10-22-2017, 11:02 PM
Death Saucer (300) (Requires Ranged, Remote Control Prof) - Koola lifts an open palm upward and creates a spinning disc of magenta energy with a deep red core, taking about two seconds where he must remain still (though it can be summoned while falling). The edge of the disc is sharp and will cut through almost anything (depending on Koola's ATK stat to his target's durability/DEF stat for a Prime). Koola throws the disc, where it travels at the speed of an arrow and moves in a straight line. After loosing it, Koola can redirect the disc's path with a curt hand gesture if he so chooses (eg. flinging his hand left to right across his chest to make it turn right). Koola must maintain eye contact with the Death Saucer in order to redirect it, and his control over it vanishes after a hundred and fifty metres. The Death Saucer will continue on until it collides with an object of sufficient mass to stop it (eg. the ground). Koola can summon four of these in a five minute period without tiring.
Imprisonment Ball (300) (Requires Area Attack, Telekinesis) - Koola throws out an open hand and fires a two-metre ring of orange energy at the speed of an arrow after a charge of three seconds. The ring dissipates after five metres so Koola has to be close. When the ring makes contact, it encircles the target in an orange orb of energy and completely immobilises them. Koola must continue channelling his energy to maintain the prison, and can hold it for as long as twenty seconds before he loses his grip. As long as Koola doesn't allow twenty seconds to pass, he can drop his focus and attack the orb, sending it flying in the direction of his hit and causing it to explode with the first surface that isn't Koola. He has a window of two seconds to hit the orb after he stops channelling, otherwise the orb will dissipate. Koola must remain still while charging, firing and channelling and taking damage during any phase will disrupt the attack. Due to the technique's drawbacks, outside of channelling the orb, Koola does not get very fatigued from multiple uses; however holding a target for its full duration three times in succession (up to a minute) will tire him.
Imprisonment Ball (300) (Requires Area Attack, Telekinesis) - Koola throws out an open hand and fires a two-metre ring of orange energy at the speed of an arrow after a charge of three seconds. The ring dissipates after five metres so Koola has to be close. When the ring makes contact, it encircles the target in an orange orb of energy and completely immobilises them. Koola must continue channelling his energy to maintain the prison, and can hold it for as long as twenty seconds before he loses his grip. As long as Koola doesn't allow twenty seconds to pass, he can drop his focus and attack the orb, sending it flying in the direction of his hit and causing it to explode with the first surface that isn't Koola. He has a window of two seconds to hit the orb after he stops channelling, otherwise the orb will dissipate. Koola must remain still while charging, firing and channelling and taking damage during any phase will disrupt the attack. Due to the technique's drawbacks, outside of channelling the orb, Koola does not get very fatigued from multiple uses; however holding a target for its full duration three times in succession (up to a minute) will tire him.
