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Move Approval V
(06-04-2018, 02:42 AM)Dane Regan Wrote: @Demetri: I guess I wasn't being clear, sorry.

What I was trying to say was that you could upgrade the maximum range/length of your tendrils (mentioned in the first paragraph) from 10m to 15m if you wanted.

Anyway, the pillar bit looks fine. Just put everything all together and throw back in the maximum time for keeping someone pinned (which seems to have been lost in edits), then I think it'll mostly be good for approval. (And, as I noted earlier, you can change the 10m in the first paragraph to 15m, if you want)

Lastly, in the first paragraph, I think you should spell out that dispelling the tendrils lets you reclaim them. Because "dispell" sorta sounds more like destroying them, imo. "but to dispel two traps that each take three, it takes six seconds" and shouldn't this be nine seconds? 3 seconds per tendril and 3 tendrils, 3*3 = 9.

The key phrasing below is with entities, though a trap consists of three tendrils, it can be dispelled as one, in three seconds. If they were all seperate, it would take nine, as it is three seconds per entity. I rephrased some of the earlier wording to match up correctly. If they are destroyed it works per tendril, however, so still 15 seconds to regen a full trap.

Maximum time added.

Again thanks for having the patience to go over all of this with me lol a lot of work to respec a character once i get the chaos emerald. Want to make sure I have most of my stuff prepared and this was one of the moves that I think was gonna cost the most time.

Shadow Tendrils(2700; 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 tendril entities can be dispelled for reuse with three seconds of concentration, though Demetri does not have to stand still. If they are fully beyond 15 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 originally took three, being six total, 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 15 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 within 15 meters and sprout out from there to a maximum of 5 meters at about 30mph. These pillars are quite heavy and can push even those with stronger defenses. Once a pillar hits a target, it can pin it to the wall it there is anything behind it, otherwise, it simply pushes or knocks back its victim. Demetri can focus his concentration and hold his target in place. If Demetri chooses not to pin his opponent he can take two seconds to cause the pillar to dissipate and be summoned again, up to ten times before complete exhaustion. He attacks by clenching his fists and swinging in the same motion that the pillars will form and attack from, and opens his hand to dissipate them before clenching them for another attack. While pinning opponents, Demetri must remain stationary and is unable to attack and can only pin someone for up to ten seconds before being too tired to hold them down any longer.
All warfare is based on deception.
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Move Approval V - by Jade Harley - 09-08-2017, 08:03 PM

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