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06-17-2016, 07:10 PM
(This post was last modified: 06-25-2016, 12:16 AM by Beta Ray Bill.)
Scarecrow (Dr. Crane)
Character Source: DC Comics/Batman
Character History:
Doctor Johnathan Crane AKA the Scarecrow is a well-known villain in Batman's rogue gallery. Cranes path to becoming Scarecrow started when his fanatic grandmother locked him in a closet for three days, during those three days he overcame childish fears to a point that he was fascinated about fear. In crane's High School years, he was bullied by classmates about his lengthy body, tall frame, and nerdy behavior. Because of his torment, he grew insane and a hatred for people. After majoring in psychology, medicine, and biochemistry in college he worked in Arkham Asylum. During his time in Arkham, he began experimenting on his patients and perfecting his fear toxin. Dr. Crane was later removed from Arkham when other doctors discovered his experiments. Angry at the world Crane became the Scarecrow and turned to a life of crime. In early years of being Scarecrow, Scarecrow was able to beat Batman many times and proving to be a superb with tactician. The scarecrows most notable act of terrorism is during the Arkham Knight crisis. In the Arkham Knight crisis, the scarecrow was able to cover Gotham in his fear gas. Scarecrow was also able to capture Batman and reveal his secret identity with the aid of Arkham Knight AKA Jason Todd. Arkham Knight realized what he had done and saved Batman. During batman's escape, Scarecrow was forced to take a large dose of his own fear toxin by batman. The fear toxin allowed batman to subdue Scarecrow and take him back to prison. Scarecrow fell into a coma and passed in the Blackgate infirmary there Omni took him.
Stats
ATK : 2
DEF: 3
SPD:2
TEC:3
Starting Proficiency's
Debuff Proficiency – 1000 OM
Physical Strength - 1000 OM
Area of Attack Proficiency - 600
Starting Powers
Master Acrobatic - 400
Starting Moves
Gauntlet Injector-600
The Gauntlet is attached to Scarecrows right arm. The gauntlet is like a claw that has six-inch needle injectors full of scarecrows Fear toxin. Every time Scarecrow uses the gauntlet it fatigues him. when a subject has the toxin in their system it causes mass fear and slow small amount of damage for a minute, the gauntlet also has a cool down for 2 minutes during the cool down in the two minutes fear toxin valves refill the injectors if the injector is activated before the refill the dose of serum will have a less effect. The fear toxin causes mass hysteria, paranoia, insanity, and helps scarecrow attack subjects mind, the toxin also brings out their worst nightmares. The injectors when stabbed and held for a second into a body, go's threw the vain's and into the kidney and brain which cause's damage and the fear effect. The toxin in the gauntlet is concentrated to immobilize target and to the point of not defending and deals small amounts of damage. In some cases when the Fear toxin is used it can make Scarecrow seem scarier and a lot more powerful but all is an illusion. The gauntlet can also be used to intimidate people and cut down random objects. The gauntlet if used in an extremely large dose of toxin Scarecrow can give the illusion of being the terror beast. Scarecrow in some cases will create other toxins besides his fear toxin.
Fear Grenades - 300
The grenades are shaped as ball grenades and are attached to Scarecrows chest-piece there are about twelve on him at all times. It takes three seconds to pull one out and aim to throw and 2 seconds to start detonation and a minute to detonate the range of the grenades is about six feet. Scarecrow does need concentration to aim and throw one to, start one of his grenades all he needs to do is press a button. When detonated they release the fear toxin that only cause fear no damage to opponent or opponents and lasts for a minute but can be deflected or the opponent can escape the blast radius. the blast radius of the grenades is about a two-foot radius any person in the radius of the grenade has about a good solid 30 seconds to escape the gas cloud before fear sets in. The cooldown is in effect exactly after thrown and lasts for two minutes. If scarecrow throws his grenades rapidly it slows down the process of filling them with fear toxin from his toxin valves which are located on his chest. The grenades aren't as concentrated as the gauntlet so it only immobilizes the target, the fear effect only lasts for 15 seconds. The grenades can be thrown while moving but the range drastically changes.
