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Tier 1 Super Utility: Acid Pain
![[Image: Relic.png]](http://www.cytokineindustries.com/chevereto/images/2018/04/27/Relic.png)
After years of dedicated research, Jack has discovered the means to create Eridium Relics of his own design. Acid Pain is one such Relic. When activated, it bestows an Acid element to all of Jack's basic weaponry (standard Moves which deal damage). This Acid element provides no benefit when used against an opponent's actual body, but munitions with an Acid coating deal approximately twice as much damage to the environment and to protection barriers (standard "shield" type Moves, but not Super Defenses or Utilities). It takes roughly one second to activate the Relic and it lasts for a short duration (approximately 1 round), though Jack can maintain the effect by continuing to power the Relic (spend SP).
Better?
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That seems alright, but it'll obviously need Omni or Alex or maybe Jade to take a look at it in approval. I don't have any problems balance-wise.
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Chained/Unchained Chaos(1200 OM, Physical Strength, Debuff.)
A katana that was also purchased. This sword appears to be a generic katana, at first glance, with a one foot long blade. However, chains are wrapped around the hilt and it is kept in it's sheath. This is used as a blunt weapon by Warren, most of the time. It is moderately draining on his stamina to summon but is summoned instantly. Switching takes Warren about 5 seconds.
Unchained Chaos is the form of Chained Chaos where the limiters Warren put into the sword are released. It appears to be a generic katana, but has three modes he can use with it. - Saber Mode: The mode where Unchained Chaos behaves as a regular katana with a 1 foot long blade. This can clash with most blades. The sword is mildly draining on his stamina to use. Takes him about 3 seconds to activate this mode of the sword during which he cannot do anything else. This can be used with other moves, it can also be used with other basic moves while Saber Mode is in use, provided he has a hand free.
- Lightning Mode: The mode where Unchained Chaos behaves like a sword that is charged with a Tazer. Dependent on the Tec of Warren versus the Tec of an opponent, Lightning Mode could cause loss of access to a limb temporarily, if it strikes an opponent. This loss would last about 5 seconds. Takes him 8 seconds to swap to this mode of the sword which he can keep it in for six seconds. This is fairly draining on his stamina, and cannot be used with other blade style moves. While swapping to this mode, he can only move around but cannot attack, and can barely defend himself - only able to evade and not use moves.
- Fire Mode: This mode of the sword has it ignite with purple flames. The sword's debuff takes about 5 seconds to charge up though he needn't concentrate. [Remove this bit] Swapping to this mode of the sword takes about eight seconds, after which he can maintain the move for about 5 seconds. The burning would leave a burn mark on an opponent for the next 8 seconds that would hurt quite severely - making concentrating on melee moves more difficult. However, this has a 10 second cool down, and cannot be stacked. Takes eight seconds to charge. [Remove] While changing to this move, Warren has to focus a moderate amount but can still execute basic dodges, blocks, and attacks and partially use other moves/powers with lower concentration requirements.
Palm Blast: (1200, Ranged Proficiency, Homing Proficiency.)
This requires moderate concentration, meaning he can still use other moves, as long as they do not require his full focus, and concentration. In addition, he can still move around while using Palm Blast. However, charging up Palm Blast prevents him from doing more than basic attacks, or movements, until such time as the Palm Blast is charged up. This is a purple energy blast that is 2 x 2 feet in diameter. The blast appears to be made out of a purple energy. The blast can travel at the speed of an arrow. This is moderately draining on his stamina, akin to a jog around the block. This also paralyzes his right hand for 3 seconds, upon successful completion, because it will cause him agonizing pain.
There are three other versions. Switching between a version takes about 8 seconds during which he can do nothing else.
This requires moderate concentration, meaning he can still use other moves, as long as they do not require his full focus, and concentration. In addition, he can still move around while using Palm Blast. However, charging up Palm Blast prevents him from doing more than basic attacks, or movements, until such time as the Palm Blast is charged up. This is a purple energy blast that is 2 x 2 feet in diameter. The blast appears to be made out of a purple energy. The blast can travel at the speed of an arrow. This is moderately draining on his stamina, akin to a jog around the block. The only difference between this, and a single Palm Blast is that it has a bit more recoil, causing him to be unable to use an arm for about 7 seconds. However, due to that difficulty he is capable of shooting out two of these blasts simultaneously.
