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Switching
#1
Character name: Somerled Murdoch

Character source: OC

Character history: [Bringing back this guy because I'm a terrible person. I'd like to continue where I left off, plus one death, if that's allowed. If not, I'll put in another history though. Link to original history here]

Physical Description: The First Half of Somerled Murdoch is not a very "monster-like" monster. He takes on the appearance of a Japanese man, about mid-30s. His back hair looks like it hasn't been cut in months, uncombed and tending towards the long side. His eyes are the grey colour of a storm cloud on the horizon. His height is an unimposing 5'8'', and his physical build is unimpressive. For clothing, he prefers to wear whatever helps blend in with the culture he’s visiting. Currently, his outfit consists of a white woolen, long-sleeved shirt beneath a brown leather doublet, a pair of brown wool pants, simple hide boots, and a green, hooded cloak, which reaches down to his knees.
In physical appearance, the first and second half are essentially perfect twins. There is however, a single select difference that allows for telling the two apart. The second is much more well-kept than the first, keeping his hair, which is light blond in contrast to the First's black, short and neat. Due to the single body they share, his outfit his exactly the same as the first’s except in very rare occasions.

Stats:
ATK: 5
DEF: 1
SPD: 1
TEC: 3

Starting Proficiencies (3,200): Physical Attack (1000), Ranged Proficiency (1000), Ranged Materialize (600), Area Attack (600)

Starting Powers: None

Starting Moves:
Lightning Strike (Physical) (300): By channeling the power of a lightning strike through one of his limbs, Somerled can unleash an incredibly powerful strike, carrying both the speed and strength of lightning. Without any windup, he unleashes a blow towards the enemy in the form of either a kick or a punch, striking faster than the blink of an eye with a shot that, if it lands, hits with enough force to send opponents flying back a few meters. Dealing with such extreme forces comes at a cost, however. A successful punch fractures the bones in Somerled’s hand, and possibly his arm as well if he’s unlucky, while a successful kick fractures, or possibly even outright breaks his leg. Though he can continue to strike even after he’s broken many bones, overdoing it with the same limb causes larger breaks, and eventually an unplanned amputation. Cchanneling the power takes around three seconds, which he can do while moving, but attacking or getting hit breaks his concentration, and must be used the moment it’s ready. Has a surprisingly low magic cost, leaving Somerled simply winded and wounded after use. 

Heavenly Bolt (Ranged, Ranged Materialize, Area Attack) (300): Channeling the weather’s power, Somerled quickly and forcefully gathers up huge amounts of electrical energy in the sky. After four seconds of immobile charging, he calls down a single, powerful lightning strike from the heavens, regardless of whether it’s cloudy or clear, with a snap of his fingers for added flair. Aimed at a foe within fifty meters of him, the bolt slams into the ground, striking a random spot somewhere within twenty meters of the target. As a semi-natural lightning strike, the bolt itself holds tremendous amounts of power, wielding a strength capable of blowing apart grown trees from the inside. Of course, since it’s a bona-fide lightning bolt, the actual bolt is approximately an inch wide and all but impossible to reliably aim. Actually getting it to hit what he wants it to hit comes down to pure chance. Due to this, he prefers to rely on the resulting shockwave, a powerful, concussive blast that bowls over anyone within three meters of the bolt itself. Calling down a lightning strike in such a short amount of time takes up a huge amount of Somerled’s power, leaving him utterly exhausted in the wake of it. Can not be used in places where the skies are blocked, such as buildings or caves.

Bullwhip (Physical) (600): A recreation of the weapon given to Somerled during the Hero's Graveyard. It is a 10 foot long, 12 plait, kangaroo hide whip. While not one of the strongest weapons out there, with a well-aimed hit, it’s capable of wrapping around an object or person, allowing the wielder to drag it to them, or vice-versa. His ATK needs to be higher than the enemy's in order to drag them in, and at least twice as high for him to do it easily. For some unknown reason, it plays the theme song to "Indiana Jones" whenever it's cracked.

Tier 1 Super Attack: Microburst (Area Attack, Ranged, Ranged Materialize) (600): The weather itself begins to bend to the will of Somerled, as he calls upon his power as the spirit of storms. He passively charges over the course of thirty seconds, able to move freely during this time but unable to attack, all the while dark clouds swiftly gather overhead, pushing out whatever weather had been there previously. Wind blasts down from the heavens, in a column roughly 15 meters in diameter centered on Somerled, pulling the clouds and rain themselves down with it, and tearing those who are flying out of the sky. Upon contact with the ground, this downburst becomes an outburst, the wind rushing outwards 25 meters, covering an area of up to 40 meters from Somerled in all directions. Raging out at 80 m/s, these gusts easily throw aside anyone caught within them, along with just about anything not nailed down. The wind itself doesn’t do any damage outright, rather, it’s everything the wind tosses about that does the bulk of the harm. A weak rainstorm is left in the wake of this attack, which passes naturally after it runs its course, however many hours that may take. Can not be used in places where the skies are blocked, such as buildings or caves.

