a crimson
* hurricane - complete with sparks of matching electricity - that attacks the outside of the body.
This puts the creature into a state of shock in most cases as they struggle to understand and deal with the horrors of this move for 5 seconds which numbs them to the pain for this time.
*Traditional blood is red, but if you are like Ash and bleed another color, the vortex will be that color.