This requires moderate concentration, meaning he can still use other moves, as long as they do not require his full focus, and concentration. In addition, he can still move around while using Palm Blast. However, charging up Palm Blast prevents him from doing more than basic attacks, or movements, until such time as the Palm Blast is charged up. This is a purple energy blast that is 2 x 2 feet in diameter. The blast appears to be made out of a purple energy. The blast can travel at the speed of an arrow. This is moderately draining on his stamina, akin to a jog around the block. The only difference between this, and a single Palm Blast is that it has a bit more recoil, causing him to be unable to use an arm for about 7 seconds. However, due to that difficulty he is capable of shooting out three of these blasts simultaneously.
This requires moderate concentration, meaning he can still use other moves, as long as they do not require his full focus, and concentration. In addition, he can still move around while using Palm Blast. However, charging up Palm Blast prevents him from doing more than basic attacks, or movements, until such time as the Palm Blast is charged up. This is a purple energy blast that is 2 x 2 feet in diameter. The blast appears to be made out of a purple energy. The blast can travel at the speed of an arrow. This is moderately draining on his stamina, akin to a jog around the block. The only difference between this, and a single Palm Blast is that it has a bit more recoil, causing him to be unable to use an arm for about 7 seconds. However, due to that difficulty he is capable of shooting out four of these blasts simultaneously.
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@Warren: How's this?
Quote:Chained/Unchained Chaos(1200 OM, Physical Strength, Debuff.)
A katana that was also purchased. This sword appears to be a generic katana, at first glance, with a two-foot long blade. However, chains are wrapped around the hilt and it is kept in its sheath. This is used as a blunt weapon by Warren, most of the time. It is moderately draining on his stamina to summon but is summoned instantly.
Unchained Chaos is the form of Chained Chaos where the limiters Warren put into the sword are released. It takes Warren 3 second of complete concentration to remove the limiters and take the katana out of its sheath. The katana is automatically resheathed if Warren uses another melee weapon. It appears to be a generic katana but has two special modes he can use with it. It takes 8 seconds to activate either one of this modes, and only one can be active at once. While activating one of the modes, Warren has to focus a moderate amount but can still execute basic dodges, blocks, and attacks and partially use other moves/powers with lower concentration requirements. - Lightning Mode: The mode where Unchained Chaos behaves like a sword that is charged with a Tazer. Lightning Mode causes the loss of access to a limb temporarily, if it strikes an opponent, as well as doing some extra damage due to the electric discharge. Attacking someone twice will remove the effect of the last paralysis and reapply it in the new area hit (refreshing the duration). The paralysis lasts about 5 seconds, but increases and decreases by 1-second increments based on Warren's TEC and the opponent's. He can keep this mode active for six seconds. This is fairly draining on his stamina.
- Fire Mode: This mode of the sword has it ignite with purple flames which increase the damage of the sword strikes. In addition to the extra damage, being hit by a flaming strike would leave a burn mark on an opponent for the next 8 seconds that would hurt quite severely (despite not doing extra damage) - making concentrating on moves and attacks more difficult, particularly for primes with a TEC lower than Warren. Hitting someone twice will remove the previous burn mark and apply a new one. He can keep this mode active for 6 seconds.
Also, for palm blast, you only need to spend 600 OM. Just have a move that you can 'charge up' and for every X seconds of charge, it fires another shot. Don't overcomplicate it.
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The following moves are for an NPC I am working on
Oakheart Longbow: (300 OM) Ranged Proficiency/ Physical Proficiency
The oak longbow of Elizabeth, This 5 foot tall weapon fires heavy arrows at high speed, This bow is the golden yellow of oak wood and has a 150 pound draw weight, It takes years of practice to master this weapon, Elizabeth can fire one arrow every three seconds. The arrows fired from the bow travel at 100m per second and can penetrate armor with relative ease.
