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Move Creation Workshop
LSR44 Spoor- (Requires Ranged (600 OM)

The LSR44 provides a unique hybrid of carbine and sniper rifle. It's firing mechanism uses an electronic, rail-based technology. The design features open rails to vent built-up plasma to prevent damage to the firing system due to heat.  The default firing mode on the LSR44 is fully-automatic. The Fully-automatic firing mode shoots about 24 rounds per magazine. The fully automatic mode of the LSR44 needs about 4 shots to the torso or body to kill. However, the LSR44's alternative shot holds a rail gun mode where it takes one powerful shot to the head or torso to kill, however the alternative mode drains about half the magazine in order to take one shot.

Lucas has unlimited magazines, however it takes about 5 seconds to summon more magazines.  

The ACOG is a sighter that can be used on a enemy to aim.
(05-20-2018, 12:06 PM)Handsome Jack Wrote: How quickly does "fully automatic" fire? All 24 rounds in one second? Slower?

Give some rough approximations of effective and max ranges on each mode.

Does the Spoor shoot bullets or energy? If the latter, do they move at bullet speed?

How long does it take the alternate mode to charge up?

Generally speaking, different folks will take different amounts of damage to "kill", so using death as a measure of damage output isn't great.
[Image: Jacksig.png]
The LSR44 Spoor provides a unique hybrid of carbine and sniper rifle. It's firing mechanism uses an electronic, rail-based technology. The design features open rails to vent built-up plasma to prevent damage to the firing system due to heat. The default firing mode on the LSR44 is fully-automatic. The Fully-automatic firing mode shoots about 1 bullet continuously per magazine. The fully automatic mode of the LSR44 needs about 4 seconds to charge bullet speed. However, the LSR44's alternative shot holds a rail gun mode where one full "blast" of plasma will shoot out at bullet speed and break armor/head covering. However, the alternative mode drains about half the magazine in order to take one shot.
Looking to update my current move with some more utility:

Quote:Umbral Clone - Distraction (600): After two seconds of concentration, during which Whirda can move normally but cannot attack or use other moves, Whirda summons a shadow clone identical to her in every way.  The clone will attempt to draw the attention of her enemies using a combination of taunts and kiting.  Sustaining a strong, solid blow to any limb causes the limb to shred into wisps of shadow.  Sustaining a strong, solid blow to the head or torso causes the entire clone to shred into wisps of shadow.  The distraction clone can perform attacks but cannot deal damage.  Its blows will bounce harmlessly off of the target.  While in shadow form, Whirda creates three clones instead.  These clones all function as they normally would.

What I'd like to do is be able to combine this move with a teleport such that I begin my teleport alone, but when I appear on the other end both my clone and I appear at the same time.  I'm not sure how I would stat or balance this so I'm looking for suggestions.
Two sports themed moves I'm working on for Warren. 

Explosive Hockey Pucks (300,  Ranged, Area Attack): 

Explosive Hockey Pucks that were created by Warren Zimmer. These are about ten inches in diameter. They have an explosive power equivalent to the level of a Fire Cracker. Takes him about 3 seconds to make 5 of these. 

Hockey Stick Scythe (300 OM, Physical Strength):

A hockey stick that appears to be a standard one, but can change to be a scythe.
(05-23-2018, 08:10 PM)Warren Zimmer Wrote: Two sports themed moves I'm working on for Warren. 

Explosive Hockey Pucks (300,  Ranged, Area Attack): 

Explosive Hockey Pucks that were created by Warren Zimmer. These are about ten inches in diameter. They have an explosive power equivalent to the level of a Fire Cracker. Takes him about 3 seconds to make 5 of these. 

Hockey Stick Scythe (300 OM, Physical Strength):

A hockey stick that appears to be a standard one, but can change to be a scythe.

