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Posted: Fri Jul 02, 2010 2:15 pm
A proposed system for uniformly judging profiles for acceptance into the GTB tournament ( and other events ). This system takes elements from adding/subtracting character creation systems as used in Ragnarok Online, or other games. That being said, the specifics are of course authored by myself, KB, while the profiles themselves are the intellectual property of those who have submitted them.
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Posted: Fri Jul 02, 2010 2:15 pm
STANDARD EXPANDED DEFINITION/TERMS
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Posted: Fri Jul 02, 2010 2:16 pm
SUGGESTED STANDARD TEMPLATE FOR GTB ( 2010+ )
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Posted: Fri Jul 02, 2010 2:23 pm
Robyn Isedan
EQUIPMENT
-Weapon (Natural): Claws, approx 1 inch long, retractable. They’re basically longer nails, but very hard and sharp, used mainly for slashing and piercing. Usually kept retracted.
Completely acceptable.
-Weapon (Natural): Fangs, retractable, about ½ inch long, very sharp, but not stronger than an average tooth. These are only her upper canines. While they are retractable, unlike her claws, she keeps her fangs extended most of the time.
Completely acceptable.
-Weapon (Main): Collapsible Bo staff, Aluminum. Extends from 12” to 65” (5’ 5”). Activates by means of a trigger in the middle section. (Think Robin’s staff from the Teen Titans Animated Series)
My only note on this besides Completely Acceptable would be that collapsing weapons like these are often encountered in fantasy or sci-fi over real life. That being said, it doesn't seem to unhinge the principles of the weapon in a way that would scale it above STANDARD, especially given that the nature of Gaia would make weapons like these more readily available to all fighters.
-Weapon (Secondary): 2 Daggers, approx 7” long steel blades, 12” with steel hilts. Only one side is sharp, and the edge is slightly curved, the tip curving past the mostly straight edge of the other side. The actual width of the blade is about 1 and ½ inches. Cushioned Pommel for hitting/slamming. One hilt is bound in dark green wrappings, the other in gold.
Completely acceptable.
-Weapon (Accessory): 10 Shuriken, typical “throwing star” style with 4 points, about 3 inches from one tip to another.
Completely acceptable.
This is all carried in something equivalent to a utility belt, with two sheaths for the daggers, on each hip. The bo staff is horizontal across the back of it (clipped in at two points) and the shuriken are in a pouch on the back on the right-ish side. It’s fastened like a normal belt, and across the front. Heavy duty brown leather.
It is slightly awkward to unhook the bo staff, but since she also needs the time to extend it, she usually backs off from the opponent to do so.
I don't have any problems with this rig, but, I have to mention a kudos for having the weapon placement described as constant, as well as greater detail than normal. It is always good to have things appropriately described on one's person, in case it becomes a point of concern in a fight.
-Armour: Enchanted Gloves; Made only of a simple black leather, they are enchanted to be highly resistant to penetration, but they don’t prevent the actual concussive damage that may occur, such that metal armour would. The tips of the gloves are cut off to allow her claws to pass through.
While these gloves are a small piece of armor, they are enchanted which lends them a slight edge. They are leather, but resistant to piercing damage because of their enchantment, which makes them as effective as heavier forms of armor but without the weight. For that reason, I would consider this EQUIPMENT selection slightly above STANDARD.
ABILITY
- Fox Ears: Enhanced Hearing, on a scale of 1-10, a human’s ability being 5, Robyn’s ability is 7 (8 if quiet). Includes higher and lower frequency detection, along with the ability to hear quieter sounds. This, of course, also means that loud sounds affect her more, and can even cause her pain. On an extreme scale, if the sounds were loud enough and close enough, they could even knock her out.
Completely acceptable.
-Enhanced Eyesight: Just as her hearing abilities have increased, so has her eyesight. It is not quite superhuman, more like, above-average human. Instead of being rated on a 20/20 scale, she is measured more on a 40/40 scale, able to see twice the distance of an average human. This also includes greater visual clarity at closer ranges.
Completely acceptable.
-Enhanced Scent Ability: Along with the other senses, her olfactory range has increased, in both range and depth. About the same proportional increase as the others.
Completely acceptable.
