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(05-18-2016, 01:36 PM)Hiro Protagonist Wrote: Normal Move: 600 OM
Yojimbo Style: The Cinematic
Requires Insight, Burst Movement
Hiro must have been in combat with an enemy for at least one minute, or been hit with one of another Prime's Moves. Once these conditions are met, Hiro activates his goggles and compiles any data he has gathered into an analyzing algorithm. He must focus on his enemy for at least thirty seconds, and cannot attack during this period; although he can defend and move around.
Once he has analyzed a target sufficiently, he can begin to charge his attack. Placing one hand on his katana hilt, he grips it tightly and focuses on the enemy's weak point. He must stay still to charge this strike for a minimum of 5 seconds, to a maximum of twenty seconds, and the charge time is proportional (on a 2:1 basis; a charge time of five seconds takes 3 seconds for the damage to take effect, ten seconds equals five, etc.) to how long the damage is delayed.
Once the strike is sufficiently charged, Hiro dashes forward with near instant speed and unleashes the attack, striking the analyzed weak point. This strike is fast enough to nearly be invisible, and in fact, no visible damage appears or is felt until half the charge time passes, at which point the cut erupts in a spray of blood/fluid/oil/etc and the damage is taken.
(this is just unofficial commentary - other staff can overrule me on this!)
You should perhaps precise what exactly "defend" during the focusing period is. Does it include defensive moves? You might also want to add that charging your strike makes it more damaging, if that's the chargeup's purpose.
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Normal Move: 600 OM
Yojimbo Style: The Cinematic
Requires Insight, Burst Movement
Hiro must have been in combat with an enemy for at least one minute, or been hit with one of another Prime's Moves. Once these conditions are met, Hiro activates his goggles and compiles any data he has gathered into an analyzing algorithm. He must focus on his enemy for at least thirty seconds, and cannot attack during this period; although he can defend or parry with his physical weapons(but not Moves) and move around.
Once he has analyzed a target sufficiently, he can begin to charge his attack. Placing one hand on his katana hilt, he grips it tightly and focuses on the enemy's weak point. He must stay still to charge this strike for a minimum of 5 seconds, to a maximum of twenty seconds. Charging longer deals more damage, and affects how long after striking the attack takes effect. (on a 2:1 basis; a charge time of five seconds takes 3 seconds for the damage to take effect, ten seconds equals five, etc.)
Once the strike is sufficiently charged, Hiro dashes forward with near instant speed and unleashes the attack, striking the analyzed weak point. This strike is fast enough to nearly be invisible, and in fact, no visible damage appears or is felt until half the charge time passes, at which point the cut erupts in a spray of blood/fluid/oil/etc and the damage is taken.
(That should address both concerns! Thanks  )
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Gonna upgrade and weaponize demetri a bit more before i buy his supermove  Gotta get IRIS's moveset.
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 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.
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 seven seconds to properly form, and once the shield breaks, it shatters the reinforced chains, forcing them to retreat and regenerate before it can be used again.
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 his chains with a temporary electronic charge for one minute. The chains must be retracted and not in use in order to charge it in the latter way.
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05-18-2016, 09:47 PM
(This post was last modified: 05-18-2016, 10:10 PM by Gildarts.)
May resubmit at a later time.
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Target Lock: Tier 1 offensive super move 600 Om (requires ranged proficiency, area attack proficiency) -
After a 3 second charge time Cyborg transforms his upper body into a giant laser cannon that blasts the opponent with a massive white energy beam that is about 8 feet in diameter.
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Powered-up Form- 2000
Animal Instinct (Tier One)
Amber is a faunus, which means she is part animal. If she lets loose her animal side, she is given the boost of a feral beast, a panther to be exact. Her keen senses enhance her ability to fight, not only at high speed, but also with sheer force. She stands still, holding out her orb of Omnilium, and after about five seconds of honing the energy from the orb, it returns a burst of energy that enhances the power of her semblance. This makes her twice as strong.
ATK: 8
DEF: 2
SPD: 4
TEC: 2
"I've been neglected, harassed, beaten, and diminished all my life. What motivates me to continue? The glory of proving people wrong. Being worth more than the numbing existence offered me. To be a hero." - Amber
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Carmelita
[spoiler]
(05-15-2016, 11:20 AM)Carmelita Wrote: Fisti-Cuffs (Physical, Debuff) (300)
Carmelita has three pairs of Fisti-Cuffs in a belt pouch that she can use to restrain people. The Fisti-Cuffs take the form of two thick metallic red arcs, coupled with a red chain and with several prominent glowing lights and a codepad. Activated with a button press, an arc rotates part of itself to form a ring before dropping blunt teeth to connect the electrodes onto the limb.
