08-05-2017, 06:09 AM
(This post was last modified: 08-05-2017, 06:14 AM by Alex Mercer.)
Shadow Conjuration: [1200]
Requires: Remote Control, Homing, Super Speed, Burst Movement, Area Defense
Zi can manifest a minor illusion that is 20% real. Casting the spell takes five seconds of concentration, which can be interrupted by any form of moderate jostling or minor damage. Upon completion of the spell, an illusion appears. This “Shadow” is a copy of Zi that fools every sense, even stepping from the same position Zi occupies to further the illusion that either could be the real version. Zi may summon more than one at a time by compiling the spell's Cast time. Upon completion of the spell, he is immediately unstealthed if he was stealthed during casting.
These Shadows will disperse into a black tar-like smoke upon particularly powerful attacks. Enemies with an Attack 2 points higher than Zi’s Defense will be able to disperse the Shadows with average attacks. While summoning them can be draining, sustaining the Shadows is effortless. Commanding them is slightly taxing on the mind.
When a Shadow is destroyed, Zi takes 1/5th the damage of the killing blow. The shadows cannot move beyond 80 meters from Zi. If they are forced beyond this range, they will resort to At Ease for thirty seconds, before dissipating.
While active, an onlooker may take five seconds to examine a single shadow to determine if it is fake or not. The Shadow must remain in sight, and it cannot be during a Scramble. The Shadow can be attacking or Fleeing. See Defending for special circumstances. Opponents with double Zi’s TEC instantly see through his Suppression, seeing the illusions as black humanoid shapes with glowing yellow eyes and no facial features.
Command: Attack [300]
Requires: Homing, Remote Control, Ranged
The Shadows are very weak, with an “effective” Attack half that of Zi’s and a Tec of 0. Their clumsy attacks are only particularly dangerous if a single enemy is swamped by a large number of Shadows. Targets with a Defense two points greater than Zi’s actual Attack take no physical damage, but may still believe they are being struck (being knocked around, feeling slight stinging/aching, etc) Foes with double Zi’s Tec both physical damage and the illusionary damage.
After three attacks, the Shadow must move away to “Recharge” for three seconds. At this time, if it sustains even moderate damage, it dissipates.
Command: Scramble [300]
Requires: Burst Movement, Super Speed, Remote Control
If Zi is discovered, the Shadows and Zi will burst into a single second long flurry of motion. In this flurry, the foe loses track of which copy is the real Zi. Targets with Technique two points higher than Zi instantly may see through the ruse.
If a single target witnesses the Scramble multiple times (in the same fight) they might notice patterns of movement. The required Tec to see through the ruse is lowered by 1 for each consecutive time Scramble is used.
Command: Defend [300]
Requires: Remote Control, Area Shield, Homing
While this command is active, the Shadows will stay close to the original. They will attack those who come too close, but will not pursue a target. They seek to defend Zi, even leaping in the way of projectiles, sacrificing themselves to protect their creator.
The Defend Command makes it more obvious which is the real Zi, lowering the required TEC to see through the illusion. While Defending, a target may realize which is being protected if their TEC is one point lower than Zi’s, simply by observing for a couple of seconds, or attacking twice with intent to observe the group reaction.
Attacks during the Defend Command do not deal physical damage and consists mainly of repelling targets with simple pushing. This is at half Zi’s ATK. Multiple Shadows may push the same target. A target with ATK matching the combined effort of the Shadows is not forced back. At double the combined effort, they may push the crowd of Shadows without much effort.
Command: Flee [300]
Requires: Remote Control, Super Speed, Burst Movement, Ranged
A single target is chosen, whether a point or general location, and all the Shadows then run away from that target at top speed. They will move in a straight(ish) line, deviating only slightly to avoid obstacles. They interact with the environment as if they were real; breaking tree branches, leaving foot prints, creating ripples in water, etc.
They may not attack at all during this Command. If they are struck with even moderate damage, they are struck just twice with moderate damage they will dissipate on the spot.
Command: At Ease [---]
Requires: Remote Control
This is the default Command. If for some reason another command cannot be completed, Shadows will resort to this state.
While “At Ease,” Shadows simply stand. They are not intelligent enough to genuinely interact with people, but they will track things with their eyes, fidget slightly and appear to breathe to keep the ruse that they are living beings.
The further away from Zi the Shadow is, the less natural it appears and the easier it becomes to identify. Treat Zi’s Tec as one point lower for every twenty meters it is away from Zi. This is seen as “jerky” motions similar to “lag” or “clipping.” This does not occur under an active command, like Flee.