Drawing the bow back is slightly straining on her muscles, but holding the bow at full draw more than 5 seconds doubles the strain.
In a dire pinch Elizabeth can use the bow as a melee weapon though doing so damages the weapon making it useless as a range weapon after being damaged.
Quiver of Meistra (900OM) Debuff Proficiency.
This relic quiver was passed down to Elizabeth upon achieving the rank of Acolyte. The quiver holds up to 30 arrows and has 3 slots separating different kinds of arrows. These arrows are fired by the Oakheart Longbow. Once depleted it cannot be replenished in the same fight.
Bodkin Arrow: A standard armor piercing arrow, it has a narrow sharp point and 2 prongs that prevent the arrow from being pulled out backwards from the wound.
Broadhead Arrow: An arrow with a wide arrowhead, has less penetration than the bodkin but delivers more kinetic force upon impact, will stagger an opponent backwards upon hit, interrupting an action if one is being taken upon hit unless Def is higher than Elizabeth's ATT.
Forked Arrow: a low penetration arrow that creates twin wounds that bleed badly causing damage over time. The arrow can be pulled out with no additional damage, the blood will clot after 15 seconds.
Apply poison: (600 OM) Debuff Proficiency
Elizabeth keeps a small tin with two different poisons to apply to her weapons or arrows., it takes twenty seconds to fully apply a poison to a weapon. Elizabeth has only enough of each paste to coat 3 arrows or her axe.
Nightshade poison: a potent paste that applies a purple hue to the object it coats. This poison takes one round to take effect making the effect very delayed, however once it takes effect, the target feels weakened for the duration of the round it takes effect. In this weakened state, the target moves slower, and can not hit as hard.
Sedative: This poison also has a long delayed activation taking one round to take effect, Upon taking effect this poison makes the target drowsy reducing the accuracy of their attacks.
Oakheart Axe (300 Om) Physical Proficiency
A simple single headed axe with a oak handle, it is lightweight and balanced to reduce fatigue. The axe does not deal as much damage as a dedicated battle axe but can be swung around much faster than a battleaxe.
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Longbow: You need to spend 300 more OM to make it viable for melee. It doesn't matter if it will break or not.
Arrows: Add these as a variant to your longbow move. You'd get one free arrow type 'worked in' with the longbow. So you could have 3 arrows and the longbow for 900 OM total (1200 OM if you want it for melee too). Also, cut out the blood clotting part of your forked arrow move. That'd depend on who gets hit. Just say it does less damage initially but causes them to bleed a bit (thus doing some damage over time). For the bodkin ones, specify they won't get as stuck on people with higher DEFs.
Poisons: No. Unless you're spending SP (and prolly even then), you ain't getting a round long debuff. The only exception is if you need to constantly focus on the debuff or something. Even if you stand there and charge for like 5 minutes, I probably wouldn't allow a round long debuff with a normal move.
Axe: How big is it?
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D.E. Orb (300, Ranged Proficiency, Homing Prof. ):
A Basketball sized orb of Dark Energon that can be generated by Rafael, or Unicron. Manifesting the orb into existence takes about seven seconds, and requires the complete concentration of Rafael, or Unicron. This means that they cannot do anything while making the orb. The orb travels at the speed of an arrow and can home in an opponent. The orb has a range of 56 feet. It is very draining on his stamina and so he cannot spam the orbs at an opponent, even if he wanted to do so.
D.E. Air Cutter (300, Ranged Proficiency, Homing Proficiency):
Aircutter is an attack Rafael can do by channeling Dark Energon into the air around him, a process that takes about 5 seconds to successfully perform. During the time of performing the process, Rafael cannot dodge, nor attack, nor do anything. However, this allows him to generate 30 crescent shaped blades of air that are about the size of horses each, that he can send at an opponent. Each travels at the speed of an arrow, and homes in. These do a fair amount of damage.