Put some travelling speed with the pucks, the size of the stick( also can he perform melee attacks with it?) And if the pucks do low or medium damage. This determines if 3 seconds for 5 pucks is enough. Currently it would be low damage i think.
[Image: giphy.gif]
You're naive. We're destroyers, not saviors. - Yu Kanda
@Warren:

Pucks:
>While you may think it's obvious, add how he attacks with them. Does he throw them? Does he use his hockey stick? The description right now is kinda equivalent to a move called "bullets". If I made a move like, "Dane can make 10 small bullets over 3 seconds. These do light damage." that wouldn't make any sense, would it? They're just bullets, how would he even use them? The same thing applies here.
>Since they explode, and you added area attack as a requirement, add the explosion radius.
>As Yu said, you should probably add a speed for the pucks.
>Generally, it's best to say something like, "each puck only does lighter damage, but hits with a moderate concussive force pushing anyone it hits up to a few metres" instead of "firecrackers". Or just "does light to moderate damage". Move strength varies based on your ATK. So it's one of the situations real life parallels can't really be used.

Hockey stick scythe:
>This is variable (can be a hockey stick or a scythe).
>As Yu said, add in the size of the hockey stick.
>Add in how long it takes to change the hockey stick into a scythe (and back), as well as how Warren changes it between the two modes.
>Add in how big the scythe is (both the staff size and the blade size).

@Whirda:
If they're not summoned before your teleport, just stack it on top of the teleport charge time. Or make the teleport a lot more tiring. General standard drawbacks.
Explosive Hockey Pucks (300,  Ranged, Area Attack, Requires Hockey Stick Scythe): 

Explosive Hockey Pucks that were created by Warren Zimmer. These are about ten inches in diameter. They have an explosive power equivalent to the level of a Fire Cracker. Takes him about 3 seconds to make 5 of these. These travel at the speed of an arrow. The explosive damage they do is low,  and is more akin to having a Fire Cracker blast you in the face. Of course, the impact of the puck also does damage before it hits an opponent. These require both hands on the Hockey Stick Scythe, and so can only be used with moves that require his hands to be free. 

Hockey Stick Scythe (600 OM, Physical Strength):

A hockey stick that appears to be a standard one, but can change to be a scythe. This move has two forms that he can swap between, each swap taking about 4 seconds for him to do. The first form is the Hockey Stick which he can use to launch the Explosive Hockey Pucks at his opponents, allowing him to use it to attack at range, as it were with them. The second form of the Hockey Stick, is the Scythe. The Scythe is primarily used for long range attacks and has a blade that is about 5 feet long. Swings of the Scythe are slow, but powerful. Each swing takes about 5 seconds, and does modest damage. This requires both hands and so can only be used with moves that require his hands to be free. 
(05-20-2018, 03:16 PM)Lucas Kellan Wrote: The LSR44 Spoor provides a unique hybrid of carbine and sniper rifle. It's firing mechanism uses an electronic, rail-based technology. The design features open rails to vent built-up plasma to prevent damage to the firing system due to heat. The default firing mode on the LSR44 is fully-automatic. The Fully-automatic firing mode shoots about 1 bullet continuously per magazine. The fully automatic mode of the LSR44 needs about 4 seconds to charge bullet speed. However, the LSR44's alternative shot holds a rail gun mode where one full "blast" of plasma will shoot out at bullet speed and break armor/head covering. However, the alternative mode drains about half the magazine in order to take one shot.

Remember to add your move cost and proficiencies at the top each time.

>"Fully automatic" isn't good enough. Just say how long it would take to empty a magazine, or how many bullets it fires per second.
>How long does it take to reload?
>How many bullets are in each magazine?
>"break armor/head covering" isn't really a good damage description. Just say it does high damage. Or moderate.
Shadowstep(300; Requires Stealth, Phasing):
When in the shadow of something else, Demetri is able to quickly and stealthily travel as long as he avoids direct sunlight. He would appear darker against the shadows he travels on and is vulnerable to energy attacks while moving, but can still defend himself. When exposed to sunlight the exposed area returns to its normal form. Attacking or defending while in this form forces him out of the shadows for a few seconds before he can re-enter. As a careful stealth and infiltration maneuver, if Demetri can manage to get behind someone without being detected, he can follow them as their own shadow.

Example Gif:
[spoiler]
[Image: bb15be2c88d6971756bd429be3d80fa4.gif]
[/spoiler]


Actually gonna toss a few more in here, might as well.


