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Switching to Scarecrow
#1
Character Name: Jonathan Crane AKA The Scarecrow

Character Source: DC Comics, ArkhamVerse (http://batman.wikia.com/wiki/Scarecrow_(Arkhamverse)) for full information. 

Character History: Taken from the game Arkham Knight. 

Character Appearance: 

[Image: fde64601efdd2cd87c4b3c8af439708d.jpg]


Stats
ATK: 2
DEF: 3
SPD:2
TEC:3 

Starting Proficiencies:  
 Debuff Proficiency- 1000 OM
Physical Strength- 1000 OM 
Area of Attack Proficiency- 600 OM

Starting Powers: 
  Master Acrobatic - 400 

Starting Moves: 
 
Gauntlet Injector-600
 
The Gauntlet is attached to Scarecrows right arm. The gauntlet is like a claw that has six-inch needle injectors full of scarecrows fear toxin. Every time Scarecrow uses the gauntlet it fatigues him. when a subject has the toxin in their system it causes mass fear and slow  small amount of damage for a minute, the gauntlet also has a cool down for 2 minutes during the cool down in the two minutes fear toxin valves refill the injectors if the injector is activated before the refill the dose of serum will have a less effect. The fear toxin causes mass hysteria, paranoia, insanity, and helps scarecrow attack subjects mind, the toxin also brings out their worst nightmares. The injectors when stabbed and held for a second into a body, goes through the vain's and into the kidney and brain which cause's damage and the fear effect. The toxin in the gauntlet is concentrated to immobilize target and to the point of not defending and deals small amounts of damage. In some cases when the Fear toxin is used it can make Scarecrow seem scarier and a lot more powerful but all is an illusion. The gauntlet can also be used to intimidate people and cut down random objects. The gauntlet if used in an extremely large dose of toxin Scarecrow can give the illusion of being the terror beast. Scarecrow in some cases will create other toxins besides his fear toxin.         

Fear Grenades - 300 

The grenades are shaped as ball grenades and are attached to Scarecrows chest-piece there are about twelve on him at all times. It takes three seconds to pull one out and aim to throw and  2 seconds to start detonation and a minute to detonate the range of the grenades is about six feet. Scarecrow does need concentration to aim and throw one to, start one of his grenades all he needs to do is press a button. When detonated they release the fear toxin that only causes fear no damage to opponent or opponents and lasts for a minute but can be deflected or the opponent can escape the blast radius. the blast radius of the grenades is about a two-foot radius any person in the radius of the grenade has about a good solid 30 seconds to escape the gas cloud before fear sets in. The cooldown is in effect exactly after thrown and lasts for two minutes. If scarecrow throws his grenades rapidly it slows down the process of filling them with fear toxin from his toxin valves which are located on his chest. The grenades aren't as concentrated as the gauntlet so it only immobilizes the target, the fear effect only lasts for  15 seconds. The grenades can be thrown while moving but the range drastically changes. In effect for fear if Scarecrow gets hit the illusion can be broken but the illusion. fear is just a stun, the toxin only affects characters with TEC level three unless Scarecrow makes a higher dose of his serum. Illusions last for 15 seconds, stun lasts for 15 - 20 seconds. Scarecrow's fear toxin has Different effects for many of his weapons, the gauntlet is more potent and traces of poison, the grenade only has the ingredients of the fear toxin. The toxin can have many differences to none at all.

I Confirm That I Have Read and Agreed to the Rules of Conduct   

Where did you find us? It's Moon Knight and yes it's time to resurrect the Master of Fear.
[Image: maxresdefault-600x375.jpg]
#2
Someone else will handle your app, but I have a small comment regarding your moves: You need the telepathy power to directly influence someone's mind. That includes causing them to fear something. You can do a scary thing without telepathy (and they might become scared because of it - but they don't have to), or make someone suffer physical symptoms of fear (such as shaky limbs), but you cannot 100% make someone feel fear without the telepathy power. Also, please note the required proficiencies/powers for each move.
#3
Mark handled approving the old Scarecrow app if I remember he said the toxin couldn't fully work unless my tec was higher then the opponent. He also never said anything about Telepathy.
#4
(06-05-2018, 08:47 PM)Moon Knight Wrote: Mark handled approving the old Scarecrow app if I remember he said the toxin couldn't fully work unless my tec was higher then the opponent. He also never said anything about Telepathy.

There was some debate over telepathy a while back (you might remember it, it was linked to CP's moves). But, in short: you must have telepathy to directly influence someone's mind. You can show them "scary" illusions and mess with their senses without telepathy. But you cannot forcibly induce emotions or thoughts of any kind without the power. So, you could have someone see scary illusionary eldrich horrors that distract them somewhat, but if you don't get telepathy they won't have to be scared by it. In short, you need telepathy to cause "mass hysteria, paranoia, insanity", as well as "fear". Unless you wish for those aspects to become roleplaying fodder.
#5
Locked on request
[Image: blink2k15.png]


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