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Demetri Malius
#3
Moves

[Image: 15noizc.gif]

Pick-pocket(900, requires Physical Strength, Debuff + item's proficients)
Demetri is able to steal weapons off of unsuspecting enemies and store them in pockets in his satchel. In order to use the weapon or defense, Demetri needs to have any and all proficients required for the item, but if not then he can only use the item as a simple projectile. Any items that Demetri steals and uses lose some of their power and durability, meaning that they are only useful for a few uses, depending on the item(incidental weapons). Once fully used, they shatter and reform in the hands of whoever the item was taken from, however the owner may choose to summon the item again beforehand. This does not affect the copy that Demetri stole. These can vary widely from swords to guns, and shields, but only applies to physical items. If Demetri is able to snag a projectile, mid-air, he can store those as well, and can stack up to ten in one pocket. For example, Demetri can't take a fireball, because it's made from the user, and not something that you can just hold and save for later. However, he can take a sword and use it to slice an enemy or parry an attack. Every item he carries gradually slows him down, with a weapon being heavier the more powerful it is(Based on cost and summon time). Does not apply to super moves, artifacts, or consumables.

Swordbreaker(300, requires Physical Strength) This dagger-like tool takes three seconds to summon and can be used to parry most melee attacks and leave the enemy open for a counterattack. It is held in Demetri's off-hand and restricts chain use on that side. It can deflect a number of light physical attacks, but is close to useless if the blade or weapon does not have a side less than an inch wide. For more energetic attacks, the blade is less durable, and although effective at first, becoming close to useless as it parries more attacks.

Pulse(600, Area attack, Ranged, Debuff) This move uses the cybernetic armor that comprises IRIS on Demetri's body, allowing her to aide Demetri in battle. This move functions in two ways. Firstly, with a three-second charge, while Demetri is moving at a walking pace or slower, IRIS can emit a light pulse that pushes out projectiles and pushes back enemies within 10 feet of Demetri. If the enemy is shielded or expecting the attack, they can easily avoid being startled or set off balance, though weaker and unsuspecting enemies can be knocked off their feet or stumble, leaving an opening for Demetri to hit them. The second use is more direct, as Demetri must have a free hand, charging the attack for seven seconds before he can fire, affecting a small 20 degrees cone for up to 20 feet, knocking even shielding enemies off balance slightly from the force, and launching weaker enemies back enough to where it can damage them if they hit a wall. Using it in this manner also requires a steady stance or he risks being knocked back from the force. Both moves are quite taxing on Demetri's body if used more than every thirty seconds or so since IRIS would drain Demetri's energy too quickly. If Demetri is hit while IRIS is charging either attack, she loses some of the energy she reserved for the attack, resulting in a delayed charge time, usually a second or so depending on how much damage was taken.

Deception(300 Requires Stealth) Demetri summons an exact clone in his place as he fades and leaves the clone behind. Demetri is able to move about freely. The clone continues whatever action Demetri was in the middle of, and continues with a specified move set. This starts as soon as the clone is created, which begins with the clone dodging or defending against any immediate attacks. Once it is no longer being attacked, the clone closes in for an attack of its own. The clone has up to five seconds to do so, but can be defeated before its timer is up, as it can only withstand one solid hit. If it lands its attack, its essence disperses, causing no harm to its opponent. When the clone vanishes, Demetri's stealth then breaks, no matter his position. Any attack Demetri makes while the clone is active deactivated the clone. This move is meant to create an opening for Demetri to attack his opponent.

Chains(300 Requires Ranged Proficiency, Master Acrobat)
On each arm, Demetri has a device that is able to shoot out chains, each of which is able to have a different weapon attached to its end. The chains are retractable and take ten seconds to generate while in their holders, moving or not moving, and once functional, can be instantly shot out. They have a reach of ten meters but become less effective when his target gets closer than a meter. When the chains are damaged or destroyed, they must retreat back into their mechanism for repairs before they can be fully functional again. The time spent repairing is proportional to the damage given to the chains. Minor damage takes a few seconds to repair, heavy damage can take up seven, and the full ten if the chains are completely destroyed. With acrobatic skills, the chains can be used as a tool for maneuverability and mobility, allowing him to grasp or hook onto his surroundings(dependent on attachment), and give himself a boost in speed and mobility, as well as an extra force in attacks. Demetri can also grasp objects and people with his chains and pull them towards him. However, grasping foes with the chains pose a risk, as they can also use the chain to pull him before he gets the chance to pull them in.

Attachments:
Blade(300, Requires Ranged Proficiency) - Default attachment for chains. The Blade attachment is a thin one-inch wide blade that sharpens to a point. Primary uses include grappling objects and edges of buildings and poles but is useless for scaling up flat building or walls with nothing to grasp. Best used for maneuverability and speed, as it causes minor damage.


Cybernetic Buckler(300,Physical Strength, Chains) This combination of IRIS and Demetri's skill-sets combine his chains with his secondaries tightly bonded cybernetic material, allowing his chains to become a small reinforced circular shield that can block a variety of attacks. This takes around five seconds to properly form, even in motion, and once the shield breaks, it shatters the reinforced chains, forcing them to retreat and regenerate before it can be used again. The shield can sustain a fair amount of damage, though it only covers two feet in diameter, and it not large enough to block wide or area affecting attacks. Although standing still would give Demetri more stability with the shield, he is able to move freely and attack with his other hand.

Chainsaw(600, Chains)Though not as bulky and loud as its more realistic counterpart, this blade is quite deadly. Using Demetri's chains, this Cutlass-like weapon is able to have a moving edge that can grind through most material after extended contact, though just like his other weapons, this chain can break. Fortunately, the base blade is much stronger than the chains, meaning that it is much more durable and able to be used by itself, but the chains cannot reattach unless Demetri takes the time out of battle to do so or he resummons the blade. The blade takes five seconds to summon. The blade is two inches wide at the hilt and shortens a it at the end, weighing about three pounds, but the chains add an extra inch to the width of the blade, as well as making it a bit heavier.

Super Moves

Split Tactics(Tier 1 Utility Supermove - 600)
By focusing on his own essence for ten seconds, not taking any time to attack or defend(but can still move), Demetri can split his presence into 5 different bodies(including himself) for up to 30 seconds. These clones are used to co fuse the enemy and allow follow up attacks or allow Demetri to escape. The clones are either aggressive or defensive. If defensive, they will all attempt to leave their pursuer's sight, prioritizing mobility above all else. This forces enemies to gamble on a clone in order to catch the thief, or allow him to gain a head start in his escape. If aggressive, clones will swarm enemies, but not directly attack. They also have little durability, and can be destroyed with a well-placed strike.

Transformations:

Combat Mode(Alt form):

[Image: 81326f4d90c0c65c3f463d0bac74bb88.jpg]

Iris takes over Demetri's weaponry and armor, distributing his stats more evenly for combat. She goes from having a blue glow to a red glow.(11 stats total, +1 from stat increase)

ATK: 3
DEF: 2
SPD: 3
TEC: 3

(as a side note, Demetri's chains and weapons go from being metallic and medieval to energy like weapons, though it doesn't affect their uses)


Synergy(Tier 2 Power up):
IRIS integrates with Demetri and greatly increases his speed and tech, giving his razor sharp reflexes and making it easier to escape his foes.

[Image: 4014383419c52a8fa090cfc1ebd8a538.jpg]

ATK: -
DEF: -
SPD: +5
TEC: +5
All warfare is based on deception.
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