05-30-2016, 07:18 PM
(05-26-2016, 06:27 PM)Mark Wrote:(05-24-2016, 08:01 AM)Demetri Malius Wrote: 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 degree 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 rapidly
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.
Cybernetic shock(600, Debuff, Chains)Using IRIS's electronic capabilities, Demetri is able to add an extra shock to his chain weaponry, either taking a second to charge a quick jolt that can cause minor pain to those in contact with the chains, or taking ten seconds to infuse the following attacks with his chains with a cybernetic shock for the next minute, but wears down with use. The chains must be retracted and not in use in order to charge it in the latter way, and only one chain can be charged at a time. In both cases, the shocks make the chains weaker and more likely to be break, and can be applied to any variation of chains.
Pulse: If Demetri were attacked during the charge, would it have any effect on the move's action (i.e. does it require any 'concentration' on IRIS' part)? Can this be used with other moves? About how many uses are we considering 'constant'? Does the second use have the same motion caveats or can he be running or something?
Buckler: Excellent. Approved.
Shock: Sorry if I'm misunderstanding this, but is the first form of Shock a pulse that goes down the length of his chain when it's attached to someone and the second version a lightning-based chain whip or something? That's how I'm understanding it right now. I'm just asking because with the way the second form is phrased, 'his following attacks' and 'all variations of chains' makes it seem somewhat like a self-buff if it stacks onto his other moves. Since you can't create a move that 'layers' on other moves, that wouldn't fly. If it's just a flurry of electrified chain strikes and he can't use other moves that'd be fine though.
Alright, hopefully, final edits:
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.
Cybernetic shock(300, Debuff, Chains)Using IRIS's cybernetic ability, Demetri is able to add a shocking capability to his chain weaponry, taking a simple second to add an extra jolt to his chains. This is used when an opponent has grasped his chains or if Demetri has managed to catch his opponent with his chains.
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.


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