08-21-2016, 11:25 AM
(08-20-2016, 12:46 AM)Omni Wrote:Quote:ATK + 2
HYPER MODE (Tier 1 Power-up)
DEF + 2
SPD + 1
By pumping phazon through the extremities of her suit, Samus can activate Hyper Mode, a form in which her physical capabilities are greatly boosted. Both her attack, defence and speed are augmented, turning an already formidable foe into a veritable juggernaut. Her suit glows blue while in this form, especially when activating or otherwise calling on a lot of power. Otherwise, blue lines are always visible running across the surface of her suit.
For reference.
For approval:
HYPER MODE 50% CORRUPTED (Tier 2 Power-Up)
ATK: +4
DEF: +4
SPD: +2
Samus goes EVEN FURTHER BEYOND. By pushing the phazon in her suit to dangerous levels, Samus gains even greater power, resilience and speed in all her forms. The visible effects are more obvious still, with bright blue lines visible at all times, splitting and snaking like glowing veins across her suit.
Bombs (Ranged) (600)
Samus can summon sticky blue bulbs of energy that can be dropped, thrown or attached to objects. There are two modes. The first is proximity mode, whereby the bomb will explode the moment anyone comes within three feet of it, excepting Samus or any allies she has designated as friendly. The second is timer mode, where a bomb will explode five seconds after it is released from Samus's suit. These explosions are light and serve mainly as knockback, easily taking a foe off-balance to leave an opening for another attack.
These bombs are bright blue and are easy to spot; however they are silent and almost weightless. If it lands on someone's back, they may not even notice until it explodes. They can be ripped off and attached to other objects like a fridge magnet.
Samus can only have three bombs in existence at once (one must explode to place another). These take only a small amount of energy to create.
Missiles (ranged, homing, area attack) (600)
Samus's suit can store up to (her level x5) missiles at once, after which they are depleted. She can summon new missiles by standing still and focusing - this replenishes her missiles at a rate of one per second. Missiles are a little slow, slower than an arrow, but can be fired at a rate of one per second. They hit with a satisfying 'bang', like taking a haymaker to the face from someone a bit stronger than Samus. Samus can charge her standard missiles with a homing effect, but this takes an extra second, reducing the rate of fire to one every two seconds. These homing missiles don't track perfectly and can be dodged with some effort.
Super Missile (300)
By charging up for a couple of seconds, Samus can create a missile that is much faster and more explosive than a standard missile, moving as fast as an arrow. This 'Super Missile' costs five missiles from her stock.
Magma Missile (300)
More of a mortar than a missile, these heavy packages fire in an arc, but can still be fired rather long distance (maximum 100 meters on equal-level-terrain). They are slow and can be fired only once every two seconds. When they hit the ground or a target, they 'splash' into a type of special 'digital magma', up to five meters across. This magma stays molten for up to five minutes, after which time it bubbles into nothingness, leaving behind only scorched ground. Step in it and you'll feel pain. A magma missile costs two missiles from Samus's stock.
Ice Beam (Ranged, Debuff) (600)
The Ice Beam switches out the Power Beam's offensive capabilities for debilitating ones. A shot to any part of the body will numb and encolden it. Repeated shots can chill an opponent to the point of distraction, or - when aimed at the hand or feet - make it difficult to run or attack due to the inability to feel the effected extremity.
Just like the regular Power Beam, the Ice Beam can be charged for up to 15 seconds to unleash a far more powerful shot. This charged shot has the capability to freeze an opponent entirely (if it misses and hits only say, the feet, it can still immobilise them), the duration depending upon the difference between Samus's aggregate ATK/TEC (power of ice and debilitating effect) and the opponent's ATK/DEF (resilience, and ability to struggle free). However unlike the Power Beam, the Ice Beam, has yet to be fitted with a 'quickcharge' mode.
I left out the ball since we're talking about it. Everything else looks fine by me.

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