- Fox Tail: Allows greater recovery of balance. It’s generally very hard to topple Robyn, unless using a constant or great force.
Completely acceptable.
-High Jump: Able to jump about 10 feet into the air, up to 20 feet if she has a running start.
Now, this is another one of those jumping bean abilities. This is something that I don't think I'd count in with the ABILITY section of STANDARD, but rather in the PHYSICAL POWER section. Sure she is able to jump really high, but since there is a mechanic behind it and its likely based off her physical capabilities, I think it should be considered mastery of a remarkable physical feat - hence PHYSICAL POWER.
-Enhanced Speed and Strength: The curse grants her a supernatural enhancement on the muscles and bones in her body. She can run at about 15 mph without breaking a sweat, and can maybe push to 20, although she would be unable to keep that speed up for long. On all fours, her max speed increases another 5 mph.
An estimation on her strength is hard to give. She couldn’t lift a car or anything similar, but she could pick up some of the largest fighters with only some effort. Estimate about 600 lbs over her head, and push/pull about 800.
Her muscle tissue and bones are not only strong, but also hardened, meaning she’s hard to severely injure. It’s still quite possible, but on average, it would take three times the pressure/effort to break one of her bones as it would a normal human.
Again, I see a running trend with too high of strength values. I fault this mostly with a vague idea of what is actually "strong" and what isn't, as well as no knowledge of opponents strength values. The impression I get is that people want to have their characters either equal or slightly above others in order to maintain fairness, but then the actual numbers behind it become skewed and cause a variety of problems. To that end, I'd significantly scale back Robyn's strength or consider it a STRENGTH adjustment outside of STANDARD.
The agility, on the other hand, is more in line with her character. It's my personal opinion that it'd make more sense for her to be faster and more agile than she is strong ( I'm assuming foxes are more agile than they are strong, would have to check ) in that.. she should probably be considering scaling AGILITY above STANDARD at the cost of strength. At the same time, however, Robyn was actually one of the key characters considered in STANDARD. The idea of a slender girl being strong enough to match a burly "regular" soldier in an arm wrestling match resonated with me as being an indicator that these fighters are a rung above normal people. To that end, I'd simply go with scaling the STRENGTH down to more realistic levels, but not necessarily very weak ones.
-Quickened Healing: Robyn heals on a faster rate than normal, but not fast enough to make any difference in a fight. Minor injuries take a couple hours or less, while broken limbs can take a day or so. Scratches/small cuts might heal after several minutes.
My opinion on these faster healing abilities in the GTB is well-documented. I consider this ability extaneous.
-Energy Sense: Robyn is able to detect changes in her surrounding area dealing with frequencies, or magical energies. Not that she could just detect anyone magical, unless they were extremely powerful. It manifests as a slight buzzing feeling under her skin. Radius of about 20 feet.
Completely acceptable.
-Flame Resistance: Since one of her abilities involves her hands being on fire, it makes sense that she cannot burned, at least on her hands, and a resistance on the rest of her body, although long enough exposure will cause her to be burned.
I think this would fall under the acceptable realm of PHYSICAL POWER. Since her resistance to flames is basically based off handling them all the time, and it isn't a complete immunity. Characters who did martial arts and then fought using handfuls of coals or something crazy like that would be mimicking this.
-Artful Dodger: Her training, along with her enhanced senses, allow her to semi-predict where an attack will hit, even at high speeds. If given enough time, she will easily dodge. She also is more likely to spot feints, but it is still possible to fool her, especially in the heat of a fight.
This almost makes me want to put in a DODGE portion in relation to MELEE - RANGED. Like, a DODGE vs SOAK sort of way of dealing with damage. That being said, many seasoned warriors should know the ins and outs of combat and have something like this. Since its not really a for-sure future sense I don't see any problems accepting it as STANDARD.