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(05-02-2018, 07:39 PM)Rafael Esquivel Wrote: D.E. Orb (300, Ranged Proficiency, Homing Prof. ):
A Basketball sized orb of Dark Energon that can be generated by Rafael, or Unicron. Manifesting the orb into existence takes about seven seconds, and requires the complete concentration of Rafael, or Unicron. This means that they cannot do anything while making the orb. The orb travels at the speed of an arrow and can home in an opponent. [How? You'll need to explain how they shoot it, and how well it homes in. Does it have a big turning circle? Does it zig-zag? Etc.] The orb has a range of 56 feet. It is very draining on his stamina and so he cannot spam the orbs at an opponent, even if he wanted to do so.
D.E. Air Cutter (300, Ranged Proficiency, Homing Proficiency):
Aircutter is an attack Rafael can do by channeling Dark Energon into the air around him, a process that takes about 5 seconds to successfully perform. During the time of performing the process, Rafael cannot dodge, nor attack, nor do anything. However, this allows him to generate 30 crescent shaped blades of air that are about the size of horses each, that he can send at an opponent. [Are they all sent at once? Or one after another?] Each travels at the speed of an arrow, and homes in. [How? You'll need to explain how well it homes in. Does it have a big turning circle? Does it zig-zag? Etc.] These do a fair amount of damage.
I added in a few comments where you need to clarify/make changes.
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D.E. Orb (300, Ranged Proficiency, Homing Prof. ):
A Basketball sized orb of Dark Energon that can be generated by Rafael, or Unicron. Manifesting the orb into existence takes about seven seconds, and requires the complete concentration of Rafael, or Unicron. This means that they cannot do anything while making the orb. The orb travels at the speed of an arrow and can home in an opponent. The orb is fired out of the palm of his hand towards an opponent. The orb has a range of 56 feet. It is very draining on his stamina and so he cannot spam the orbs at an opponent, even if he wanted to do so. The orb travels in a zig-zag pattern. However, should the orb take any damage he would have to remake the orb entirely, and try again. This is very accurate though.
D.E. Air Cutter (300, Ranged Proficiency, Homing Proficiency):
Aircutter is an attack Rafael can do by channeling Dark Energon into the air around him, a process that takes about 5 seconds to successfully perform. During the time of performing the process, Rafael cannot dodge, nor attack, nor do anything. However, this allows him to generate 30 crescent shaped blades of air that are about the size of horses each, that he can send at an opponent. These are sent one after another. Each travels at the speed of an arrow, and homes in. This homes in very accurately on an opponent, zig-zagging until it reaches the opponent. Does a fair amount of damage.
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(05-02-2018, 07:47 PM)Rafael Esquivel Wrote: D.E. Air Cutter (300, Ranged Proficiency, Homing Proficiency):
Aircutter is an attack Rafael can do by channeling Dark Energon into the air around him, a process that takes about 5 seconds to successfully perform. During the time of performing the process, Rafael cannot dodge, nor attack, nor do anything. However, this allows him to generate 30 crescent shaped blades of air that are about the size of horses each [be more specific], that he can send at an opponent. These are sent one after another over a period of 5 seconds. Each travels at the speed of an arrow, and homes in. This homes in very accurately on an opponent, zig-zagging until it reaches the opponent. Does a fair amount of damage overall.
The orb move is good. Air cutter needs the following changes I've added (tweak the time a bit if you want), and for you to be more specific on the blade size. If the blades are larger than 3ft, you'll need area attack. I'd also suggest cutting down the number of blades to be able 10.
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Oakheart Longbow: (900 OM) Ranged Proficiency/Debuff Proficiency.
The oak longbow of Elizabeth, This 5 foot tall weapon fires heavy arrows at high speed, This bow is the golden yellow of oak wood and has a 150 pound draw weight, It takes years of practice to master this weapon, Elizabeth can fire one arrow every three seconds. The arrows fired from the bow travel at 100m per second and can penetrate armor with relative ease.
Bodkin arrows (see below) are the default arrows fired by the bow and switching arrow type must be identified in the post.