Carmelita clips one end of the Fisti-Cuffs to one of the target’s limbs and the other to an appropriate object (another limb, a steel rail, a tree branch etc). This requires her to be able to match the target’s speed, and takes a second in which she is vulnerable to attack.
The Fisti-Cuffs will keep the two objects it is connected to attached to each other by a six-inch reinforced dura-steel chain, and will emit strong pulses of electricity every two seconds that reduce the strength and speed of the target to that of a base human over a period of at least thirty seconds (longer against high defense and high speed/attack).
The Fisti-Cuffs are weak to shear forces such as blades, are prone to crack in high temperature differences, and will shatter under the force of a high-strength prime. In addition, targets with high technique or analytical abilities may identify the code for unlocking the cuffs with a brief period of examination. Once removed, the negative effects will fade over ten seconds.
Do these do any damage along with the debuff? How many pairs of these does she have? I wouldn't be comfortable with her being able to use something like this repeatedly or apply more than one set at a time. On a similar note, I'd say the cap would have to be 30 seconds maximum regardless of stats as anything longer seems kinda silly. Lastly, the bit about escaping the cuffs based on stats confuses me. If everyone's stats get nerfed, how can anyone ever escape with the ATK/TEC clause? I'd say it would make more sense to have a 'scale' for the debuff as that allows for the aforementioned escapes and also makes more sense, as that's similar to how real cuffs work. Perhaps halving their power rather than making everyone effected have the same human-like stats would be fair? [/spoiler]
Matrix
[spoiler]
(05-17-2016, 08:36 AM)Enzo Matrix Wrote: Made a couple changes to the numbers since the Move Creation Workshop, just as a heads up. I think it's still alright, though.
Sea Shield (900) – Requires Physical Strength, Ranged Proficiency, Area Attack Proficiency, Homing Proficiency, Remote Control
The Sea Shield takes the shape of a circular sea shell, measuring approximately 2.5 feet in diameter. When AndrAIa was younger, she wore the gigantic sea shell as a breastplate, but discarded it as she grew older. Matrix then adopted the shell as an offensive weapon as they matured, utilizing it as an offensive weapon, instead. He can utilize the shield with either hand. He summons it from thin air onto either arm. Like Gun, he can bring the weapon to either hand without actually making physical contact with it if it is dropped or thrown, up to a range of fifteen yards. It can be used as an offensive weapon, affixed to either of Matrix’s forearms for powerful striking. Likewise, Matrix can hold the shield up and use it to take the brunt of an attack, utilizing its original purpose. Lastly, Matrix is capable of throwing the shield and skillfully bouncing it between targets, making it an effective ranged attack, as well. He can manually throw it with great velocity, slightly faster than an arrow shot from a bow. If it bounces between targets, it only has the velocity to travel seven yards between strikes, and a maximum of three bounces. Matrix summons the shield from thin air utilizing Omnilium, which takes about two seconds to materialize on his person. He can also keep it on his back, if he's expecting to use it again in a short time.
How much damage can the shield take before it breaks? Can any of the variations be used with other moves? What is the range on the initial toss, and how accurate are his throws? Can he hit moving targets reliably? Does he need to be standing still to hit targets? Does it require a great degree of concentration to control the bouncing?
Cool idea, by the way.
[/spoiler]
Hiro
[spoiler]
(05-18-2016, 01:53 PM)Hiro Protagonist Wrote: Normal Move: 600 OM
Yojimbo Style: The Cinematic
Requires Insight, Burst Movement
Hiro must have been in combat with an enemy for at least one minute, or been hit with one of another Prime's Moves. Once these conditions are met, Hiro activates his goggles and compiles any data he has gathered into an analyzing algorithm. He must focus on his enemy for at least thirty seconds, and cannot attack during this period; although he can defend or parry with his physical weapons(but not Moves) and move around.
Once he has analyzed a target sufficiently, he can begin to charge his attack. Placing one hand on his katana hilt, he grips it tightly and focuses on the enemy's weak point. He must stay still to charge this strike for a minimum of 5 seconds, to a maximum of twenty seconds. Charging longer deals more damage, and affects how long after striking the attack takes effect. (on a 2:1 basis; a charge time of five seconds takes 3 seconds for the damage to take effect, ten seconds equals five, etc.)