Shadow Tendrils(1200; Requires Ranged, Ranged Materialize, Remote Control, Debuff, Area Attack, Area ShieldMaster Acrobat)

Demetri's most versatile form of magic, a pair of tight-fitting bracelets that each allow him to control tendrils made up of shadow magic.  His tendrils are more durable, with a single one having the durability of quarter-inch wire rope or sheet metal if stretched across a surface, however, they do take increased damage from energy attacks. When tendrils are destroyed, they each take five seconds to be resummoned to Demetri, otherwise, Demetri can dispel them to gain access immediately. When anything comes in contact with the tendril, it becomes stuck, as it has the consistency to others like thick tar. Demetri has ten of these tendrils at his disposal, and the following moves require one or more to be accessible to function. Most are controlled with hand movements.

Demetri can use these tendrils to attach to foes and object up to 10 meters away in order to grapple them, including high points of interest to pull himself upwards. They maintain their tar-like grasp while having great elasticity. Demetri can also choose to fire the other end of the tendril to bind two points if he has a tendril to spare. As mentioned above, these tendril-like ropes have the durability of quarter-inch wire rope, but lose some of that durability past three meters. Demetri can remote summon these if he is standing still. He can only control one tendril per hand this way, using his index fingers to direct them.

Demetri can create a trap with three tendrils, stopping and taking a few seconds to spread the essence of them across an area of 15 meters. The first enemy to come across it is nearly engulfed in the tar-like substance in the span of two seconds. After immobilizing its host, it hardens, making easier to damage from the outside but harder to break out of. Demetri will slowly splay out his fingers from a closed fist to activate this ability.

Demetri can offensively fight by turning all the tendrils on one bracelet to a pillar of three-meter diameter. Demetri sacrifices much of his mobility and greatly reduces his speed to focus on these attacks. Most others will be knocked off their feet on a direct hit, though some larger and defensive foes will be able to withstand some of the impacts. Demetri holds his hands clenched when using his tendrils this way and it takes three seconds for him to resummon the used tendrils after using this move.

Shadowbreaker(600; Requires Physical Strength)
Demetri's signature dagger, it is mainly used for deflection and defense but is able to secrete poison. If Demetri can manage to completely bury the dagger into an opponent, it dissipates and causes the victim to hallucinate shadows for ten seconds and lose focus. Sturdier foes can easily forego the hallucinations. Ten more seconds after the poison has worn off, the dagger will return to its sheath.

Deception(300; Requires Ranged Proficiency, Ranged Materialize, Remote Control, Area Attack) 
Demetri is able to deceive others by creating false images of himself anywhere within five meters, including his own person. He can only have one active at a time, and when doing so, becomes invisible himself. They only last five seconds and are given instructions upon creation. They do not interact with the world but can appear to do so. For example, they can appear to climb a wall but they cannot knock over a vase or open a door. Once the image expires, a large cloud of smoke covers the area within a two-meter radius, but can only activate once every thirty seconds.
All warfare is based on deception.
[Image: YhlX1uk.gif]  [Image: biuvYus.gif]  [Image: 291ztlc.png]  [Image: NGVMDdY.gif] [Image: VKKZgMO.gif]
Shadowstep:
>How does he actually do this? Does it take the usual phasing time to initiate?
>You'll need the usual phasing fatigue cost. Since this makes you invulnerable to all the same stuff.
>If you made it so it took the usual phasing time to initiate, and he could only adopt this form while out of sight (like normal stealth), I'd probably let you have it as fodder. Assuming it followed all the other normal rules of stealth and phasing.
Edit: It can't be fodder as it still contains some benefit. But you can do something a bit like this with just phasing. See: http://omniverse-rpg.com/showthread.php?...#pid110718

Shadow Tendrils:
"they do take increased damage from energy attacks"
>Attack types aren't really a thing. A lightsaber and a greatsword would do the same thing damage-wise due to Omni-balance (ish, and assuming both users have the same ATK).
>How fast do the tendrils move?
>How long would it take someone to un-stick themselves, roughly?
>How long are the tendrils? Or are they just as long as they need to be to do all their stuff?

"across an area of 15 meters"
>A circle with a 15m diameter? Any shape with an area of 15m²? A 15m by 15m square?