Drawing the bow back is slightly straining on her muscles, but holding the bow at full draw more than 5 seconds doubles the strain. The Bow also has a jet black leather quiver to accompany it called the Quiver of Miestra.
This relic quiver was passed down to Elizabeth upon achieving the rank of Acolyte. The quiver holds up to 30 arrows and has 3 slots separating different kinds of arrows. These arrows are fired by the Oakheart Longbow. Once depleted it cannot be replenished in the same fight.
Bodkin Arrow: A standard armor piercing arrow, it has a narrow sharp point and 2 prongs that prevent the arrow from being pulled out backwards from the wound. People with High def are less likely to have arrows penetrate deep enough for this to be an issue.
Broadhead Arrow: An arrow with a wide arrowhead, has less penetration than the bodkin but delivers more kinetic force upon impact, will stagger an opponent backwards upon hit, interrupting an action if one is being taken upon hit unless Def is higher than Elizabeth's ATT.
Forked Arrow: a low penetration arrow that creates twin wounds that bleed causing damage over time. The arrow can be pulled out with no additional damage.
Apply poison: (600 OM) Debuff Proficiency
Elizabeth keeps a small tin with two different poisons to apply to her weapons or arrows., it takes twenty seconds to fully apply a poison to a weapon. Elizabeth has only enough of each paste to coat 3 arrows or her axe but not both.
Nightshade poison: a potent paste that applies a purple hue to the object it coats. This poison takes one round to take effect making the effect very delayed, however once it takes effect, the target feels weakened for thirty seconds. In this weakened state, the target moves slower, and can not hit as hard.
Sedative: This poison also has a long delayed activation taking one round to take effect, Upon taking effect this poison makes the target drowsy reducing the accuracy of their attacks for thirty seconds.
Oakheart Axe (300 Om) Physical Proficiency
A simple single headed axe with a oak handle, it is lightweight and balanced to reduce fatigue. The handle is 18 inches long and the axe head has a 5 inch cutting face The axe does not deal as much damage as a dedicated battle axe but can be swung around much faster than a battleaxe.
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Forked Arrow: Specify here. Like, light bleeding? Heavy? (Really, this should be light. Also, remember that for people with Survival, this won't be an issue)
Apply poison:
>1 round isn't a valid measure of time for a normal move. For supers you can get away with it because you're spending SP. Here, nah. Stick with actual minutes and seconds.
>A long delay isn't really a strong drawback to warrent a 30 second long debuff, and you can just apply the poison out of battle.
>From the looks of it, once applied, your poison doesn't even run out. So it's like a free bonus to your weapons right now. Yeah... No. Right now there are effectively no drawbacks and you're getting poison for free.
>This would cost 900 OM. It'd be an extra 300 OM for working with your bow as well as your axe.
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D.E. Air Cutter (300, Ranged Proficiency, Homing Proficiency):
Aircutter is an attack Rafael can do by channeling Dark Energon into the air around him, a process that takes about 5 seconds to successfully perform. During the time of performing the process, Rafael cannot dodge, nor attack, nor do anything. However, this allows him to generate 10 crescent shaped blades of air that are about the size of a stop sign that he can send at an opponent. These are sent one after another over a period of 10 seconds. Each travels at the speed of an arrow, and homes in. This homes in very accurately on an opponent, zig-zagging until it reaches the opponent. Does a fair amount of damage overall. After using D.E Air Cutter, Rafael cannot use any of the Dark Energon moves he has for 15 seconds.
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(05-03-2018, 08:14 AM)Rafael Esquivel Wrote: D.E. Air Cutter (300, Ranged Proficiency, Homing Proficiency):
Aircutter is an attack Rafael can do by channeling Dark Energon into the air around him, a process that takes about 5 seconds to successfully perform. During the time of performing the process, Rafael cannot dodge, nor attack, nor do anything. However, this allows him to generate 10 crescent shaped blades of air that are about the size of a stop sign [be more specific, give an exact size] that he can send at an opponent. These are sent one after another over a period of 10 seconds. Each travels at the speed of an arrow, and homes in. This homes in very accurately on an opponent, zig-zagging until it reaches the opponent. Does a fair amount of damage overall. After using D.E Air Cutter, Rafael cannot use any of the Dark Energon moves he has for 15 seconds.
