12-24-2017, 01:34 AM
(This post was last modified: 12-24-2017, 01:40 AM by Jams Bolero.)
Time for a revise~
Violet Arm
300 OM
Requires:
-Physical Strength Proficiency
-Telekinesis
---
Jams utilizes his ability to manipulate gravity in order to enhance his fighting ability. This method involves him applying gravitational force to his arms, and thus applying force to whatever gets in their way.
APPEARANCE: Jams punches in a given direction, his arm enveloped in a purple glow which blurs forward along with his fist. The more gravity that is applied, the stronger the purple glow around his arm. While he uses purple magic, the irises of his eyes turn purple, the shade of which also determined by how much force is applied.
UTILIZATION: Jams punches, simple enough. The strength of the punch is based on how much force he uses. The following descriptions are based against a 2 def. prime.
-He can punch harder to deal more damage, at the cost of a longer windup. A safe, strong punch of about 3-4 damage would probably take 3 seconds.
-He can punch hard AND fast, but at the risk of physical injury. A regular punch (1, maybe 2 damage if lucky) takes 2/3 to 1 second to wind-up. A strong punch at that speed would do the same damage, but there is a good chance he could injure or even break his arm or hand. This usually happens if he's punching awkwardly into open air,
-Naturally, a 2/3 sec punch which deals 2-3 damage would pack less of a... er... do less damage, but it would also be safer to do (though a lower risk of injury =/= no risk of injury).
[Pros]
-Deals more damage per hit
-Can be used to move heavy objects
-Used to balance if unsteady
[Cons]
-Stronger punches are more obvious
-Improper winding up can disorient the user and potentially cause harm
-Overexertion of magic is always a risk, use with caution
OTHER NOTES: Jams would probably take about a half to 2/3 of a second to punch by default.
Note: Additional damage notes are not definite, but a helpful way of illustrating a basic premise. Actual values may vary based on innumerable factors.
Violet Arm
300 OM
Requires:
-Physical Strength Proficiency
-Telekinesis
---
Jams utilizes his ability to manipulate gravity in order to enhance his fighting ability. This method involves him applying gravitational force to his arms, and thus applying force to whatever gets in their way.
APPEARANCE: Jams punches in a given direction, his arm enveloped in a purple glow which blurs forward along with his fist. The more gravity that is applied, the stronger the purple glow around his arm. While he uses purple magic, the irises of his eyes turn purple, the shade of which also determined by how much force is applied.
UTILIZATION: Jams punches, simple enough. The strength of the punch is based on how much force he uses. The following descriptions are based against a 2 def. prime.
-He can punch harder to deal more damage, at the cost of a longer windup. A safe, strong punch of about 3-4 damage would probably take 3 seconds.
-He can punch hard AND fast, but at the risk of physical injury. A regular punch (1, maybe 2 damage if lucky) takes 2/3 to 1 second to wind-up. A strong punch at that speed would do the same damage, but there is a good chance he could injure or even break his arm or hand. This usually happens if he's punching awkwardly into open air,
-Naturally, a 2/3 sec punch which deals 2-3 damage would pack less of a... er... do less damage, but it would also be safer to do (though a lower risk of injury =/= no risk of injury).
[Pros]
-Deals more damage per hit
-Can be used to move heavy objects
-Used to balance if unsteady
[Cons]
-Stronger punches are more obvious
-Improper winding up can disorient the user and potentially cause harm
-Overexertion of magic is always a risk, use with caution
OTHER NOTES: Jams would probably take about a half to 2/3 of a second to punch by default.
Note: Additional damage notes are not definite, but a helpful way of illustrating a basic premise. Actual values may vary based on innumerable factors.
Death Count: 0
Banish Count: 0
Banish Count: 0

