Post by raphaellaurent on Jul 6, 2014 22:45:50 GMT -5
Telekinetic Forces l Power 1 l Mixed Telekinesis is an exceptionally useful ability and, with the aid of Adimus and his gauntlets, Raph has found ways to utilize it further. The application of force via the mind to the world around oneself is the core of what people know to be telekinesis. While this may seem fairly simple and straightforward, the many varying ways that exist to do this. Even on a macro scale, one can easily manipulate many things around them. This ability represents Raphael's ability to do so.
Mechanics His telekinesis has been bolstered greatly by the gauntlets provided to him by Adimus; so much so, in fact, that Raphael is now able to draw upon an even bigger font of psychic energy. With this new amount of energy Raphael has found new ways to manipulate the world around him, but at only the normal bits of his power he is able to manipulate the world about him to strike opponents, and launch a blunt force of telekinetic energy increasing the power of such an attack by 10 points for 1stamina per rank due to the power given him by the gauntlets.
Armored Force Assault l Second Power l Direct: Raphael has learned how to focus, control and direct his abilities through a pair of gauntlets that were given to him by the superhero Adimus. They are made of a metal that is fairly alien to Raphael and seems to augment his psychic abilities making them stronger than they were before. The most noticeable part of his newly found power is an aura that seems to surround him constantly. This aura allows him to save himself by decreasing the potency of enemy attacks, or by strengthening his to such extremes that he may decimate his foes with incredible strength.
Ability Mechanics: Per Rank of AFA, Raphael may let his aura flow around him, intercepting enemy attacks and weakening them before they make their full contact with him, decreasing their Power by 10 Per Rank for 3 Stamina During Damage Checks. Uses 1 combat action. Additionally Raphael may put this power behind his attacks to unload and strike an enemy for +10 Spirit Per Rank of AFA, costing 3 Stamina Per Rank, Once Per Round. At Master Rank, this is increased to Twice Per Round. Uses 1 combat action.
Wasn't entirely sure about the second power if it needed ranks as well or if it just needs main mechanics posted below to tell about it. Would appreciate input on that. ^-^;
Post by raphaellaurent on Jul 6, 2014 23:32:13 GMT -5
>Name: Puncturing Assault >Level(s) of release the tech is available at: First Release + >Relevant Skill(s) & Ranks: Telekinetic Forces >Stat(s) Involved: Power, Precision >Flavor Description: Focusing his power, Raphael causes uses his telekinesis to separate the bonds of an opponent's protective skill. >Effect: Striking with a melee attack powered backed up by telekinesis, Raphael moves to hit an opponent. If his Telekinetic Forces skill is higher than his opponent's defensive skill then his attack goes through ignoring the opponent's defensive skill. >Casting Time: Attack modifier >Duration: During an offensive action >Limitations: Not Applicable >Cooldown (if any): Two Rounds >Stamina Cost: X+5
>Name: Combustion >Level(s) of release the tech is available at: First Release + >Relevant Skill(s) & Ranks: Telekinetic Forces >Stat(s) Involved: Power >Flavor Description: Raphael utilizes the aura that now surrounds him and, focusing on an enemy or object nearby, he excites the molecules to a point where they reach spontaneous combustion. The enemy and surrounding area are engulfed in powerful flames which remain until they either go out or until an opponent purges the flames >Effect: An enemy, item said enemy is holding or even the surrounding area is coated in a powerful, searing flame. This hits the enemy for Raph's base power for a set time, unless the enemy can find a way to put out both themselves/item and the area around them. >Casting Time: One Action >Duration: 2 rounds >Limitations: An enemy can pay 10 stamina to put out the flames. >Cooldown (if any): 5 rounds at Beginner TF with a 1 round decrease per rank. Cannot exceed 1 round. >Stamina Cost: 5 stamina + 4 per target
>Name: Destructive Nova >Level(s) of release the tech is available at: First Release + >Relevant Skill(s) & Ranks: Telekinetic Forces >Stat(s) Involved: Power >Flavor Description: Utilizing the aura that Raphael has, as well as the newfound knowledge of destruction, he causes a dome like explosion that damages and pushes opponents out of melee range and into close range. >Effect: Raph unleashes a devastating AoE that causes an enormous amount of destruction to the surrounding area, damages enemies up to close range at base power and pushes them out to intermediate. >Casting Time: One Action >Duration: Instant >Limitations: Enemies can pay 5 stamina to not be pushed back. >Cooldown (if any): 2 rounds >Stamina Cost: 7 stamina
>Name: Boxer’s Guile >Level(s) of release the tech is available at: First Release + >Relevant Skill(s) & Ranks: Hakuda >Stat(s) Involved: Speed >Flavor Description: A boxer may be light on their feet, but they still don’t move too much nor too far from a single spot, so it’s safe to say that they’re very rooted, stationary fighters. That said, Raphael has developed a technique and style suited for evading an enemy’s attacks while staying in the same location. >Effect: Use Hakuda as the reigning skill during dodge checks that occur within Melee Range. >Casting Time: Instant >Duration: During a Dodge Check >Limitations: Obviously can’t do much outside of melee range. >Cooldown (if any): No CD. >Stamina Cost: 4 Stamina Per Dodge Check used in addition to any other costs added from other sources.
>Name: Boxer’s Resolve >Level(s) of release the tech is available at: First Release + >Relevant Skill(s) & Ranks: Hakuda >Stat(s) Involved: Spirit >Flavor Description: Taking a beating is part of the job when it comes to being a boxer. Be you in an arena or on the streets, you’re going to get exhausted by literal beat down. The only way to win is to fight past that, and when the enemy bears down on you with that final rush of attacks and you’re still standing, nothing says “Fuck you” better than that hit you deliver at the very end. Raphael knows this very well after being beaten and down trodden his whole life until recently, and it shows in his fighting style. >Effect: Allows Raphael to block Multiple Actionless Attacks in a single Combat Action, with the number of Actionless Attacks he is able to block within a single action starting at 1 and increasing thereafter by One Per Rank of his Hakuda Skill. >Casting Time: One Action >Duration: One Action >Limitations: N/A >Cooldown (if any): No CD >Stamina Cost: 4 Stamina Per Actionless Attack Blocked.
This should be correct. Someone double check me and (until I do later edits) you mechanics people can tell me how godawful this that and the other is with my techs and power (unless you have any problems, but let's be real here people).
Your power is mixed, it does one unique thing. Maybe two if it has justification. You don't get the varied mix of the usual skill set up. You do that stuff through actual technique slots. You only get rank bonuses on something if it directly relates to the power itself, like improving a time limit, reducing a weakness or drawback, or increasing that one thing directly.
So your mixed doesn't work like that.
Your direct does two different things, separate them so that is better seen.
Your debuff: does it take an action? The use limitation works in your favor as a drawback but the costs are way off and should be scaling with the rest of this.
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