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05-05-2018, 10:37 PM
(This post was last modified: 05-06-2018, 02:48 PM by James Knight.)
NFL Laser - 300 OM, Ranged Proficiency.
[float=right]
![[Image: latest?cb=20090516003557]](https://vignette.wikia.nocookie.net/section8/images/c/c0/MOR-94_Hammer_image.gif/revision/latest?cb=20090516003557) [/float]
The NFL-Laser takes about ten seconds for Warren to generate it, by itself without a power pack. To generate a power pack for the blaster, which allows for ten shots, takes another 5 seconds for him. Replacing the gun takes him about 7 seconds, and replacing a power pack, about 4 seconds. The damage level it does is dependent on the TEC and ATK of Warren versus the DEF of his opponent. The range is 75 feet from him in any direction. The gun can be used while moving, and only needs one of his hands to do. The move itself is moderately taxing on his stamina, akin to a light work out. After shooting all ten shots out of the blaster, the NFL-Laser will need about 6 seconds for it to cool down before he can replace the power packs. Due to the low rate of Fire, about one shot every 3 seconds by this pistol, it can do high amounts of damage to anyone, or any object that it hits.
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Ten - Once a person has opened their aura nodes, they must learn to keep their aura from leaking away from their body. Ten (纏, Envelop; Shroud) is the process of keeping the nodes open, but also having aura flow through and around the body rather than away from it. Once maintained, it creates a shroud around the user that feels similar to standing in lukewarm, viscous fluid. Ten maintains youthful vigor and reduces one's aging, since the energy powering the body no longer leaks away; one can keep the body from breaking down and deter the aging process. Ten is the most basic defense against emotional Nen attacks, and it also offers limited protection against physical attacks, but hardly any when said attacks are enhanced with aura. Through frequent meditation and practice, one can improve the quality of their Ten and even maintain it in their sleep. Once it has been learned, it will never be forgotten, much like cycling and swimming. Despite being the most elementary technique of all, Ten is also one of the most important, as the more polished it is, the more precise one's control over their aura. (Cost: 0. This is an explanation for Hisoka's baseline durability and strength.)
Zetsu (AKA Suppression) - While Ten allows a user to keep aura from leaking away from their body, Zetsu (絶, Suppress; Null) stops the flow of aura from their body altogether. By closing all of their aura nodes, the user is able to halt all outflow of their aura like water from a valve, making their presence much harder or even impossible to sense. This technique is useful when tracking another person, as it will make it easier to follow them, preventing other users of Nen from noticing their pursuer. (Cost: 1000 OM. This is a flavored version of Suppression.)
Ren (Tier 2 Powerup) - Ren (練, Refine; Enhance) focuses on outputting a larger amount of aura than Ten, projecting it outwards explosively. This amplifies the user's physical strength and durability and provides a large pool of aura for any advanced techniques or individual skills they decide to use, albeit at the cost of expending said aura. One can train their Ren to extend its duration and increase the amount of aura at their disposal.
If Ten is considered purely defensive, Ren can be regarded as its offensive counterpart, although it also grants the user vastly enhanced defensive abilities.
Attack: +3
Defense: +2
Speed: +3
Technique: +2
(Cost: 1500 OM)
Hatsu - Hatsu (発, Release; Act) is one's personal expression of Nen. Its qualities are influenced by but not restricted to the Nen user's natural Nen category, one of the six available, which is decided by nature and nurture. Hatsu is used to project one's aura to carry out a certain function, creating a special and unique paranormal ability that is colloquially called "Nen ability", "Hatsu ability", or simply "Hatsu". (Cost: 0 OM. Flavor for explaining how Nen Hatsu abilities work.)