-Illusionary Confusion: Creates distracting illusions, usually doppelgangers of herself. They are identical to the original, complete with scent and body heat (in the case of the living), and/but any and all illusions have her aura surrounding them, making it most useful for copies of herself. The only exception is that they have no physical tangibility (can’t be touched). If touched or disrupted in any way, the copy dissolves into mist and disappears (There is no original impact. Think of disrupting a hologram). They do seem to act with the environment around them, ie: kicking up dust, leaving an imprint in soft material. However, this is only an extension of the illusion. She has to split her attention between any and all copies, and if her concentration is broken, usually by pain, all illusions disappear. The concentration required only allows her to make one, maybe 2 copies in a fight, up to 6 outside, as long as they are not moving around much. When used, the copy of the object/person being copied is placed wherever she wants it, even overlapping/covering another object/person.
Illusions have a range of about 20 feet, less if there’re more of them. If she were to affect an entire area, however, such as landscapes or building, while the range would remain the same, the area of effect is limited to about a 10 foot diameter area, at the most, if she is not using any other illusions at the time.
Using this ability takes no physical energy, however, the consequence of splitting her perception drains her mentally. If she uses it continuously, for more than a few minutes in battle, and up to about a half hour outside, in its least powerful forms (such as a small object), she runs the risk of passing out. On the upper scale, she could do her maximum ability, for about 20-30 seconds in a fight, and about 10 minutes out of one. Thus, she never uses the ability more than she needs to. Even small amounts of time using it leave her feeling mentally tired and occasionally dizzy.
Note: these illusions cannot, under any circumstances, attack, or even touch, anyone or anything else. They can look like they touch something, but they are physically incapable of touching or affecting anything else. They are merely there for distraction.
SPELLPOWER section, completely acceptable. This is basically like a mirror image ability, and its limitations are completely fair. While it is certainly useful, I don't think that it is at all gamebreaking or something that most fighters shouldn't be able to work around. All and all typical illusion ability.
-Seduction: Robyn is capable of creating a pheromone that causes most people to at least become interested in her, if not downright start lusting after her. Those with strong wills will be able to resist, although they might not realize what she is doing. Also, if they realize what she is doing (ie: see somebody else; have felt the effects before), it’s easier for them to not be affected. She can choose to only affect certain people, or create a field around her, both types reaching only about 10 feet. People who would not be attracted to her in any way will feel their attention shifting towards her, only in interest, not physical attractiveness.
Note: Sometimes, Robyn activates this ability unconsciously.
While the physical base for this would probably make it a PHYSICAL POWER, I'm comfortable slotting it with SPELLPOWER as well. In either format it is an acceptable ability. There isn't much about it that would cause me to want to question its fairness. To be honest, this strikes me as something that would have more usefulness in team battles. Either way, seems STANDARD to me!
-Fire Claws: Robyn has the ability to charge her hands or claws with flame, using little energy. She is also able to charge other items (weapons) for a limited amount of time at a loss of greater energy. The larger the item or time period, the more energy used. At full health, she could probably cover one of her daggers for about 5 continuous minutes (10 posts) before passing out, maybe 2 minutes (4 posts) on her bo staff. When activated, claws/item heats up for short amount of time (1 post), infusing it with flame, heating the object/part to burning temperatures and after it’s charged up, surrounding it with a small covering of fire.
The flame cannot spread unless she makes contact with her hands, and the instant her hand(s) is removed, the fire goes out. Intensity of heat is equivalent to about that of sticking (insert body part here) into a fireplace. Mainly used to cauterize wounds or burn flesh as she attacks, adding extra pain. This is touch-based only, and only by her hands.
Completely acceptable.
Fighting Style Summary: Robyn utilizes the Dragon Style of martial arts. Based largely on evasion, she blocks and dodges more than she strikes. Using her illusions to confuse her opponents, she goes for weak points and works to tire the other combatant out. While not very powerful, her agility and training allow her to get in a lot of small hits, without an extreme amount of damage to herself. While her strength would make you think she could withstand a lot, she has a low pain threshold, so even a few good hits could incapacitate her. Her fighting style is at odds with her personality, so sometimes she forgets to apply it in her fights.
While not an ability per say, part of the curse inflicted upon Robyn also makes her host to a fox spirit. If Robyn becomes enraged above a certain point or becomes lost in a fight, the fox spirit, Selene, may attempt to take over. If Robyn loses control, or gets knocked out, she then enters a sort of “berserker” mode, although she is not careless in her fighting. Only sedatives, extreme injuries, or Robyn managing to regain control can stop her.
