05-25-2018, 10:34 PM
(This post was last modified: 05-26-2018, 11:11 PM by Demetri Malius.)
Shadowstep(300; Requires Stealth, Phasing):
When in the shadow of something else, Demetri is able to quickly and stealthily travel as long as he avoids direct sunlight. He would appear darker against the shadows he travels on and is vulnerable to energy attacks while moving, but can still defend himself. When exposed to sunlight the exposed area returns to its normal form. Attacking or defending while in this form forces him out of the shadows for a few seconds before he can re-enter. As a careful stealth and infiltration maneuver, if Demetri can manage to get behind someone without being detected, he can follow them as their own shadow.
Example Gif:
[spoiler]
![[Image: bb15be2c88d6971756bd429be3d80fa4.gif]](https://i.pinimg.com/originals/bb/15/be/bb15be2c88d6971756bd429be3d80fa4.gif)
[/spoiler]
Actually gonna toss a few more in here, might as well.
Shadow Tendrils(1200; Requires Ranged, Ranged Materialize, Remote Control, Debuff, Area Attack, Area ShieldMaster Acrobat)
Demetri's most versatile form of magic, a pair of tight-fitting bracelets that each allow him to control tendrils made up of shadow magic. His tendrils are more durable, with a single one having the durability of quarter-inch wire rope or sheet metal if stretched across a surface, however, they do take increased damage from energy attacks. When tendrils are destroyed, they each take five seconds to be resummoned to Demetri, otherwise, Demetri can dispel them to gain access immediately. When anything comes in contact with the tendril, it becomes stuck, as it has the consistency to others like thick tar. Demetri has ten of these tendrils at his disposal, and the following moves require one or more to be accessible to function. Most are controlled with hand movements.
Demetri can use these tendrils to attach to foes and object up to 10 meters away in order to grapple them, including high points of interest to pull himself upwards. They maintain their tar-like grasp while having great elasticity. Demetri can also choose to fire the other end of the tendril to bind two points if he has a tendril to spare. As mentioned above, these tendril-like ropes have the durability of quarter-inch wire rope, but lose some of that durability past three meters. Demetri can remote summon these if he is standing still. He can only control one tendril per hand this way, using his index fingers to direct them.
Demetri can create a trap with three tendrils, stopping and taking a few seconds to spread the essence of them across an area of 15 meters. The first enemy to come across it is nearly engulfed in the tar-like substance in the span of two seconds. After immobilizing its host, it hardens, making easier to damage from the outside but harder to break out of. Demetri will slowly splay out his fingers from a closed fist to activate this ability.
Demetri can offensively fight by turning all the tendrils on one bracelet to a pillar of three-meter diameter. Demetri sacrifices much of his mobility and greatly reduces his speed to focus on these attacks. Most others will be knocked off their feet on a direct hit, though some larger and defensive foes will be able to withstand some of the impacts. Demetri holds his hands clenched when using his tendrils this way and it takes three seconds for him to resummon the used tendrils after using this move.
Shadowbreaker(600; Requires Physical Strength)
Demetri's signature dagger, it is mainly used for deflection and defense but is able to secrete poison. If Demetri can manage to completely bury the dagger into an opponent, it dissipates and causes the victim to hallucinate shadows for ten seconds and lose focus. Sturdier foes can easily forego the hallucinations. Ten more seconds after the poison has worn off, the dagger will return to its sheath.
Deception(300; Requires Ranged Proficiency, Ranged Materialize, Remote Control, Area Attack)
Demetri is able to deceive others by creating false images of himself anywhere within five meters, including his own person. He can only have one active at a time, and when doing so, becomes invisible himself. They only last five seconds and are given instructions upon creation. They do not interact with the world but can appear to do so. For example, they can appear to climb a wall but they cannot knock over a vase or open a door. Once the image expires, a large cloud of smoke covers the area within a two-meter radius, but can only activate once every thirty seconds.