Once the strike is sufficiently charged, Hiro dashes forward with near instant speed and unleashes the attack, striking the analyzed weak point. This strike is fast enough to nearly be invisible, and in fact, no visible damage appears or is felt until half the charge time passes, at which point the cut erupts in a spray of blood/fluid/oil/etc and the damage is taken.
(That should address both concerns! Thanks )
Very nice. Just one question: how taxing is this on the user?
[/spoiler]
Demetri
[spoiler]
(05-18-2016, 03:49 PM)Demetri Malius Wrote: Gonna upgrade and weaponize demetri a bit more before i buy his supermove Gotta get IRIS's moveset.
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 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.
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 seven seconds to properly form, and once the shield breaks, it shatters the reinforced chains, forcing them to retreat and regenerate before it can be used again.
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 his chains with a temporary electronic charge for one minute. The chains must be retracted and not in use in order to charge it in the latter way.
Pulse: What is the cast speed on both variations? Is there any kind of charge-up or is it insta-cast for either? If there is a charge period, is there any 'concentration' required. I know that IRIS would be controlling the attack, but would jarring Demetri during the attack cause the attack to stutter or something? What's the stamina drain or number of uses these have? Is there a recharge time for either between uses? Can these be used with other moves?
For the cone, what is the width? Can it be used in motion?
Buckler: What's the exact size? How much damage can it absorb, roughly? Can this be summoned in motion? Is this usable with other moves?
Shock: Can these be used in motion (I know you'd have them wrapped in chains but ya' know)? Does either use require concentration? What's the stamina drain for both? Can these be used with other moves? Lastly, what do do you mean by charging the chains for a minute? Do all chain attacks gain lightning? Or are you stunning for a full minute?
[/spoiler]
Cyborg
[spoiler]
(05-19-2016, 08:01 AM)Cyborg Wrote: Target Lock: Tier 1 offensive super move 600 Om (requires ranged proficiency, area attack proficiency) -
After a 3 second charge time Cyborg transforms his upper body into a giant laser cannon that blasts the opponent with a massive white energy beam that is about 8 feet in diameter.
What's the range on this? Can it be used in motion? Does it require concentration? How draining is it? How long is the beam maintained?
[/spoiler]
Akame
[spoiler]
(05-19-2016, 12:09 PM)Amber Veritz Wrote: Powered-up Form- 2000
Animal Instinct (Tier One)
Amber is a faunus, which means she is part animal. If she lets loose her animal side, she is given the boost of a feral beast, a panther to be exact. Her keen senses enhance her ability to fight, not only at high speed, but also with sheer force. She stands still, holding out her orb of Omnilium, and after about five seconds of honing the energy from the orb, it returns a burst of energy that enhances the power of her semblance. This makes her twice as strong.
ATK: 8
DEF: 2
SPD: 4
TEC: 2
What's this look like? Is it just an aura, or does she change shape at all?
[/spoiler]
Daniel Wrote:gonna milk the shit out of those milkies
Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.
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Modified to include all concerns:
Fisti-Cuffs (Physical, Debuff) (300)
Carmelita has three pairs of Fisti-Cuffs in a belt pouch that she can use to restrain people, though she can only use one at a time. The Fisti-Cuffs take the form of two thick metallic red arcs, coupled with a red chain and with several prominent glowing lights and a codepad. Activated with a button press, an arc rotates part of itself to form a ring before dropping blunt teeth to connect the electrodes onto the limb.
Carmelita clips one end of the Fisti-Cuffs to one of the target’s limbs and the other to an appropriate object (another limb, a steel rail, a tree branch etc). This requires her to be able to match the target’s speed, and takes a second in which she is vulnerable to attack. Once she has done this, she cannot repeat the process for another twenty seconds or until the first pair is deactivated or broken, whichever happens latest.
The Fisti-Cuffs will keep the two objects it is connected to attached to each other by a six-inch reinforced dura-steel chain, and will emit strong pulses of electricity every two seconds. It takes at least thirty seconds, longer against high defense and high speed/attack, to half the strength and speed of the target. The strength and speed of a target may not be reduced below that of an ordinary human. Once the debuff has reached full strength, it will last for at most thirty seconds before the target adjusts to the debuff and it is nullified, though the electric shocks will still be applied. The Fisti-Cuffs do no damage to the target, as they are designed to restrain and incapacitate.