On a lesser note with this “ability”, the fox still influences Robyn occasionally, and it can affect her instincts. Anything relating to her animal/demon side can start to turn control over to the fox. Usually this type of control is noticed quickly, and Robyn forces the fox back down.
This almost strikes me as extraneous information, however, the ability to master a fighting style is appropriately documented in STANDARD. Given that her SPELLPOWER options are appropriately limited, I think its fair for her to have mastered a fighting style. My only caution is again the fact that characters will only manage fighting as well as their roleplayers can allow.
-----
Altogether, I deem Robyn ACCEPTABLE for STANDARD pending some slight revisions. I find that in the case of her abilities being based off energy, the costs of the different attacks or abilities is clearly defined in their explanation. So, with changes to the noted areas, I think this would be perfectly acceptable and would fit neatly in STANDARD as not too weak or too strong.
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Posted: Fri Jul 02, 2010 2:35 pm
Old Man KB Rosalyn Azubarith Whip: A whip that is coiled securely around the hips until put into use. The whip is a fine work of craftsmanship made from the highest quality of kangaroo hide and beautifully braided to allow the most subtle of motions from the wrist command it accurately. The end of the whip if loaded with lead making it an effective bludgeoning device as well. Length of the whip is about six feet.Perfectly acceptable. Jambiya: Another beautiful work of craftsmanship, the double-edged steel blade is housed is an ornate silver sheath attached to her belt. The blade extends about six and a half inches while the decorated hilt of bone and silver is another six inches.Perfectly acceptable. Strength: Rosalyn possesses a high level of strength compared to a similar human. Her crushing strength is very impressive, capable of crushing small rocks in the palm of her hand. Her lifting strength is also very impressive, capable of lifting upwards to five hundred pounds with a bit of effort. and having a maximum of about eight hundred pounds Her legs are equally as strong, as she is capable of covering substantial distances in a single bound, jumping vertically from a standing position up to ten feet and the front thrust of her kick compares in lethality to that of an ostrich.Looking at this, my first instinct is to break it down into manageable small ABILITIES or PHYSICAL POWERS. For example, crushing strength is not exactly indicative of a person's overall strength, and the degrees of her power in this field would dictate whether her ability to crush things should be considered a PHYSICAL POWER or an ABILITY. Xena in Goldeneye for example could be said to have the PHYSICAL POWER to crush people using various parts of her body. *Cough* The lifting power, for example, is something that I would put into STRENGTH alone. In this case I think that her overall strength with those sorts of numbers is a bit too high given her size and AGILITY. It's not that it doesn't make sense for devils to haver enhanced power or anything like that, just that I feel as though her STRENGTH is outside of STANDARD in this case because it doesn't detract from AGILITY. Finally, when it comes to her jumping power and movement I would consider this either an ABILITY ( for the jumping ) or AGILITY ( for the movement benefits and implied dexterity). It's hard to say exactly where this should go, but I think it's safe to say that it fits with the above. If she wanted to be able to jump around and be quick and AGILE, I think at this level it would have to come at a cost of some of her impressive STRENGTH. Agility: Rosalyn is not among the elite of demons in speed, but her performance compares to most Olympic runners.Covered above, more or less. Endurance: Rosalyn possesses a moderate level of endurance compared to other demons. She has a very high level of pain tolerance, this being paired with a somewhat twisted personality. She can also sustain intensive levels of physical activity for periods upwards to three hours before feeling fatigued. Overall, her body can handle large amounts of stress and punishment before actually failing.Well, she's awesome in bed. I mean, you can abuse her for hours and she won't quit. I think that the pain part falls into acceptable PHYSICAL POWER because she basically translates pain to pleasure or ignores it as a common hazard. Alternatively, I think that her overall fortitude and ability to keep going would either be a bump up in CON to the detriment of INT, or a PHYSICAL POWER all its own. ( this could ICly reflect that she simply spends so much time fu-uh, feeding, that she doesn't need to pursue intellectual things with as much, uh, vigor. ) Healing: While wounds can still slow her down, Rosalyn possesses an increased healing factor. Mortal wounds may not be recovered from, but deep lacerations that normally take about five days to a week to heal may heal as fast as two to three days with no physical signs of scarring. The increased healing of wounds consumes a larger portion of her energy and decreases the minimum time needed for refueling.Same thoughts as other between-fight healing abilities regarding the GTB. I feel as though they are uneccesary. Drawback: Rosalyn is at the peak of her abilities