06-17-2018, 08:06 PM
Wanted some opinions on these, for maybe getting them later to see if they work out with the prophecies that are on them. Or if I need more proficiencies.
Steel: (300) [Requires Buff, Area Defense]
He can increase the amount of iron proteins in his fur, making the fibers virtually as hard as metal, and coating his body in virtually a suit of armor when it comes to protection. Attacks that reflect off him resemble if you hit something metallic, typically displaying sparks if another metallic weapon would hit him, but will only block weaker attacks, anything stronger breaks his guard. The defense takes five seconds of him standing still to form, and once made it can be maintained by him however takes a lot of concentration, only allowing him to use basic attacks and swings of a weapon but allowing him freedom of movement. The defense would need to be dropped completely in order to use more focus related powers and abilities and remade after another five second time frame to get it back again.
???: (300) [Requires Healing, Buff, Area Defense, Telepathy, Ranged]
Thanks to all the herbal remedies he’s enchanted his weapon with, and some alcohol, his body can be engulfed in an aura that eludes the smell of vanilla with a mix of different kinds of herbs, in addition to a bit of sake from a friend of his to add some joyful inebriation. After and fifteen second charge time and five seconds of being in his generalized area he can use the allure of the smells to impose minor hypnotic effects on those who stay near him. One of which makes those who are around him very relaxed, a content state of lulled indulgence, similar to feeling a bit tipsy or drunk but having not drunken anything at all. They can choose to act normal however, or simply go along with the sensations as it was more so made to aid them than cause harm.
The aroma fights off the effects of foreign mental disturbances that may change the way someone acts, thinks, or anything affecting their five senses by matching his DEF vs their aggressors TEC. If they have double his DEF then the disturbance go’s through naturally, if they are nearly even then they are half as effective, less than half his DEF and they become immune to them for the duration. The effect can only afflict those in a five meter radius from his location. Leaving his general area makes the relaxing sensation go away, he can keep the mental blocking aspect of the skill going forever but requires that he can’t do more than use basic swings too fight. Which limit his ability to use other moves as long as this is being used. Flavor wise he can always smell like this while not giving an in combat effect, additionally this can't help those afflicted by super debuff moves.
Steel: (300) [Requires Buff, Area Defense]
He can increase the amount of iron proteins in his fur, making the fibers virtually as hard as metal, and coating his body in virtually a suit of armor when it comes to protection. Attacks that reflect off him resemble if you hit something metallic, typically displaying sparks if another metallic weapon would hit him, but will only block weaker attacks, anything stronger breaks his guard. The defense takes five seconds of him standing still to form, and once made it can be maintained by him however takes a lot of concentration, only allowing him to use basic attacks and swings of a weapon but allowing him freedom of movement. The defense would need to be dropped completely in order to use more focus related powers and abilities and remade after another five second time frame to get it back again.
???: (300) [Requires Healing, Buff, Area Defense, Telepathy, Ranged]
Thanks to all the herbal remedies he’s enchanted his weapon with, and some alcohol, his body can be engulfed in an aura that eludes the smell of vanilla with a mix of different kinds of herbs, in addition to a bit of sake from a friend of his to add some joyful inebriation. After and fifteen second charge time and five seconds of being in his generalized area he can use the allure of the smells to impose minor hypnotic effects on those who stay near him. One of which makes those who are around him very relaxed, a content state of lulled indulgence, similar to feeling a bit tipsy or drunk but having not drunken anything at all. They can choose to act normal however, or simply go along with the sensations as it was more so made to aid them than cause harm.
The aroma fights off the effects of foreign mental disturbances that may change the way someone acts, thinks, or anything affecting their five senses by matching his DEF vs their aggressors TEC. If they have double his DEF then the disturbance go’s through naturally, if they are nearly even then they are half as effective, less than half his DEF and they become immune to them for the duration. The effect can only afflict those in a five meter radius from his location. Leaving his general area makes the relaxing sensation go away, he can keep the mental blocking aspect of the skill going forever but requires that he can’t do more than use basic swings too fight. Which limit his ability to use other moves as long as this is being used. Flavor wise he can always smell like this while not giving an in combat effect, additionally this can't help those afflicted by super debuff moves.

