06-03-2018, 08:40 PM
(06-03-2018, 08:21 PM)Dane Regan Wrote: @Demetri: Ah, I get how the pillars work now.. Based on the size of some of your applications, you might want to increase the range of your tendrils up to 15m. I'd still consider this balanced with the range boost.
>I can't see this mentioned anywhere, but can Demetri reclaim the tendrils after using them for other things (like the pillar of fusing them). Obviously when broken as a result of the trap, he can't. But for the other functions it's unclear.
For the pillars:
>How quickly do they "sprout up". (I.e. how long does it take them to reach their full height)
>You should probably add how he uses the pillars, I assume it's pushing them out of walls or the floor to hit people really hard with them and knock them about.
>It'll cost another 300 OM to have a pillar stay out for longer to pin someone. (Since normally he has to unsummon them right after using them, so it is a different application)
>Keeping someone pinned for 30 seconds is quite some time. If you had to maintain constant concentration on pinning them (so can't attack or do much else at the same time), I guess that could be fine - assuming the pillar doesn't deliver constant crushing damage (but you could get away with some if it's tiring or for a shorter duration).
The reclaimation is in the first paragraph already, now underlined.
For the pillar, I underlined the part below, but the pillars stay until he goes for another swing or dispels it, would it not count as a hand-waived utility? To show I just added different wording to better specify what I mean. I also added the part with no constant damage and such, it was my intent but I forgot to directly mention it
Shadow Tendrils(2400; Requires Ranged, Ranged Materialize, Remote Control, Debuff, Area Attack, Area Shield, Master Acrobat)
[spoiler]Demetri's most used form of magic, a set of ten enchanted rings which each allows him to control a shadow tendril. These tendrils can combine to make more advanced and powerful moves. When tendrils are destroyed, they take five seconds to regenerate and be used again, each one adding the time consecutively. This means that if five tendrils are destroyed, it takes twenty-five seconds for Demetri to fully recover them, which one being regenerated every five of those seconds. Active tendrils can be dispelled with three seconds of concentration, though Demetri does not have to stand still. If they are fully beyond 10 meters of Demetri, they automatically are dispelled. This effect is only compounded by the number of separate entities that Demetri has summoned. For example, to dispell ten active default tendrils, it takes thirty seconds, but to dispel two traps that each take three, it takes six seconds. Demetri can choose to dispel one or more entities at once in this way. Tendrils and their entities can be remotely summoned but require Demetri to be standing still and have more concentration than usual, as well as awareness of the area. He cannot summon them to places he cannot see or sense.
The default form of these tendrils is a stretchy substance as thick as a wrist that has tar-like appendages that stick to whatever they touch, causing strain between the two points and can be summoned near instantaneously. They are very elastic, can be directed in a straight line to a point at up to 60mph but hardly reaches even half that speed if being maneuvered, and at full strength have the durability of quarter-inch wire rope. Demetri uses finger motions to control these tendrils and can use this move to attach to foes and objects up to ten meters away, including high points of interest for aiding both horizontal and vertical movement. However, past five meters their durability decreases, as would a rubber band when stretched too far. This means that grabbing something at his maximum reach would cause the most pull, but a single weak attack would destroy it instantly. Meanwhile, a good second or two of decent damage would be needed in order to destroy the tendril when in its comfortable range. Demetri is able to control all ten of his tendrils like this at once, but each active one compounds the mental strain and focuses he must use in order to fully control them. Using all of them like this will quickly exhaust him, but using one or two at a time can be kept up almost indefinitely. Once the appendage has successfully hit its target, the affected area will spread a few inches in diameter to solidify its hold over a few seconds. If Demetri has a tendril to spare, he can use it to attach two objects to each other and separate it from himself. Remote summoning these does no greatly increase stamina cost.
Using at least two tendrils, Demetri can make a more offensive weapon, hardening the tips of the tendril to a single point. One second is needed per tendril fused, requiring at least two seconds to begin using this move. This counts to a maximum of five per hand and greatly increases the damage of the tendrils as well as the stamina drain. This form of the tendrils is half as fast as its default form. Even with just using two, Demetri must concentrate more than usual, as it requires more precise movements. The focused point goes from as thick as a wrist to a nail point on the last ten centimeters of the hardened tendrils and can maneuver only up to five meters from Demetri. Demetri can add more tendrils to power the move even after the initial summoning, but it requires twice as much time to add each tendril. The base two tendrils needed for this move have the tenacity of quarter-inch wire rope, but their strength gradually doubles once all five are combined. Remote summoning these require immense concentration and stamina. Demetri scrunches his fingers together to control this move, each finger representing the tendril that is able to be added to the move.
A trap can also be fashioned by charging three shadow tendrils for three seconds. This costs some initial stamina but has no upkeep cost besides the allocated tendrils. The area affected can be any shape but can only take up 15 square meters, causing it to become shadowed. Cautious and clever opponents may be able to spot the difference, but often times it can be missed it in the heat of the moment. The first enemy to cross this area activates the trap, causing the shadow to snap to its target, snagging whatever limb or limbs that came in contact. Over the next three seconds, the tar-like substance spreads across most of the body, heavily restricting movement. Once this is done, the substance hardens, making it harder to break out of, but weaker to damage from outside forces. Those with physical strength and higher attack can usually break out within one or two seconds, but weaker primes and secondaries that don't have either will have to take about eight seconds to fully break the mold on their own. Most fall in-between these two. A few medium attacks from an outside force will easily break the mold. Demetri will spread out three fingers over towards the area he wishes to create the trap. Remote summoning this does not greatly increase stamina cost.
A shield can be quickly fashioned in emergency situations if Demetri feels the need to block a devastating attack. To do so, Demetri must completely stop in place and cross his arms, using four tendrils on one hand to summon a gelatin-like barrier in front of him in a half second. This shield is one meter wide by two meters tall with a completely black opacity and can block a large amount of damage. They are stationary and cannot be moved until dispelled. The stamina needed to create this is enough to make Demetri catch his breath for a moment but costs nothing to maintain.
Demetri can fashion all five of his tendrils on hand for very brute force application. It takes three seconds to fully summon a pillar-like form of his shadow magic, in which Demetri opens his hand before making a completely clenched fist. These meter wide monstrosities take great effort and focus to maintain, and Demetri cannot use his full speed when using at least one shadow pillar. They are summoned from one location and sprout out from there to a maximum of 15 meters at about 30mph. Once used, they stay where they were summoned and pin down their victim. When pinned, the victim does not take any extra crushing damage, but is stuck in a standstill while Demetri can no longer move, attack, or defend himself while he has somebody pinned. To take another swing, Demetri must fully open his hand before making a fist and make another motion for the pillar to follow. The pillar will disappear, but not be dispelled, and be summoned once again for use. After its initial summoning, only a second is needed in between swings. This is greatly tiring, and Demetri can only take about ten good swings with this before he is completely out of breath. Alternatively, the maximum he can hold down a pillar is thirty seconds.
[/spoiler]


![[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)