>Right now, you could make 10 tendrils out of a fight, and then easily keep binding someone with few drawbacks to yourself. Something like a constant concentration requirement, or a fatigue cost, or charge times for each attack would work.
>It might be a better idea to split this into multiple individual moves.

Shadowbreaker:
>This needs debuff
>This needs another drawback. Since, right now, you essentially get a free bonus effect on any good stab. Loosing the weapon isn't a good enough drawback to justify a 10 second duration as you can just pull out another weapon.

Deception:
>This needs more drawbacks, like fatigue or a charge time, since you essentially get a free 5 second long stealth every 30 seconds.
>Can Demetri do anything while this is active, or does he have to focus on keeping the illusion up? Also, does your stealth end early if he takes damage and stuff?
>Without telepathy, people don't *have* to fall for the illusion. So if you disappear and make a fake appear near you, it'll probably be obvious that it's an illusion - unless you trick them into thinking you teleported, I guess.

Edit: The Move Creation Workshop is primarily for member-based feedback rather than staffers. So I'm going to step out of here now. Basically, don't expect a follow-up reply from me here if you post again, Demetri.
Brain Blocker App (300, ???) 

The Brain Blocker App was created by Warren Zimmer after he did a lot of research on the Dataverse into the various Primes that existed, and learned some of them had abilities that could influence the mind. Given that, he decided the sanctity of his mind needed preserved. Therefore, he decided they needed to be stopped from being able to mess with his brain. This takes him about 5 seconds to activate. Any moves that affect the mind would fail, but there is more to it than that. For the next twelve seconds a blast of purple electricity would shoot out of his helmet / head, and strike the person that is doing the move, dealing heavy damage to them. Fifteen second cool down. This cannot be used when moving around, but can be used with other moves.

Energy Barrier App (300, Area Defense, Area Attack, Ranged Proficiency)

Another of the apps geared towards defense that was created by Warren Zimmer for the express purpose of negating some of the advantages other Primes held over him because of their intensely powerful moves, or attacks that they could perform. This takes him roughly 8 seconds to activate. Once activated the barrier lasts for 10 seconds. The barrier is incapable of blocking moves that have physical substance to them, however. What this means is that swords, spears, axes, maces, bullets, arrows, and similar attacks that have a physical substance to them would be unable to be blocked. Moves like Lightsabers, Lightning, Fireballs, and similar would be countered by the Barrier. This can take up to 5 non Supermove attacks, before it fades from existence. It is a round sphere that protects his entire body when activated. Activation requires his total concentration, and he cannot do anything else. Once he has done the barrier, he is free to attack as much as he would like, or move as much as he would like. 

Once the barrier is struck by an attack of the nature that it blocks / negates, the barrier retaliates. A panel on the barrier will glow, and fire a purple energy "arrow" at an opponent at bullet speeds. This does low damage, and cannot be charged up, for it is an automatic reaction of the shield to any of the forbidden attacks striking the barrier. 
[Image: SciFiShieldPack_Thumb-284x284-8ba1b2022c...5680a0.png]
Warren Zimmer Wrote:Brain Blocker App (300, ???) 

The Brain Blocker App was created by Warren Zimmer after he did a lot of research on the Dataverse into the various Primes that existed, and learned some of them had abilities that could influence the mind. Given that, he decided the sanctity of his mind needed preserved. Therefore, he decided they needed to be stopped from being able to mess with his brain. This takes him about 5 seconds to activate. Any moves that affect the mind would fail, but there is more to it than that. For the next twelve seconds a blast of purple electricity would shoot out of his helmet / head, and strike the person that is doing the move, dealing heavy damage to them. Fifteen second cool down. This cannot be used when moving around, but can be used with other moves.

At the very least these needs ranged proficiency, other than that it might be fine unless you add other parameters that might change that.

This moves seems a bit specialized, maybe have it that Warren can take damage but not be interrupted for this attack? Furthermore, perhaps its affect changes based on TEC or DEF?

What is the range of the laser? Is it only as wide as his eyes? Does this move cost a lot of stamina to perform?