I confirm that I have read and agreed to the Rules of Conduct. Si
[Image: ZpWQiiu.gif]
#2
You can have your memories and what not, but your character won't remember anything from after you switched them out and you will start at the nexus again.

Lightning Strike - You need a longer charge time, you are punching someone with a charged move that is powerful enough to send someone flying backwards (literally meters) and is as fast as lightning. The minimum charge time I would accept is 3 seconds. That being said, with the longer charge time, you can probably have it so that the first punch only causes fractures, while using it further has a high possibility of breaking bones.

Heavenly bolt - I'm a little iffy on the charge time here as well. Your move is so powerful for such a small charge time.

Bullwhip - Why is this 600?

Microburst - 50 meters is rather extreme, I would say 15 meters max is more appropriate.
#3
(01-31-2017, 08:29 PM)Daniel Wrote: You can have your memories and what not, but your character won't remember anything from after you switched them out and you will start at the nexus again.

Lightning Strike - You need a longer charge time, you are punching someone with a charged move that is powerful enough to send someone flying backwards (literally meters) and is as fast as lightning. The minimum charge time I would accept is 3 seconds. That being said, with the longer charge time, you can probably have it so that the first punch only causes fractures, while using it further has a high possibility of breaking bones.

Heavenly bolt - I'm a little iffy on the charge time here as well. Your move is so powerful for such a small charge time.

Bullwhip - Why is this 600?

Microburst - 50 meters is rather extreme, I would say 15 meters max is more appropriate.

For lightning-based moves, I'm trying to go for quick cast time and high power by giving them other big drawbacks, like being harmful to the user or massively draining. That's sort of my thought process when it comes to the first two. If it's possible, I could make Lightning Strike more draining/harmful to use to balance out. If not, then it's changed to a 3 second charge. Edited.
Heavenly Bolt: I can make it even more draining. Like "use it once and collapse" tier, if necessary. If that doesn't fly, what would be a good charge time then? Five or more seconds?

Bullwhip: 600 for the fact that you can hit things with it or grab things with it.


Microburst: Edited. 15 meter column which balloons out 100 meters upon contact with ground. Can halve or more the 100 meters if necessary though.
[Image: ZpWQiiu.gif]
#4
If you just give the first two moves a couple more seconds of charge time, then it'll make sense for it to be as fast and powerful as it is. If you want to keep the drawbacks as severe as they are then that's alright I guess, but fighting with broken bones would most definitely need survival (which is why I suggested fractures, as they can be less severe). I know survival uses a sword through the chest as an example, but it does say inhibit and an arm full of broken bones would definitely inhibit you.

Bullwhip - ah, okay. Don't forget that pulling someone into you with the whip will be highly based on ATK. You'd probably need double someone's ATK to pull them towards you without any sort of difficulty.

Microburst - probably make it probably make it 25 meters, with the already 15 meter in diameter ballooning out an extra 25 meters that gives you a coverage of 40m, which is still huge.
#5
Lightning Strike: Survival's actually probably the first thing he's gonna get. I just don't like starting with it because it's expensive. Anyway, Edited. Only fractures at first, charge time of three seconds, can move while charging but can't attack or get hit.

Heavenly Bolt: Edited. Four second(?) charge time, during which he can't move, but he doesn't collapse immediately after.

Bullwhip: made note of the reliance on ATK.

Microburst: Behold the power of the world's tiniest storm! Edited. 15 meter downburst becomes 25 meters outburst, 40 in all directions.
[Image: ZpWQiiu.gif]
#6
Just remember, you have to go back to the nexus, you can have your memories from before you switched.

Name: Somerled Murdoch
Spent OM: 5000
Proficiencies (3200); Pysical Strength (1000), Ranged Proficiency (1000), Ranged Materialize (600), Area Attack (600)
Powers (0/8000);
Moves (1200); Lightning Strike (300), Heavenly Bolt (300), Bullwhip (600)
Super Moves (600); T1 Super Attack - Microburst (600)
Transformations (0);
Assists (0);
Items (0);
Artefacts: None
Consumed OM (0); (for consumed items or OM permanently lost from respecs, etc)
Bases (0);
Unlocks (0);
Base stats:
ATK: 5
DEF: 1
SPD: 1
TEC: 3


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