The Fisti-Cuffs are weak to shear forces such as blades, are prone to crack in high temperature differences, and will shatter under the force of a high-strength prime. In addition, targets with high technique or analytical abilities may identify the code for unlocking the cuffs with a brief period of examination. Once removed, the negative effects will fade over ten seconds.
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Quote:Mark wrote: Very nice. Just one question: how taxing is this on the user?
It's meant to be a high damage sort of "finisher" or "signature" move without actually being a super, so I would say that with the long, two stage set up and charge time that it's probably quite draining, to the point that he could probably only use it once before exhausting himself to the point he couldn't do it again.
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05-20-2016, 01:09 PM
(This post was last modified: 05-20-2016, 01:11 PM by Damien Darhk.)
(05-19-2016, 10:52 PM)Mark Wrote: Cyborg
[spoiler]
(05-19-2016, 08:01 AM)Cyborg Wrote: Target Lock: Tier 1 offensive super move 600 Om (requires ranged proficiency, area attack proficiency) -
After a 3 second charge time Cyborg transforms his upper body into a giant laser cannon that blasts the opponent with a massive white energy beam that is about 8 feet in diameter.
What's the range on this? Can it be used in motion? Does it require concentration? How draining is it? How long is the beam maintained?
[/spoiler]
- The range is 15 feet.
- Cyborg cannot be in motion, how ever, could i say he can swivel in place, or would that be considered motion?
- Cyborg become fairly fatigued after using this move, and all of his energy based wepons must be recharged before using.
- The beam fires for about 10 seconds.
- And as far as concentrating he just needs enough to aim. If his concentration is broken the beam still fires but it may be firing into nothing if the opponent is able to get out of the way.
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Powered-up Form- 2000
Animal Instinct (Tier One)
Amber is a faunus, which means she is part animal. If she lets loose her animal side, she is given the boost of a feral beast, a panther to be exact. Her keen senses enhance her ability to fight, not only at high speed, but also with sheer force. She stands still, holding out her orb of Omnilium, and after about five seconds of honing the energy from the orb, it returns a burst of energy that enhances the power of her semblance. The increase in power comes from the overflow of her aura, which can be signified by a pink glow that outlines her body. Other than that, she retains a normal appearance, and mental state. This makes her twice as strong.
ATK: 8
DEF: 2
SPD: 4
TEC: 2
Changes are made in Italics
"I've been neglected, harassed, beaten, and diminished all my life. What motivates me to continue? The glory of proving people wrong. Being worth more than the numbing existence offered me. To be a hero." - Amber
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Carmelita and Amber: Approved.
Hiro: Beautiful. Just repost the move with that added on and I'll approve you.
Cyborg: That all looks fine. Swiveling in place is cool. Repost the move with those added bits and I'll approve it.
Daniel Wrote:gonna milk the shit out of those milkies
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Target Lock: Tier 1 offensive super move 600 Om (requires ranged proficiency, area attack proficiency) -
After a 3 second charge time Cyborg transforms his upper body into a giant laser cannon that blasts the opponent with a massive white energy beam that is about 8 feet in diameter. The beam can hit opponents from 15 feet away, however when Cyborg is firing he cannot move forward in any direction, only swivel in a 360 degree radius. After 10 seconds the beam will dissipate and leave Cyborg in a fatigued state physically, his energy weapons also go offline and must be recharged.
how's this look mark?
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Looks good. Approved!
Daniel Wrote:gonna milk the shit out of those milkies
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(05-21-2016, 12:31 AM)Mark Wrote: Looks good. Approved!
thanks!
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05-21-2016, 04:28 AM
(This post was last modified: 05-21-2016, 04:31 AM by Hiro Protagonist.)
Normal Move: 600 OM[/size][/color]
]Yojimbo Style: The Cinematic[/size][/color]
]Requires Insight, Burst Movement[/size][/color]
Hiro must have been in combat with an enemy for at least one minute, or been hit with one of another Prime's Moves. Once these conditions are met, Hiro activates his goggles and compiles any data he has gathered into an analyzing algorithm. He must focus on his enemy for at least thirty seconds, and cannot attack during this period; although he can defend or parry with his physical weapons(but not Moves) and move around.
Once he has analyzed a target sufficiently, he can begin to charge his attack. Placing one hand on his katana hilt, he grips it tightly and focuses on the enemy's weak point. He must stay still to charge this strike for a minimum of 5 seconds, to a maximum of twenty seconds. Charging longer deals more damage, and affects how long after striking the attack takes effect. (on a 2:1 basis; a charge time of five seconds takes 3 seconds for the damage to take effect, ten seconds equals five, etc.)