Warren Zimmer Wrote:Energy Barrier App (300, Area Defense, Area Attack, Ranged Proficiency)

Another of the apps geared towards defense that was created by Warren Zimmer for the express purpose of negating some of the advantages other Primes held over him because of their intensely powerful moves, or attacks that they could perform. This takes him roughly 8 seconds to activate. Once activated the barrier lasts for 10 seconds. The barrier is incapable of blocking moves that have physical substance to them, however. What this means is that swords, spears, axes, maces, bullets, arrows, and similar attacks that have a physical substance to them would be unable to be blocked. Moves like Lightsabers, Lightning, Fireballs, and similar would be countered by the Barrier. This can take up to 5 non Supermove attacks, before it fades from existence. It is a round sphere that protects his entire body when activated. Activation requires his total concentration, and he cannot do anything else. Once he has done the barrier, he is free to attack as much as he would like, or move as much as he would like. 

Once the barrier is struck by an attack of the nature that it blocks / negates, the barrier retaliates. A panel on the barrier will glow, and fire a purple energy "arrow" at an opponent at bullet speeds. This does low damage, and cannot be charged up, for it is an automatic reaction of the shield to any of the forbidden attacks striking the barrier. 
[Image: SciFiShieldPack_Thumb-284x284-8ba1b2022c...5680a0.png]

For this, perhaps you can have it block most projectiles and have it automatically return fire with decreased strength and accuracy. Whether a weapon is a lightsaber or a sword shouldn't matter much unless you are using something like phasing. Since some weapons are automatic, so perhaps 5 seconds of continuous fire OR five heavy shots would be more beneficial to you.

How big is the shield around Warren? Can he move around freely after using this move?
All warfare is based on deception.
[Image: YhlX1uk.gif]  [Image: biuvYus.gif]  [Image: 291ztlc.png]  [Image: NGVMDdY.gif] [Image: VKKZgMO.gif]
See what Brain Blocker is supposed to do is to take moves that influence him, like make him afraid, or things like that, and block them from being effective. In a sense, disable that kind of Debuff from being effective as a weapon against him. As to the energy barrier, I planned on it being one of two shields, so he could choose to stop either physical, or energy based attack. 

Brain Blocker App (300, Ranged Proficiency, Area Attack) 

The Brain Blocker App was created by Warren Zimmer after he did a lot of research on the Dataverse into the various Primes that existed, and learned some of them had abilities that could influence the mind. Given that, he decided the sanctity of his mind needed preserved. Therefore, he decided they needed to be stopped from being able to mess with his brain. This takes him about 5 seconds to activate. Any moves that affect the mind would fail, but there is more to it than that. For the next twelve seconds a blast of purple electricity would shoot out of his helmet / head, and strike the person that is doing the move, dealing heavy damage to them. Fifteen second cool down. This cannot be used when moving around, but can be used with other moves. While this cannot fully neutralize an enemy's mental attacks, it can make it painful for them to continue to do so. The purple lightning has a range of 50 feet from him in any direction. The lightning is about as wide / long as his arms and this does not require much, if any stamina for him to perform, but like the Energy Shield App is an automatic function of his NFL-R. 

Energy Barrier App (300, Area Defense, Area Attack, Ranged Proficiency)


Another of the apps geared towards defense that was created by Warren Zimmer for the express purpose of negating some of the advantages other Primes held over him because of their intensely powerful moves, or attacks that they could perform. This takes him roughly 8 seconds to activate. Once activated the barrier lasts for 10 seconds. The barrier is incapable of blocking moves that have physical substance to them, however. What this means is that swords, spears, axes, maces, bullets, arrows, and similar attacks that have a physical substance to them would be unable to be blocked. Moves like Lightsabers, Lightning, Fireballs, and similar would be countered by the Barrier. This can take up to 5 non Supermove attacks, before it fades from existence. It is a round sphere that protects his entire body when activated. Activation requires his total concentration, and he cannot do anything else. Once he has done the barrier, he is free to attack as much as he would like, or move as much as he would like. 