When in the shadow of something else, Demetri is able to quickly and stealthily travel as long as he avoids direct sunlight. He would appear darker against the shadows he travels on and is vulnerable to energy attacks while moving, but can still defend himself. When exposed to sunlight the exposed area returns to its normal form. Attacking or defending while in this form forces him out of the shadows for a few seconds before he can re-enter. As a careful stealth and infiltration maneuver, if Demetri can manage to get behind someone without being detected, he can follow them as their own shadow.
Example Gif:
[spoiler]
![[Image: bb15be2c88d6971756bd429be3d80fa4.gif]](https://i.pinimg.com/originals/bb/15/be/bb15be2c88d6971756bd429be3d80fa4.gif)
[/spoiler]
Actually gonna toss a few more in here, might as well.
Shadow Tendrils(1200; Requires Ranged, Ranged Materialize, Remote Control, Debuff, Area Attack, Area ShieldMaster Acrobat)
Demetri's most versatile form of magic, a pair of tight-fitting bracelets that each allow him to control tendrils made up of shadow magic. His tendrils are more durable, with a single one having the durability of quarter-inch wire rope or sheet metal if stretched across a surface, however, they do take increased damage from energy attacks. When tendrils are destroyed, they each take five seconds to be resummoned to Demetri, otherwise, Demetri can dispel them to gain access immediately. When anything comes in contact with the tendril, it becomes stuck, as it has the consistency to others like thick tar. Demetri has ten of these tendrils at his disposal, and the following moves require one or more to be accessible to function. Most are controlled with hand movements.
Demetri can use these tendrils to attach to foes and object up to 10 meters away in order to grapple them, including high points of interest to pull himself upwards. They maintain their tar-like grasp while having great elasticity. Demetri can also choose to fire the other end of the tendril to bind two points if he has a tendril to spare. As mentioned above, these tendril-like ropes have the durability of quarter-inch wire rope, but lose some of that durability past three meters. Demetri can remote summon these if he is standing still. He can only control one tendril per hand this way, using his index fingers to direct them.
Demetri can create a trap with three tendrils, stopping and taking a few seconds to spread the essence of them across an area of 15 meters. The first enemy to come across it is nearly engulfed in the tar-like substance in the span of two seconds. After immobilizing its host, it hardens, making easier to damage from the outside but harder to break out of. Demetri will slowly splay out his fingers from a closed fist to activate this ability.
Demetri can offensively fight by turning all the tendrils on one bracelet to a pillar of three-meter diameter. Demetri sacrifices much of his mobility and greatly reduces his speed to focus on these attacks. Most others will be knocked off their feet on a direct hit, though some larger and defensive foes will be able to withstand some of the impacts. Demetri holds his hands clenched when using his tendrils this way and it takes three seconds for him to resummon the used tendrils after using this move.
Shadowbreaker(600; Requires Physical Strength)
Demetri's signature dagger, it is mainly used for deflection and defense but is able to secrete poison. If Demetri can manage to completely bury the dagger into an opponent, it dissipates and causes the victim to hallucinate shadows for ten seconds and lose focus. Sturdier foes can easily forego the hallucinations. Ten more seconds after the poison has worn off, the dagger will return to its sheath.
Deception(300; Requires Ranged Proficiency, Ranged Materialize, Remote Control, Area Attack)
Demetri is able to deceive others by creating false images of himself anywhere within five meters, including his own person. He can only have one active at a time, and when doing so, becomes invisible himself. They only last five seconds and are given instructions upon creation. They do not interact with the world but can appear to do so. For example, they can appear to climb a wall but they cannot knock over a vase or open a door. Once the image expires, a large cloud of smoke covers the area within a two-meter radius, but can only activate once every thirty seconds.


![[Image: YhlX1uk.gif]](https://i.imgur.com/YhlX1uk.gif)
![[Image: biuvYus.gif]](https://i.imgur.com/biuvYus.gif)
![[Image: 291ztlc.png]](http://i64.tinypic.com/291ztlc.png)
![[Image: NGVMDdY.gif]](https://i.imgur.com/NGVMDdY.gif)
![[Image: VKKZgMO.gif]](https://i.imgur.com/VKKZgMO.gif)