08-16-2016, 06:47 PM
Getting ready for post DA Shenanigans.
HACKER TECHNIQUE: CHERNOBYL PACKET (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_pic_with_logo/1185467/310278689/stock-vector-red-thorny-ball-on-white-illustration-310278689.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.
TIER 1 SUPER MOVE: CHERNOBYL WIPE
Hiro inputs an emergency command on his wristcomp, converting all available data into multiple instances of his Chernobyl Packets. This usually creates anywhere from 50-75 individual explosive orbs. They form floating around his person in an evenly spaced point pattern. Hiro must wait until all the orbs have formed, then must place his hands together in front of him, directed at his target. The orbs rush forward almost instantly, forming a one foot on diameter “beam”, made up of the individual Packets. They surge forward in a rolling, twisting motion, and each orb detonates upon impact, creating a series of miniature explosions against the target. Each orb by itself is a weak explosion, and targets that match or exceed Hiro’s Burst Speed (6) can dodge the orbs reliably as they surge and roil towards them. If the “beam” misses with it’s first layer of explosive Packets, the remainder of them will slow down and spread out wider up to three feet to compensate for the missed orbs.
This completely fries his wristcomp’s memory and requires that the processor module be replaced before using the device for any other commands. He usually carries a spare or two on his belt.
HACKER TECHNIQUE: CHERNOBYL PACKET (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_pic_with_logo/1185467/310278689/stock-vector-red-thorny-ball-on-white-illustration-310278689.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.
TIER 1 SUPER MOVE: CHERNOBYL WIPE
Hiro inputs an emergency command on his wristcomp, converting all available data into multiple instances of his Chernobyl Packets. This usually creates anywhere from 50-75 individual explosive orbs. They form floating around his person in an evenly spaced point pattern. Hiro must wait until all the orbs have formed, then must place his hands together in front of him, directed at his target. The orbs rush forward almost instantly, forming a one foot on diameter “beam”, made up of the individual Packets. They surge forward in a rolling, twisting motion, and each orb detonates upon impact, creating a series of miniature explosions against the target. Each orb by itself is a weak explosion, and targets that match or exceed Hiro’s Burst Speed (6) can dodge the orbs reliably as they surge and roil towards them. If the “beam” misses with it’s first layer of explosive Packets, the remainder of them will slow down and spread out wider up to three feet to compensate for the missed orbs.
This completely fries his wristcomp’s memory and requires that the processor module be replaced before using the device for any other commands. He usually carries a spare or two on his belt.