Once the barrier is struck by an attack of the nature that it blocks / negates, the barrier retaliates. A panel on the barrier will glow, and fire a purple energy "arrow" at an opponent at bullet speeds. This does low damage, and cannot be charged up, for it is an automatic reaction of the shield to any of the forbidden attacks striking the barrier. The arrow has a range of 100 feet from him in any direction. Warren can move freely with the sphere around him, as if it were not there for the shield does not inhibit his movements in the slightest. 
[Image: SciFiShieldPack_Thumb-284x284-8ba1b2022c...5680a0.png]
Brain Blocker will require the Suppression Power and a Tec higher than the "Debuff" user to work. It'd also be ineffective against Super Attack/Utility mind affecting Moves. I'm at work, or I'd go more in depth, but I wanted to letcha know.
[Image: Jacksig.png]
(05-29-2018, 12:29 PM)Handsome Jack Wrote: Brain Blocker will require the Suppression Power and a Tec higher than the "Debuff" user to work. It'd also be ineffective against Super Attack/Utility mind affecting Moves. I'm at work, or I'd go more in depth, but I wanted to letcha know.

Jumping in here quickly to clarify something: Suppression is not required to counter telepathy and attacks on your mind. It is only a counter to foresight, insight, and enhanced senses. Telepathy already has TEC requirements worked into the power, so it is not required for someone defending against it to have suppression - but having a high TEC can help.
That's fair, though I'd think using Suppression as a base Power to "suppress" things outside its normal purview via Moves would be in line with how we treat Moves based on other Powers.

But yeah. What Dane said. Suppression ain't gonna cover Telepathic attacks and abilities. You WILL need a decent Tec to "block" their abilities, however. Put in something about how it's less effective against opponents who have a higher Tec than Warren, and it's ineffective at twice Tec, and you might be good.
[Image: Jacksig.png]
(Ranged Proficiency) 300 Om-
The LSR44 Spoor provides a unique hybrid of carbon and sniper rifle. Its firing mechanism uses an electronic rail-based technology. The design features open rails to vent built-up plasma to prevent damage to the firing system due to heat. The defalt firing mode of the LSR44 (Sniper Rifle) takes about a few seconds to aim and reload. It contains 24 bullets per magazine and can cause high damage. The alternate fire mode (Rail gun) takes about a few seconds to aim and reload. Each magazine of the alternative mode contains 24 blasts of built-up plasma/rail and can only get 2 shots per magazine. It does high damage.
Brain Blocker App (300, Ranged Proficiency, Area Attack) 

The Brain Blocker App was created by Warren Zimmer after he did a lot of research on the Dataverse into the various Primes that existed, and learned some of them had abilities that could influence the mind. Given that, he decided the sanctity of his mind needed preserved. Therefore, he decided they needed to be stopped from being able to mess with his brain. This takes him about 5 seconds to activate. Any moves that affect the mind would fail, but there is more to it than that. For the next twelve seconds a blast of purple electricity would shoot out of his helmet / head, and strike the person that is doing the move, dealing heavy damage to them. Fifteen second cool down. This cannot be used when moving around, but can be used with other moves. While this cannot fully neutralize an enemy's mental attacks, it can make it painful for them to continue to do so. The purple lightning has a range of 50 feet from him in any direction. The lightning is about as wide / long as his arms and this does not require much, if any stamina for him to perform, but like the Energy Shield App is an automatic function of his NFL-R. Against those who have a higher tec than Warren, this becomes less effective. When they possess double his Tec, or more,  this is completely useless. 

The Purple King (RP Flavor):  The Mantle of the Purple King allows Warren Zimmer the ability to generate purple flames. So far he has been able to channel them to form the techniques listed below. 


Purple King's Barrier (300, Area Defense, Area Attack, Ranged Proficiency)

[Image: SciFiShieldPack_Thumb-284x284-8ba1b2022c...5680a0.png]

Another of the apps geared towards defense that was created by Warren Zimmer for the express purpose of negating some of the advantages other Primes held over him because of their intensely powerful moves, or attacks that they could perform. This takes him roughly 8 seconds to activate. Once activated the barrier lasts for 10 seconds. The barrier is incapable of blocking moves that have physical substance to them, however. What this means is that swords, spears, axes, maces, bullets, arrows, and similar attacks that have a physical substance to them would be unable to be blocked. Moves like Lightsabers, Lightning, Fireballs, and similar would be countered by the Barrier. This can take up to 5 non Supermove attacks, before it fades from existence. It is a round sphere that protects his entire body when activated. Activation requires his total concentration, and he cannot do anything else. Once he has done the barrier, he is free to attack as much as he would like, or move as much as he would like. 