Requires: Remote Control, Homing, Super Speed, Burst Movement, Area Defense
Zi can manifest a minor illusion that is 20% real. Casting the spell takes five seconds of concentration, which can be interrupted by any form of moderate jostling or minor damage. Upon completion of the spell, an illusion appears. This “Shadow” is a copy of Zi that fools every sense, even stepping from the same position Zi occupies to further the illusion that either could be the real version. Zi may summon more than one at a time by compiling the spell's Cast time. Upon completion of the spell, he is immediately unstealthed if he was stealthed during casting.
These Shadows will disperse into a black tar-like smoke upon particularly powerful attacks. Enemies with an Attack 2 points higher than Zi’s Defense will be able to disperse the Shadows with average attacks. While summoning them can be draining, sustaining the Shadows is effortless. Commanding them is slightly taxing on the mind.
When a Shadow is destroyed, Zi takes 1/5th the damage of the killing blow. The shadows cannot move beyond 80 meters from Zi. If they are forced beyond this range, they will resort to At Ease for thirty seconds, before dissipating.
While active, an onlooker may take five seconds to examine a single shadow to determine if it is fake or not. The Shadow must remain in sight, and it cannot be during a Scramble. The Shadow can be attacking or Fleeing. See Defending for special circumstances. Opponents with double Zi’s TEC instantly see through his Suppression, seeing the illusions as black humanoid shapes with glowing yellow eyes and no facial features.
Command: Attack [300]
Requires: Homing, Remote Control, Ranged
The Shadows are very weak, with an “effective” Attack half that of Zi’s and a Tec of 0. Their clumsy attacks are only particularly dangerous if a single enemy is swamped by a large number of Shadows. Targets with a Defense two points greater than Zi’s actual Attack take no physical damage, but may still believe they are being struck (being knocked around, feeling slight stinging/aching, etc) Foes with double Zi’s Tec both physical damage and the illusionary damage.
After three attacks, the Shadow must move away to “Recharge” for three seconds. At this time, if it sustains even moderate damage, it dissipates.
Command: Scramble [300]
Requires: Burst Movement, Super Speed, Remote Control
If Zi is discovered, the Shadows and Zi will burst into a single second long flurry of motion. In this flurry, the foe loses track of which copy is the real Zi. Targets with Technique two points higher than Zi instantly may see through the ruse.
If a single target witnesses the Scramble multiple times (in the same fight) they might notice patterns of movement. The required Tec to see through the ruse is lowered by 1 for each consecutive time Scramble is used.
Command: Defend [300]
Requires: Remote Control, Area Shield, Homing
While this command is active, the Shadows will stay close to the original. They will attack those who come too close, but will not pursue a target. They seek to defend Zi, even leaping in the way of projectiles, sacrificing themselves to protect their creator.
The Defend Command makes it more obvious which is the real Zi, lowering the required TEC to see through the illusion. While Defending, a target may realize which is being protected if their TEC is one point lower than Zi’s, simply by observing for a couple of seconds, or attacking twice with intent to observe the group reaction.
Attacks during the Defend Command do not deal physical damage and consists mainly of repelling targets with simple pushing. This is at half Zi’s ATK. Multiple Shadows may push the same target. A target with ATK matching the combined effort of the Shadows is not forced back. At double the combined effort, they may push the crowd of Shadows without much effort.
Command: Flee [300]
Requires: Remote Control, Super Speed, Burst Movement, Ranged
A single target is chosen, whether a point or general location, and all the Shadows then run away from that target at top speed. They will move in a straight(ish) line, deviating only slightly to avoid obstacles. They interact with the environment as if they were real; breaking tree branches, leaving foot prints, creating ripples in water, etc.
They may not attack at all during this Command. If they are struck with even moderate damage, they are struck just twice with moderate damage they will dissipate on the spot.
Command: At Ease [---]
Requires: Remote Control
This is the default Command. If for some reason another command cannot be completed, Shadows will resort to this state.
While “At Ease,” Shadows simply stand. They are not intelligent enough to genuinely interact with people, but they will track things with their eyes, fidget slightly and appear to breathe to keep the ruse that they are living beings.
The further away from Zi the Shadow is, the less natural it appears and the easier it becomes to identify. Treat Zi’s Tec as one point lower for every twenty meters it is away from Zi. This is seen as “jerky” motions similar to “lag” or “clipping.” This does not occur under an active command, like Flee.
