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Move Creation Workshop
Demetri Malius Wrote:New possible attachments for chains!

Quote: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 close 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 of attachment), and give himself a boost in speed and mobility, as well as 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.


[Chain]Hook(600, Debuff, Ranged, Senses)
This attachment is made for disabling enemies, and has a strong pull and grasp. Demetri can tether enemies and objects to anything he would like by shooting his target with the hook attachment, and then shooting the end of the chain somewhere else. When he does this, the chain is considered "broken" by its mechanism and takes the full 10 seconds to create a new one. Alternatively(and usually when not in immediate danger), Demetri can slam his palm into the floor and send his chain underground. The mechanism recognizes the action and supplies up to 100m of chains, which is used to find an opponent within Demetri's senses. The chains sprout from the ground, wrapping around any of the target's limbs, tethering them to the floor with a strong chain bond, tight and sturdy. This move can affect flying targets, but only if the are hovering less than a meter off the floor. During the time in which the chains are finding a target(one second per 10m), Demetri is tethered to his location, and disengages his chains once they have accomplished their task. Same with its alternate use, the chain must fully regenerate.

[Chain]Shot(600, ranged, debuff)
Demetri combines both of his chain mechanisms as they create bow-like weapon. The combined chain creates a reaction that allows for 50 meters of chain, allowing for a longer reach. To fire, Demetri must allow the gears to gain tension for three seconds, which is followed by a bullet-like shot that can pierce up to two targets, but is difficult to aim. Demetri then must retract the chain,forcing the enemy to be brought to him, in which he can execute a follow up attack. The enemy can break it or escape, but requires the reaction time and strength to either break the chain or pull it out of their body.

[Chain]Link(300, Ranged, Physical Strength, Debuff)
This allows the chains to have no end attachment, and become bare. These chains have a strong grip, but do no damage. Demetri can shoot his chains at an opponents limb, and force him opponent to be tethered to him. This allows for fluid hand to hand combat, and gives Demetri control over their limb. For example, if Demetri linked a limb, he would be able to lower his opponents guard by pulling on the chain to lower their arm. For a leg, a loss of balance. Demetri cannot retract this chain, and must either release his opponent, or possibly have his own chain used against him.

[Chain] Mail(300, physical strength)
Demetri can sacrifice the use of one chain in order to protect a limb, his torso, or his head. The chain loses any other use, and doubles in defense. This allows it whichever part of the body to become more resistant, and can even work as a splint for injured areas, allowing Demetri to regain lost mobility and effectiveness.

All Chained Up(Tier 1 Utility Supermove- 600, required debuff, ranged, senses)
Demetri slams both fists into the ground, as his chain mechanisms kick into overdrive, sending a mass amount of chains into the ground below. This takes ten total seconds(though same timed effects as Chain Hook), in which Demetri can be vulnerable, but affects closer targets first, within a 50m radius. Up to five primes or high levels secondaries can be restricted from any movement for fifteen seconds, or up to 10 lower levels secondaries for up to a minute, as the chains wrap their entire body.(not variable but just effectiveness dependent on strength, like 3 primes 4 secondaries, 2 primes 6 secondaries, etc)

Thieve's Scatter(Tier 1 Utility Supermove - 600)
By focusing on his own essence for ten seconds, not taking time to attack or defend(but can still move), Demetri can split his presence into 5 different bodies(including himself) for an entire minute. These clones are half as powerful as Demetri, and can defend themselves against oncoming attacks, but are only programmed to escape. Their 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.

I don't have feedback for all of these, just as a note, and I'm just tossing out ideas here.

Chain Shot -- I'm having a hard time imagining that even a focused attack like this seems to be could pierce even one target, with only 1 ATK. And similarly, retracting the chain to pull targets in probably wouldn't be easy, either, for the same reason.

Chain Link -- Just something to keep in mind and mention in the move itself, but physically stronger or sturdier targets might not be so easy to yank around, and this would be very easy to use against him if used against the wrong target.

Chain Mail -- This seems fairly reasonable, all in all... But the wording of how the chain "doubles in defense" has me a bit confused. It's a little ambiguous at best. And just a note that a split is kind of designed to restrict mobility, to offer support and keep things stable and still so they can heal more effectively, so it probably wouldn't have the effect you're after. Just a thought.

All Chained Up -- Just at a glance, this seems absurd for a Tier 1 move. A 50 meter radius is huge for any kind of attack, and while it being a Super Move and the time delay on using it balance it to an extent, it still just doesn't seem to....equal out, I guess is the word I'm going for. The number of targets that can be restricted is extremely vague, and doesn't really take into account the varying degrees of physical power someone might have, or how easy/difficult it would be to restrain them effectively. Also keep in mind that there really is no hard difference between Primes and Secondaries, so basing numbers off of that descriptor is kind of pointless.

Thieves Scatter -- I feel like all this needs is some kind of time limit as to how long it lasts and it...should be mostly good.
[Image: kUpgBYg.gif]


Messages In This Thread
Move Creation Workshop - by Omni - 07-25-2015, 03:25 AM
RE: Quick Questions II - by Clownpiece - 11-13-2016, 11:10 PM

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