Once the barrier is struck by an attack of the nature that it blocks / negates, the barrier retaliates. A panel on the barrier will glow, and fire a purple energy "arrow" at an opponent at bullet speeds. This does low damage, and cannot be charged up, for it is an automatic reaction of the shield to any of the forbidden attacks striking the barrier. The arrow has a range of 100 feet from him in any direction. Warren can move freely with the sphere around him, as if it were not there for the shield does not inhibit his movements in the slightest. This appears to be made out of purple fire when activated. 

Purple King Blast (300, Ranged Proficiency): 

A 2 x 3 Foot beam of Purple energy that can be shot out of the palms of Warren's hands. This is usable only when he is not wearing his armor, but instead wearing his outfit that he had custom made. The purple energy travels at the speed of an arrow. Requires one hand. 70 foot range. Moderately taxing on his stamina. 

[Image: JvO6dZy.png?1]
Shadowstep(Fodder; Requires Stealth):
When in the shadow of something else, Demetri is able to quickly and stealthily travel as long as he avoids direct sunlight. He would appear darker against the shadows he travels on and is vulnerable all attacks while moving, but can still defend himself. When exposed to sunlight the exposed area returns to its normal form. Attacking or defending while in this form forces him out of the shadows making him unable to re-enter unless he is out of sight. If Demetri can manage to get behind someone without being detected, he can follow them as their own shadow, a careful stealth and infiltration maneuver.

Example Gif:
[spoiler]
[Image: bb15be2c88d6971756bd429be3d80fa4.gif]
[/spoiler]

Shadow Tendrils(1800; Requires Ranged, Ranged Materialize, Remote Control, Debuff, Area Attack, Area Shield, Master Acrobat)

Demetri's most used form of magic, a set of ten enchanted rings which each allows him to control a shadow tendril. These tendrils can combine to make more advanced and powerful moves. When tendrils are destroyed, they take five seconds to regenerate and be used again, each one adding the time consecutively. This means that if five tendrils are destroyed, it takes twenty-five seconds for Demetri to fully recover them, which one being regenerated every five of those seconds. Active tendrils can be dispelled with three seconds of concentration, though Demetri does not have to stand still. If they are fully beyond 10 meters of Demetri, they automatically are dispelled. This effect is only compounded by the number of separate entities that Demetri has summoned. For example, to dispell ten active default tendrils, it takes thirty seconds, but to dispel two traps that each take three, it takes six seconds. Demetri can choose to dispel one or more entities at once in this way. Tendrils and their entities can be remotely summoned but require Demetri to be standing still and have more concentration than usual, as well as awareness of the area. He cannot summon them to places he cannot see or sense.

The default form of these tendrils is a stretchy substance as thick as a wrist that has tar-like appendages that stick to whatever they touch, causing strain between the two points and can be summoned near instantaneously. They are very elastic, can be directed in a straight line to a point at up to 60mph but hardly reaches even half that speed if being maneuvered, and at full strength have the durability of quarter-inch wire rope. Demetri uses finger motions to control these tendrils and can use this move to attach to foes and objects up to ten meters away, including high points of interest for aiding both horizontal and vertical movement. However, past five meters their durability decreases, as would a rubber band when stretched too far. This means that grabbing something at his maximum reach would cause the most pull, but a single weak attack would destroy it instantly. Meanwhile, a good second or two of decent damage would be needed in order to destroy the tendril when in its comfortable range. Demetri is able to control all ten of his tendrils like this at once, but each active one compounds the mental strain and focuses he must use in order to fully control them. Using all of them like this will quickly exhaust him, but using one or two at a time can be kept up almost indefinitely. Once the appendage has successfully hit its target, the affected area will spread a few inches in diameter to solidify its hold over a few seconds. If Demetri has a tendril to spare, he can use it to attach two objects to each other and separate it from himself.  Remote summoning these does no greatly increase stamina cost.