In effect for fear if Scarecrow gets hit the illusion can be broken but the illusion. fear is just a stun, the toxin only affects characters with TEC level three unless Scarecrow makes a higher dose of his serum. Illusions last for 15 seconds, stun lasts for 15 - 20 seconds
Fear toxin, Scarecrows fear toxin has Different effects for many of his weapons, the gauntlet is more potent and traces of poison, the grenade only has the ingredients of the Fear toxin. The fear toxin can have many differences to none at all.
I Confirm That I Have Read and Agreed to the Rules of Conduct
reference I already have been hear original Reference is Darth Revan
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Give this thread a thorough reading and be sure to hit all of the bullet points. Your moves are pretty vague and could use some touching up.
Also, you'll need to pay special attention to duration of these effects because as it stands the effects last waaaaay too long.
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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(06-20-2016, 04:47 PM)Mark Wrote: Give this thread a thorough reading and be sure to hit all of the bullet points. Your moves are pretty vague and could use some touching up.
Also, you'll need to pay special attention to duration of these effects because as it stands the effects last waaaaay too long.
What should be the estimated time on the effects and on the thread you gave me what exactly am I correcting.
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I'm just needing more information on how the moves work. What exactly 'fear' means in the context of this move, how the serum is injected, if it does damage, etc. Read through that move thread and try to be as specific as possible so that people that write your character know what to expect.
The time effects will depend on how much damage is done, duration, stamina drain, etc. Depending on what the fear effect does you might be able to get up to a minute or so of that effect, but it'll depend heavily on what you're wanting to accomplish with it.
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.
Alex Wrote:clowns don't have marriage rights
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06-20-2016, 06:41 PM
(This post was last modified: 06-20-2016, 06:44 PM by Beta Ray Bill.)
(06-20-2016, 05:33 PM)Mark Wrote: I'm just needing more information on how the moves work. What exactly 'fear' means in the context of this move, how the serum is injected, if it does damage, etc. Read through that move thread and try to be as specific as possible so that people that write your character know what to expect.
The time effects will depend on how much damage is done, duration, stamina drain, etc. Depending on what the fear effect does you might be able to get up to a minute or so of that effect, but it'll depend heavily on what you're wanting to accomplish with it.
I reedited it. plus how do I fix the image fail.
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Gauntlet: - What is the size of the injectors?
- Is injecting as simple as nicking them with the needle or do they need to be literally stabbed and held for a second?
- How many uses does this have or how draining is it on Scarecrow to use repeatedly?
- Can this be used with other moves?
Fear Grenades: - What the range that these can be thrown?
- What is the area effected by the fear gas?
- Can these be thrown while moving?
- Does it take concentration to ready and throw these?
- How many does he keep on his person or how draining is it to rapidly summon these?
- How long does the fear effect last?
- How long does someone have to escape before the fear effect sets in?
- Can this be used with other moves?
You also don't need to take a full minute to pull out a grenade if you don't want to, it can be a few seconds or something.
In terms of the effect for both: the hysteria, paranoia and insanity are just a stun in this case? How long does the effect last for the gauntlet? Would being hit break you out of the fear effect for either? Also, keep in mind that how strong the toxin is would depend on the TEC stat of the foe. If they have a TEC higher than yours, don't expect them to be completely paralyzed with fear as they'd be able to see through the illusion.
Also, as a general note: in the future, be sure to re-read your work and put it through a spell-checker. There are a lot of typos here.
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.
Alex Wrote:clowns don't have marriage rights
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(06-22-2016, 11:09 PM)Mark Wrote: Gauntlet: - What is the size of the injectors?
- Is injecting as simple as nicking them with the needle or do they need to be literally stabbed and held for a second?
- How many uses does this have or how draining is it on Scarecrow to use repeatedly?
- Can this be used with other moves?
Fear Grenades:- What the range that these can be thrown?
- What is the area effected by the fear gas?
- Can these be thrown while moving?
- Does it take concentration to ready and throw these?
- How many does he keep on his person or how draining is it to rapidly summon these?
- How long does the fear effect last?
- How long does someone have to escape before the fear effect sets in?
- Can this be used with other moves?
You also don't need to take a full minute to pull out a grenade if you don't want to, it can be a few seconds or something.
In terms of the effect for both: the hysteria, paranoia and insanity are just a stun in this case? How long does the effect last for the gauntlet? Would being hit break you out of the fear effect for either? Also, keep in mind that how strong the toxin is would depend on the TEC stat of the foe. If they have a TEC higher than yours, don't expect them to be completely paralyzed with fear as they'd be able to see through the illusion.