after consuming energy from a victim. She has a minimum requirement of drawing energy from prey at least once each quarter and may find herself performing below her peak levels as time goes on with out a sufficient supply of energy. Another drawback to her racial properties is the additional damage dealt by holy based attacks and weapons that are blessed by priests, white mages, or other such classes.I feel this is extraneous, because no one really expects you to come to the GTB at anything less than your peak. That, and no one expects that a bombshell like this is going to have any troubles finding a man to feed from. That being said, the extra damage from holy sources is an important part of balancing your character which is taken gladly. Fire Resist: Rosalyn has a natural resistance to fire and heat, and usually only under the most extreme of circumstances (like a lava bath) would it be an effective means of harming her.I feel as though almost having fire immunity should be an ABILITY that counts against EQUIPMENT. Luckily, Rosalyn has very little in the way of EQUIPMENT. To put it into perspective if her fire resistance had been towards spiritual fire, I think it would be inappropriate for her to come in wearing a suit designed to be fireproof against mundane heat. Additionally, I think that because she is a devil this ABILITY is in line with her character, and isn't stressed or included just for the sake of a tactical edge. Ku: Ku is the demon variant of chi. and the foundation for the majority of Rosalyn's techniques. Ku is summoned internally and can be considered their "life energy". Continuous use of the energy source shortens the minimum requirement time necessary for refueling by draining a victim and it can also be taxing on an individual when channeled excessively in short periods.This is very vague and would require expanded definition - not to mention I think that cutting down on the time between feedings shouldn't count as an acceptable limiter. The reason I say that is because if we assume its easy to be rested and healed up between rounds, weaknesses like saying you need to heal or rest up sooner becomes... moot. Hypnosis: Looking directly into the eyes of a target for an uninterrupted period of ten seconds, Rosalyn can use a heightened form of suggestion to have a victim act according to her will. She can not use this technique to suggest an individual do something that they would not do under anything that would violate the values held in the subconscious. Such limitations may include suicide and murdering a loved one, but these limitations may be lifted if an individual may entertain the idea, and perhaps half heatedly accept it as a possibility. The hypnotic effect loses its hold once Rosalyn's concentration and visual connection through the eyes is disrupted.I would consider this completely within the realm of STANDARD SPELLPOWER. My only further notes would be on the fact that most people would try and shunt the effect ICly, or that the prerequisite 10 seconds of uniterrupted eye contact will probably never be made. D: Soul Drain: Primary technique used to absorb energy from a victim. Energy drained is "negative energy" and can take the form, but is not limited to, lust, malicious intent, or envy. To drain energy from a victim Rosalyn must be making physical contact and be able to suck energy from it. This would include anything from the mouth or an open wound. Absorbing energy immediately allows her to regain her strength and satisfies the quarterly requirement, all dependent on amount of energy taken in. Effects on the victim usually include fatigue, dizziness, and a loss of aggression.ABILITY, not one that I think would see a lot of success. To that end I would consider it within acceptable STANDARD, though, again I need to mention the energy req being more or less extraneous to me. The effects of her attack aren't nearly as lethal as the initial name implies, and the ability requires a solid grappling base in addition to already having made wounds ( or at least getting to french kiss them ) Hellfire: The physical manifestation of Rosalyn's Ku as a projectile or augment. The flames it produces hold similar properties to any normal flame. Used as an augment, the field of flames is focused around a specific point and maintains itself for a short period. Used as a projectile, the flames explode out in a fireball similar in effect to holding using a can of spray in conjunction with a lighter. Damage from burns a consistent with wounds caused by flames.My opinion on this ability is that it's too vague. Being able to augment your weapons or attacks with hellfire should be considered SPELLPOWER, especially when you can throw it as projectiles. While the damage values of this seem to be pretty low ( bursts of flame from an aeresol can for example ) there is no listed energy cost or other limits. It requires a little more definition, but doesn't seem to be too powerful or even outside of STANDARD. Fire Breath: Rosalyn is capable of sustaining a stream of flames from her mouth, or is able to produce clouds of smoke. The duration of the flame depends on controlled breathing, a similar idea to holding an extended note with an instrument. The length of the flame is dependent on how fast she blows, but the maximum extension is about six feet. Generally speaking, the largest flame is the shortest duration and