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Kumoko
#3
Stats

Attack (2): While Taratects might be amongst the weakest of the monsters inhabiting the Elro Great Labyrinth, they're still nothing to be taken lightly. Kumoko, in particular, is a fair bit stronger physically than the average human, and her webbing and poisons are not to be scoffed at. That said, Taratects are still among the weakest of the monsters. Thus, she doesn't really have much of an advantage when it comes to ATK.

Defense (0): Defense has never been Kumoko's forte. Though one would assume her exoskeleton would provide some level of defense, it has a tendency to cave in under every blow she receives. Thus, she instead tries to make sure she doesn't get hit in the first place. 

Speed (5): Not only is Kumoko naturally fast as a spider, in her world, all her running away gave her a skill called Idaten, which greatly increased her already-high speed even further. A good thing too. With her measly defense, she wouldn't have been able to survive nearly as long as she did without the ability to run and dodge as well as she can.

Technique (3): Kumoko's second advantage. Without an overwhelming strength to beat down foes, and without the ability to take really much of any sort of hit, she needed to rely on her crafty plans and guile to overcome any challenges in her way. She is a thinker, through and through, and is always planning the next step she needs to take just to survive.

Powers

Superspeed and Burst Movement: A very speedy spider. Kumoko's ability to evade just about everything that comes her way is not to be taken lightly. She'll always try to leverage her overwhelming speed to her advantage as much as possible, even against those who are fast themselves. It's one of her only survival tools, after all.

Super Jumping (Basic): Sort of like a jumping spider, Kumoko's capable of leaping surprisingly well. That's really all there is to say on that matter.

Moves

Spider Walk (Physical) (300): 
Being a spider, Kumoko’s capable of scurrying along walls and ceilings with ease. Since it comes as naturally to her as walking normally, she’s even able to move at top speed, attack, and in general use all of her moves while clinging to one, but she must always have at least half of her legs holding onto the surface at any given time, preventing her from dodging recklessly or jumping. Additionally, it also takes more energy than walking along the ground due to the fact she has to fight gravity, but it isn’t incredibly difficult, and she’s capable of doing it for a long time.

Spider Legs (Physical) (300):
As a spider, Kumoko also has 8 spider legs. Each of these is fully mobile and way more flexible than one would expect of spider legs, allowing her to even reach things on her back (with some difficulty). Since they're sticky in the way spider legs are, they can all be used to grab hold of things, whether it's an object, a person, a wall, etc. Though since she lacks hands and fingers, she's not really dextrous. Additionally, 8 legs mean losing 1 hinders her less than normal, but losing one still hinders her, and more importantly, still hurts as much as one would expect.

Venomous Bite (Physical, Debuff) (300):
As a member of the Taratect species, Kumoko carries their innate venom, which she can deliver with a solid bite from her serrated jaw. Her venom isn’t the paralyzing type a lot of spiders have, but rather brings about pure pain. Those who are bitten and receive a dose experience intense agony in the wound, the sort that makes one wish they’d rather lose their arm rather than continue experiencing it. This overwhelming torment completely disrupts their concentration for the 5 seconds that it lasts before it fades away. Due to limits in physiology, she only has enough venom for about 2 bites before they become normal, non-venomous bites. Her body does synthesize more venom as time goes on, however. She passively regenerates enough for 1 more bite every 30 seconds, though she can not go over her max of 2.

Spider Silk (Physical Strength, Debuff) (300):
Kumoko can produce a centimeter-thick rope of sticky silk from her abdomen at a rate of one meter per second. The stickiness will not affect Kumoko herself, and so she can safely manipulate the threads to her heart's content, attaching them to people, objects, or themselves.
Anyone or anything that touches the webbing will that the silk sticks to them very firmly, with a grip equivalent to Kumoko's own ATK + TEC. Thus, if someone gets themselves wrapped up in it, they'll have a much easier time breaking free (whether by tearing the strands or by tearing them off of themselves) if their ATK + TEC is greater than hers. Those without Physical Strength have a disadvantage when trying to break free. When it comes to things that can cut it, it's as durable as normal rope. Anything that could cut a rope can cut the silk, though since it's sticky, failing to sever it in one swing leaves the weapon stuck, and it again comes down to normal struggling to break it free.
Kumoko’s body can produce a theoretically inexhaustible supply of silk, but the act of doing so is slightly draining and requires most of her concentration, preventing her from using other moves that require concentration, though she can still move as normal, allowing her to connect it from place to place easier if constructing a web or something. Since she can only spin 1 meter of silk per second, she can't actually construct a full-on spider web in a fight unless someone leaves her alone for minutes.

Spider Eyes (Fodder):
Having 8 eyes means that Kumoko has a larger field of view than a normal human. Given that she has two "main" eyes she relies on, which are larger and more advanced than the other 6, this effect isn't super drastic, but it is enough to be noticeable. Notably, the arrangement of Taratect eyes put 4 nearer the top center of the head and 2 below and off the side of the main eyes (basically making an upside-down V), expanding her peripheral vision greatly. While she can only see the usual cone in front of her clearly, her other 6 eyes give her weak vision above her and slightly behind her (though not directly behind her). She's capable of vaguely seeing and reacting to movement within that greatly expanded FoV, but it doesn't allow her to make out anything specific. She can only tell that there's something moving and the general proximity to her. Additionally, since her 6 smaller eyes are more disposable than a normal person's would be, she can lose them without loss in her main vision (though it still hurts to lose them).

Super Moves

T1 Super Attack: Poison Synthesis (Physical) (600):
Extending at least two of her legs out, Kumoko concentrates and synthesizes a ball of deadly poison, measuring about half a meter in diameter, in the air between said two legs. She's capable of moving around as normal as she creates it. Once formed, it simply... falls. Nor more than 12 feet before the liquid evaporates away. Since she can't throw it, she needs to be in a position where it can just fall on an enemy. Thus, Kumoko typically tries to put herself in a position where she can force it down their throat, but they don’t need to ingest it for it to do damage. Instead, if it only hits their skin, it simply takes a few more seconds for the poison to actually seep into them and do the damage.
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Kumoko - by Kumoko - 03-16-2018, 07:37 PM

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