Using at least two tendrils, Demetri can make a more offensive weapon, hardening the tips of the tendril to a single point. One second is needed per tendril fused, requiring at least two seconds to begin using this move. This counts to a maximum of five per hand and greatly increases the damage of the tendrils as well as the stamina drain.  Even with just using two, Demetri must concentrate more than usual, as it requires more precise movements. The focused point goes from as thick as a wrist to a nail point on the last ten centimeters of the hardened tendrils and can maneuver only up to five meters from Demetri. Demetri can add more tendrils to power the move even after the initial summoning, but it requires twice as much time to add each tendril. The base two tendrils needed for this move have the tenacity of quarter-inch wire rope, but their strength gradually doubles once all five are combined. Remote summoning these require immense concentration and stamina. Demetri scrunches his fingers together to control this move, each finger representing the tendril that is able to be added to the move.

A trap can also be fashioned by charging three shadow tendrils for three seconds. This costs some initial stamina but has no upkeep cost besides the allocated tendrils. The area affected can be any shape but can only take up 15 square meters, causing it to become shadowed. Cautious and clever opponents may be able to spot the difference, but often times it can be missed it in the heat of the moment. The first enemy to cross this area activates the trap, causing the shadow to snap to its target, snagging whatever limb or limbs that came in contact. Over the next three seconds, the tar-like substance spreads across most of the body, heavily restricting movement. Once this is done, the substance hardens, making it harder to break out of, but weaker to damage from outside forces. Demetri will splay out three fingers over towards the area he wishes to create the trap. Remote summoning this does not greatly increase stamina cost.

A shield can be quickly fashioned in emergency situations if Demetri feels the need to block a devastating attack. To do so, Demetri must completely stop in place and cross his arms, using four tendrils on one hand to summon a gelatin-like barrier in front of him in a half second. This shield is one meter wide by two meters tall with a completely black opacity and can block a large amount of damage. They are stationary and cannot be moved until dispelled. The stamina needed to create this is enough to make Demetri catch his breath for a moment but costs nothing to maintain.

Demetri can fashion all five of his tendrils on hand for very brute force application. It takes three seconds to fully summon a pillar-like form of his shadow magic, in which Demetri opens his hand before making a completely clenched fist. These meter wide monstrosities take great effort and focus to maintain, and Demetri cannot use his full speed when using at least one shadow pillar. They are very sturdy and can only go in one direction. Once used, Demetri must open his hand again to take another swing, clenching his fist once more. The pillar will disappear, but not be dispelled, and be summoned once again for use. After its initial summoning, only a second is needed in between swings. This is greatly tiring, and Demetri can only take about ten good swings with this before he is completely out of breath. Alternatively, he can only hold the pressure of one of these for about thirty seconds at a time. (Note: this isn't some kind of second use, just applied pressure, like holding your fist on someone after punching them, like a pin.)

Shadowbreaker(600; Requires Physical Strength)
Demetri's signature dagger, it is mainly used for deflection and defense but is able to secrete poison. The weapon must be in his hand for at least ten seconds for the effect to be able to activate. If Demetri can manage to completely bury the dagger into an opponent, it dissipates and causes the victim to lose some focus and become dizzy. Those who find themselves resilient can usually shake off the effect after about three seconds. The dagger will resummon itself to its sheathe ten seconds after the effect wears off.

Deception(600; Requires Ranged Proficiency, Ranged Materialize, Remote Control, Area Attack)
Demetri is able to deceive others by creating false images of himself anywhere within five meters, including his own person, while simultaneously becoming invisible. Initial creation of a clone costs a decent amount of stamina, but has a very low cost to maintain. These images are unable to speak or directly interact with the world moving through objects they touch, such as doors and walls. However, Demetri can puppeteer them to interact with the world as little as possible.They last five seconds on their own with simple commands, but can be kept longer if Demetri moves at a slowed pace and focuses on his clone. This can be kept up for a long time so long as neither are attacked. If either are attacked, or Demetri chooses to attack, the clone dissipates and Demetri is revealed.
All warfare is based on deception.
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