a very short flame normally doesn't last much longer. The most effective flame range is by far the medium intensity of about four feet, and can normally be sustained for around thirty seconds in a single full breath. Smoke follows the same rules except that the breath does not have to be continuous. because of this, Rosalyn is capable of releasing balls or rings of smokes at varying sizes and varying intervals as long as she maintains holding the single breath. While the perverted implications are truly horrifying, this ABILITY does not seem to be too overpowered. The power suggests ways she can do it and lengths she can do it for, but these are reliant on factors that can easily be changed in battle. Being able to breath continually uninterrupted, for example. I'd want some clarification on how strong the fire is, but this otherwise seems okay. Hot Touch: By focusing her Ku to a single point, Rosalyn can gradually increase the temperature of the desired part of her body or some weapons. The intensity of the burning increases in three stages. The first stage can be compared to a hot washcloth on an aching muscle, a pleasurable feeling. The second stage can be compared to handling a steering wheel that has sat in the sun for several hours, a very uncomfortable and stinging sensation. The final stage can be compared to placing a hand on a hot stove top, a painful and potentially severe burn. This ability must progress in the order of first or final grade, but breaking the focus may cancel it immediately.I would pretty much put this under SPELLPOWER, but again, one that is limited enough in its scope that I don't have any problems considering it within STANDARD. Widow Maker: This ability can be considered the follow up to the hot touch. Rosalyn pushes out the energy that has been concentrated to a single area which creates an explosion. The strength of the attack is entirely dependent on the energy that has been channeled into the hot touch ability. This follow up can only be used on the second level of hot touch and above. At the first grade of widow maker, the explosion would be equivalent in power to landing a digging punch. The second grade could be compared to stomping on an individual with her full weight. The final grade of widow maker requires an additional "fourth charge" to the hot touch. This grade is where the name of the attack comes from because of its lethality. The final grade of the widow maker causes severe internal damage to a victim, including the breaking of bone and destruction of organs and tissue. The widow maker is an exclusively close range attack, losing at least 75 percent of its power just three inches away from the target and becoming completely ineffective at distances greater than five inches.While an apparent fusion of SPELLPOWER and PHYSICAL ABILITY, this move doesn't go either way too far. The reqs for its use are completely fair, as are its limitations. In its ultimate form this is a very powerful ability and its even pretty good as it scales up, but its nothing that an average fighter shouldn't be able to work against. Deflect: A defensive variant of the window maker. By quickly pushing out a small amount of her Ku, while striking Rosalyn can cancel out small to medium-sized energy projectiles or stop small projectiles such as knives and rocks. This ability will not be effective on canceling out strong projectiles and large physical projectiles such as boulders. This ability can be used with any strike from the body and can also be used with any strike from a weapon at the projectile. ABILITY, not too bad, either. I think this is completely fair. Scorching Lash: Rosalyn can have her Ku travel through a weapon in hand, normally her whip, to produce a projectile type attack similar to the hellfire technique.More SPELLPOWER type stuff, any issues with this in particular are going to be involved in the personal note at the bottom. Phantom Slice: By sending her Ku through a weapon Rosalyn can create invisible projectiles in the shape of the swing that travel directly forward. The projectiles can travel at speeds up to sixty miles per hour and can travel distances up to fifty feet. For every teen feet that the projectile travels it loses twenty percent of its original power. Upper limits of this can slash through objects on par with some of the finest katana crafted. This ability can only be used once per post. The amount of Ku required to create a blade of the size can be quickly taxing if used excessively. This ABILITY is all and all too powerful for GTB STANDARD ( in my opinion ). At least, too powerful given all its possible uses. The power declines as the range increases, but almost all GTB fighters will be well within the lethal range when fighting against this technique. While the once a post limit is good, its only a bandaid on a bullet wound. The fact that the projectile is invisible as well, makes it almost as scary as bringing in a gun... a gun that shoots swords. ----- My overall opinion on this is that it could use a rigid energy system. If there was an energy system that outlined how much power each attack uses and how much power she has at any given time, I feel as though the vagueness of the abilities and her overall power could be cleaned up nicely. As it stands, I would rate Rosalyn sexy unacceptable for STANDARD, barring a few minor revisions and some further explanation.