Advanced Nen Techniques
In - In (隱, Conceal) - is an advanced form of Zetsu used to render one's aura imperceptible, effectively concealing it. Unlike Zetsu, however, In does not stop the user's aura flow; instead, it hides it, making it difficult to perceive with any of the five senses. This is even true of those affected by Enhanced Senses, although in this case the effectiveness diminishes the closer an observer is to Hisoka's Technique stat. When matching or exceeding Hisoka's Technique, a nen object concealed by In becomes visible. Because of its abilities, this technique is perfect for launching sneak attacks or laying traps, as it can conceal not only the user's presence, but also Nen constructs generated with Emission, Transmutation, or Conjuration abilities.
Special: In can be countered completely by Gyo, or any similar move that boosts Enhanced Senses, regardless of Tech disparity. (Requires: Stealth, Suppression) (Cost: 300 OM)
En - En (圓, Circle) (Enhanced Senses) is an advanced application of Ten and Ren. In Ren, aura usually envelops only a small amount of space around the user's body. En is when one extends their Ren so that their aura extends further than normal, then uses Ten at the same time to contain and give shape to that aura, normally a sphere. Someone using En can feel the shape and movement of anything within the area covered by their aura, with the degree of awareness and finesse depending on their level of skill. Nen users can be told apart from regular people due to their stronger reactionto the En user's aura. Zetsu (Suppression) can suppress a Nen user's, or Prime's, response, making their position difficult to pinpoint.
As someone who has mastered En, Hisoka is capable of extending his coverage to a circle with a 100 meter radius. (Cost: 2000 OM. This is a flavored version of Enhanced Senses: Master)
Shu - Shu (周, Enfold) is an advanced application of Ten. Shu allows a user of Nen to enshroud an object with their aura, allowing them to use that object as an extension of their own body. For example, one could use Shu to extend their Ten around a weapon, which would strengthen and protect it. Hisoka uses this technique to sheathe his playing cards in his Nen, turning them into deadly weapons. (See Weapon: Playing Cards) (Flavor for explaining how Hisoka uses Nen to enhance objects like his playing cards. May need an OM cost if he intends to use Shu on improvised weapons, like picking up a chair and slamming someone with it.)
Uh oh. Those boys got me all tingly...
I must calm it.
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Is this okay?
Projectile Deflection -300 OM (Ranged Attack Proficiency)
Vash, using his sharp senses and wit, can predict where many projectiles will end up. By throwing rocks or other hard objects in his vicinity Vash can deflect physical projectiles such as bullets, arrows, bolts, or other forms of small ballistic munitions. This will only work if Vash can see the source of the projectile (unless it moves at an exorbitantly slow pace) and his TEC is equal to or exceeds the ATK of the weapon being used.
I'm always open to someone hopping in for any kind of interaction! it keeps things interesting and helps me write as I do so far better when there are set circumstances to avoid getting indecisive.
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is there a limit to the size of projectile he can deflect, what about rapid fire munitions?
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I didn't think about size, but I assumed that it would only make sense that throwing a rock at a bullet would only really work on one bullet though in hindsight I guess it does leave the move on grounds a bit uncertain
Projectile Deflection -300 OM (Ranged Attack Proficiency)
Vash, using his sharp senses and wit, can predict where many projectiles will end up. By throwing rocks or other hard objects in his vicinity Vash can deflect Individual physical projectiles such as bullets, arrows, bolts, or other forms of small ballistic munitions one at a time. This will only work if Vash can see the source of the projectile (unless it moves at an exorbitantly slow pace), it has less than 1.5kilos of mass, and his TEC is equal to or exceeds the ATK of the weapon being used.
I'm always open to someone hopping in for any kind of interaction! it keeps things interesting and helps me write as I do so far better when there are set circumstances to avoid getting indecisive.
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I think the limiter on physical projectiles and line of sight on the projectile launcher would more than compensate for the utility of the move like this while also retaining a realistic feel, but I wanted a second opinion in case I wasn't looking at it from the right angle etc. should be good for me to get approved now though, right?
I'm always open to someone hopping in for any kind of interaction! it keeps things interesting and helps me write as I do so far better when there are set circumstances to avoid getting indecisive.
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