Also, as a general note: in the future, be sure to re-read your work and put it through a spell-checker. There are a lot of typos here.
I have answered the list as best I can and fixed most grammar issues.
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So I'm still confused as to what exactly the fear effect does for the gauntlet. You've listed immobilization, damage over time and hallucinations. Is that a correct reading? If so, does the immobilization prevent the target from attacking and defending? How much damage does it do over time (it just says 'slow' right now)? Is this version of the fear different from the grenade in terms of it wearing off when struck?
For either of these moves, does being hit remove the entire effect or just part of it? It sounds like you're saying only the illusions wear off but they're still frozen in place. Is that correct? For both of these, you'll likely need to make the effect last for a shorter amount of time, unless you make the stun wear off when hit. Illusions can last a bit longer but I'm not comfortable with a full 2 minute stun length.
I'm also still wondering about these bits:
Quote:Gauntlet: - How many uses does this have or how draining is it on Scarecrow to use repeatedly?
- Can this be used with other moves?
Fear Grenades:- What the range that these can be thrown?
- Can these be thrown while moving?
- Can this be used with other moves?
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.
Alex Wrote:clowns don't have marriage rights
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(06-24-2016, 12:07 PM)Mark Wrote: So I'm still confused as to what exactly the fear effect does for the gauntlet. You've listed immobilization, damage over time and hallucinations. Is that a correct reading? If so, does the immobilization prevent the target from attacking and defending? How much damage does it do over time (it just says 'slow' right now)? Is this version of the fear different from the grenade in terms of it wearing off when struck?
For either of these moves, does being hit remove the entire effect or just part of it? It sounds like you're saying only the illusions wear off but they're still frozen in place. Is that correct? For both of these, you'll likely need to make the effect last for a shorter amount of time, unless you make the stun wear off when hit. Illusions can last a bit longer but I'm not comfortable with a full 2 minute stun length.
I'm also still wondering about these bits:
Quote:Gauntlet: - How many uses does this have or how draining is it on Scarecrow to use repeatedly?
- Can this be used with other moves?
Fear Grenades:- What the range that these can be thrown?
- Can these be thrown while moving?
- Can this be used with other moves?
I tried my best with making Fear understandable. The Gauntlet can't inject fear repeatedly because it has to refill its self from the toxin valves located on his chest connected to the gauntlet. The gauntlet can be used with one other move the terror beast I won't make that move tell later on. The range of the grenades is six feet, and it can be throw while moving and no it can't be used in other moves.
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Sorry, I’m not trying to confuse you or be difficult. We just need to nail down exactly what the effect is. You’ve listed damage over time and a stun, which is fine, but you also listed ‘mass hysteria, paranoia, insanity’ as other effects. Those descriptors are pretty vague, so I just want it to be clear that dramatic stuff like that would mostly be in independent stories and ungraded stuff as fluff. I’d list these as POSSIBLE effects for RP flavor purposes (in case someone you’re fighting wants to act insane for a post or something), because you’re not going to be able to enter a tournament and turn someone with high TEC into a weeping lunatic. Sorry if I’m stating the obvious, but I just wanna make sure there are no misunderstandings. At the end of your app you mention “unless Scarecrow makes a higher dose of the serum”, what does this mean?
For the getting hit aspect, I was meaning if the opponent gets hit does it end the effect? I ask because a stun and debuff for that long would be kinda broken since they’d be helpless for long enough for you to do some serious damage. If you want an immobilization effect, you’d either need to shorten it significantly, like down to at maximum 15-20 seconds, or make the stun wear off when struck. I’m okay with the illusions lasting maybe 10-15 seconds after the stun ends, as that wouldn’t leave them helpless.
For the gauntlet, I don’t really understand the “2 points of damage for a minute”. We can just state the damage as “a small amount over the duration of the effect”. As for the amount of uses, 60 is waaaay too many. Keep in mind that most fights don’t last longer than like 20 minutes and your injectors can recharge between battles. The way I see this working, we can either leave the number uses as a vague amount but we can state that each time the fear effect is used it becomes somewhat weaker OR we can have each use make Scarecrow somewhat more fatigued. This way we don’t need to count charges but it will be fair for the person affected. With either of these changes, you can make the cooldown on the gauntlet a minute rather than the 2 minutes you have listed as the downside will eliminate the need for a long cooldown.
