01-18-2017, 11:20 AM
Hacker Technique: Chernobyl Packet (600 OM):
Requires Ranged Proficiency, Homing Proficiency
Hiro inputs commands on his wrist comp, materializing a program into physical existence. This program takes the form of either five baseball sized spiky orbs or two barrel sized spiky orbs that hover in midair next to Hiro (http://thumb7.shutterstock.com/display_p...278689.jpg). Hiro must hold his palm facing outwards and concentrate as he summons them. If he is interrupted before all five orbs are formed, the move is canceled. For the five orb version, It takes one second for each orb to fully form, and none of them will move until all five are summoned. Once all five orbs are summoned, they will sequentially move towards Hiro’s designated target one after the other. They travel at a slow jogging pace, and will attach to their target, detonating after one second. The explosion is not large enough to affect adjacent targets. They can be targeted and attacked before they hit, causing premature detonation, but their small size demands a TEC equal to or better than Hiro’s to be struck.
The two orb version requires Hiro to concentrate with both hands after inputting the commands into his wristcomp. Each orb is the size of a 55 gallon drum, and takes four seconds of concentration to form. They will not move until both have materialized, and once they do, will travel towards their target at a slow walking pace, about 2 Feet per second. These orbs can also be targeted and attacked to trigger them earlier, requiring only half of Hiro’s TEC, but they require more than one attack to arm them. Once they reach their target, they detonate after a three second countdown.
The maximum range the orbs will “chase" a target is 100 feet, so it is possible to outrun them. However, Hiro uses this move tactically, and while an opponent is outrunning his viruses, they’re not focusing on him.
Requires Ranged Proficiency, Homing Proficiency
Hiro inputs commands on his wrist comp, materializing a program into physical existence. This program takes the form of either five baseball sized spiky orbs or two barrel sized spiky orbs that hover in midair next to Hiro (http://thumb7.shutterstock.com/display_p...278689.jpg). Hiro must hold his palm facing outwards and concentrate as he summons them. If he is interrupted before all five orbs are formed, the move is canceled. For the five orb version, It takes one second for each orb to fully form, and none of them will move until all five are summoned. Once all five orbs are summoned, they will sequentially move towards Hiro’s designated target one after the other. They travel at a slow jogging pace, and will attach to their target, detonating after one second. The explosion is not large enough to affect adjacent targets. They can be targeted and attacked before they hit, causing premature detonation, but their small size demands a TEC equal to or better than Hiro’s to be struck.
The two orb version requires Hiro to concentrate with both hands after inputting the commands into his wristcomp. Each orb is the size of a 55 gallon drum, and takes four seconds of concentration to form. They will not move until both have materialized, and once they do, will travel towards their target at a slow walking pace, about 2 Feet per second. These orbs can also be targeted and attacked to trigger them earlier, requiring only half of Hiro’s TEC, but they require more than one attack to arm them. Once they reach their target, they detonate after a three second countdown.
The maximum range the orbs will “chase" a target is 100 feet, so it is possible to outrun them. However, Hiro uses this move tactically, and while an opponent is outrunning his viruses, they’re not focusing on him.