Once the strike is sufficiently charged, Hiro dashes forward with near instant speed and unleashes the attack, striking the analyzed weak point. This strike is fast enough to nearly be invisible, and in fact, no visible damage appears or is felt until half the charge time passes, at which point the cut erupts in a spray of blood/fluid/oil/etc and the damage is taken. This move requires an extensive pre set up, plus a strike charge and is very taxing on Hiro's resources. He usually uses it as a finisher or signature move, as performing it leaves him very drained and unable to do it again for a significant amount of time, typically longer than a fight would last.[/color]
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Good to go, samurai-hacker-man.
Daniel Wrote:gonna milk the shit out of those milkies
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Thanks, Mark! I think this ought to cover all the missing points.
Sea Shield (900) – Requires Physical Strength, Ranged Proficiency, Area Attack Proficiency, Homing Proficiency, Remote Control
The Sea Shield takes the shape of a circular sea shell, measuring approximately 2.5 feet in diameter. When AndrAIa was younger, she wore the gigantic sea shell as a breastplate, but discarded it as she grew older. Matrix then adopted the shell as an offensive weapon as they matured. He can utilize the shield with either hand. He can summon it from thin air onto either arm. Like Gun, he can bring the weapon to either hand without actually making physical contact with it if it is dropped or thrown, up to a range of fifteen yards. It can be used as an offensive weapon, affixed to either of Matrix’s forearms for powerful striking. Likewise, Matrix can hold the shield up and use it to take the brunt of an attack, utilizing its original purpose. It can withstand several very powerful blows before shattering (though nothing that would require the expenditure of SP). If it is destroyed, he cannot he summon it for thirty seconds. He can also use it defensively alongside his offensive weapon, Gun. Lastly, Matrix is capable of throwing the shield and skillfully bouncing it between targets, making it an effective ranged attack, as well. He can manually throw it with great velocity, slightly faster than an arrow shot from a bow with a range of approximately 35 yards. If it bounces between targets, it only has the velocity to travel seven yards between strikes, and a maximum of three bounces. He is extremely accurate with it if stationary, due to his lock on aiming ability with his eye, but loses a great deal of accuracy if he throws it while mobile, since it draws his focus away from his cybernetics. Matrix summons the shield from thin air utilizing Omnilium, which takes about two seconds to materialize on his person. He can also keep it on his back, if he's expecting to use it again in a short time.
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Black Cocoon
Tier One Defensive Super Move
600 OM
Requires Area Shield Proficiency
When activated, the user's body turns solid black for a second, before a cocoon as black as space itself surrounds the user completely. cocoon is maintained for fifteen seconds, during which the user can do nothing. Will fade after fifteen seconds, and can be broken by a tier to or higher super move. This move can be very draining to the user, and drains more energy the more damage the cocoon takes. If used late in a fight and to block a super move, it is possible to faint using this move, at which time the cocoon fades.
[Today 11:50 PM] Luci : ermegerd yuki you can hunt me ernytime
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(05-19-2016, 10:52 PM)Mark Wrote: Demetri
[spoiler]
(05-18-2016, 03:49 PM)Demetri Malius Wrote: Gonna upgrade and weaponize demetri a bit more before i buy his supermove Gotta get IRIS's moveset.
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 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.
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 seven seconds to properly form, and once the shield breaks, it shatters the reinforced chains, forcing them to retreat and regenerate before it can be used again.
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 his chains with a temporary electronic charge for one minute. The chains must be retracted and not in use in order to charge it in the latter way.
Pulse: What is the cast speed on both variations? Is there any kind of charge-up or is it insta-cast for either? If there is a charge period, is there any 'concentration' required. I know that IRIS would be controlling the attack, but would jarring Demetri during the attack cause the attack to stutter or something? What's the stamina drain or number of uses these have? Is there a recharge time for either between uses? Can these be used with other moves?
For the cone, what is the width? Can it be used in motion?
Buckler: What's the exact size? How much damage can it absorb, roughly? Can this be summoned in motion? Is this usable with other moves?
Shock: Can these be used in motion (I know you'd have them wrapped in chains but ya' know)? Does either use require concentration? What's the stamina drain for both? Can these be used with other moves? Lastly, what do do you mean by charging the chains for a minute? Do all chain attacks gain lightning? Or are you stunning for a full minute?
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Updated and Edited for coherency ^o^ should all be good now
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.
All warfare is based on deception.
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