Also, you shouldn’t need to pay 600 for the Fear Grenades, since they always do the same single effect. Similarly, the Gauntlet only needs to be 600 if you’re going to be stabbing without using the serum. I dunno which you’d prefer, but feel free to make any changes you'd like.
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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(06-24-2016, 11:31 PM)Mark Wrote: Sorry, I’m not trying to confuse you or be difficult. We just need to nail down exactly what the effect is. You’ve listed damage over time and a stun, which is fine, but you also listed ‘mass hysteria, paranoia, insanity’ as other effects. Those descriptors are pretty vague, so I just want it to be clear that dramatic stuff like that would mostly be in independent stories and ungraded stuff as fluff. I’d list these as POSSIBLE effects for RP flavor purposes (in case someone you’re fighting wants to act insane for a post or something), because you’re not going to be able to enter a tournament and turn someone with high TEC into a weeping lunatic. Sorry if I’m stating the obvious, but I just wanna make sure there are no misunderstandings. At the end of your app you mention “unless Scarecrow makes a higher dose of the serum”, what does this mean?
For the getting hit aspect, I was meaning if the opponent gets hit does it end the effect? I ask because a stun and debuff for that long would be kinda broken since they’d be helpless for long enough for you to do some serious damage. If you want an immobilization effect, you’d either need to shorten it significantly, like down to at maximum 15-20 seconds, or make the stun wear off when struck. I’m okay with the illusions lasting maybe 10-15 seconds after the stun ends, as that wouldn’t leave them helpless.
For the gauntlet, I don’t really understand the “2 points of damage for a minute”. We can just state the damage as “a small amount over the duration of the effect”. As for the amount of uses, 60 is waaaay too many. Keep in mind that most fights don’t last longer than like 20 minutes and your injectors can recharge between battles. The way I see this working, we can either leave the number uses as a vague amount but we can state that each time the fear effect is used it becomes somewhat weaker OR we can have each use make Scarecrow somewhat more fatigued. This way we don’t need to count charges but it will be fair for the person affected. With either of these changes, you can make the cooldown on the gauntlet a minute rather than the 2 minutes you have listed as the downside will eliminate the need for a long cooldown.
Also, you shouldn’t need to pay 600 for the Fear Grenades, since they always do the same single effect. Similarly, the Gauntlet only needs to be 600 if you’re going to be stabbing without using the serum. I dunno which you’d prefer, but feel free to make any changes you'd like.
I completely understand the fact that people with higher TEC aren't going to be affected. The higher dose serum Is for a move I'll add later. Yes the getting hit thing means the entire effect is over. I'm ok with changing the numbers. I like this
Idea, "we can have each use make Scarecrow somewhat more fatigued. This way we don’t need to count charges but it will be fair for the person affected". I will be stabbing sometimes without using the toxin. Sorry if this is getting annoying.
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Don't worry about it, it's not annoying.
Alright, I'm okay with that for a downside. What are your thought on the other stuff I mentioned? Just make edits to your moves with whatever you're happy with and bump the topic and I'll take another look.
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.
Alex Wrote:clowns don't have marriage rights
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(06-25-2016, 12:00 AM)Mark Wrote: Don't worry about it, it's not annoying.
Alright, I'm okay with that for a downside. What are your thought on the other stuff I mentioned? Just make edits to your moves with whatever you're happy with and bump the topic and I'll take another look.
Alright I think that's Everything.
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Approved!
Name: Scarecrow
Level: 1
Spent OM: 3900
Proficiencies: (2600); Physical Strength (1000), Area Attack Proficiency (600), Debuff Proficiency (1000)
Powers: (400/8000); Master Acrobat (400)
Moves: (900); Gauntlet Injector (600), Fear Grenades (300)
Super Moves:
Transformations:
Assists:
Items:
Bases:
Unlocks:
Base stats
ATK: 2
DEF: 3
SPD: 2
TEC: 3
Make a new thread in the Roster section and copy and paste the above into the first post. It is also highly recommended that you make more posts within your own roster that details any extra information about your character that you wish to include. Any future purchases can be made here.
Thanks for sticking around the Omniverse and enjoy your new character!
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.
Alex Wrote:clowns don't have marriage rights
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