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Posted: Fri Jul 02, 2010 2:38 pm
Old Man KB BREAKING IT DOWN - TOURNAMENT STANDARD APPLIED TO PARTICIPANT
( Viviana Merquise )Let me begin with a personal note of holy ******** s**t, are you serious? In the wrong hands this profile is ridiculous in my opinion. I've applied this system to another powerful profile in order to test its limitations, and this reflects another of such tests. However, allow me to just break it down piece by piece. --- Natural Predator; Being a Lamia such as she is, Viviana has superior strength, stamina, speed and reflexes to that of the average human. She can lift twice her own body weight above her head, has a sprint speed of about 13.5 MPH, her vision and hearing are also superior to that of an average human....huh. The rules state a maximum lifting capacity of something like 300lbs. According to Vivi's profile she can lift two times her body weight ( 128lbs or 256lbs ) over her head, and runs ( or slithers ) pretty quickly. My immediate desire seeing this profile is to want this power downgraded to a point, but more on that to come. Heat vision; Like a python or rattle snake, Viviana has tiny infra red like sensors which allow her to detect heat. These sensors are as tiny as the pores on a person’s skin and invisible to the naked eye, they run along the ridge of Vivi's brows, her cheek bones and down the bridge of her nose. As long as a creature generates any amount of heat, Viviana can pinpoint their location, even with her eyes closed. This ability functions just like a python’s or rattle snakes in that heat waves in the air are fed through the infra red receptors to give Viviana the location of her prey. Its range is close (5-10 feet), however it works on a full circle (360 degrees) angle. A person standing behind the Lamia (in close proximity) will still generate heat and therefore the sensors will locate their presence. While this is biological and not magical, I would still put it in the ABILITY section. It doesn't strike me as too powerful an ability, and makes sense for the character to have. Where other characters might have nightvision for example, the snake woman has heat sense. That being said, I don't think it should detract from EQUIPMENT. Serpents grace; Viviana has the ability to wriggle free of all but the surest and strongest hands. When someone attempts to grapple her she can contort her body in bizarre ways to avoid them getting a good grip and wriggle away. Like a serpent, Viviana can twist and turn her body in almost any way imaginable. Because she moves her muscles using the same undulatory locomotion as a snake, unlike a normal human’s anatomy, Viviana’s skeleton is made up of hundreds of tiny vertebrae and riblike bones which in turn are connected to hundreds of intricate sets of muscles. Just like a snakes, these bones are not rigid, but flexible and can easily dislocate to allow Viviana to move her body as desired. This dislocation is not the same as when a human dislocates their knee, but more of relocation just like a rock python can dislocate its jaws wide enough to swallow an antelope without actually harming itself, this same principle applies to Viviana’s manoeuvring of her body. Although her skin usually appears flawless porcelain, it is in fact made of hundreds of tiny ventral scales, just like that of her reptilian brethren. These scales are harder than a snakes scales, however they give Viviana control over how her scales (skin) grips onto its surroundings, she can either elevate the amount of friction they produce, allowing her to hug to a surface the way the tread of tires hug to a road, or decrease the friction, making her as slippery as an eel. The combination of her scales and skeletal and muscular system gives Viviana unrivalled agility and manoeuvrability. Another ABILITY, she can be slippery when she wants to be or gripping when she wants to be. Similar I imagine in the way that a cat's tongue is sort of like sandpaper, she can flex her scales into a super smooth position or a raised, snagging one. The only way I could see this being kept without reducing EQUIPMENT would be to regulate it to PHYSICAL POWER on the basis of it being a physically "trained" power. Swift strike; Viviana can close a distance of between 5 and 20 feet with amazing speed. Like the lunge of a snake. She usually uses this short distance charge attack in conjunction with her bite attack or her Gorgon’s grasp. This seems to be a fairly basic PHYSICAL POWER technique that wouldn't offset the profile or subtract from SPELLPOWER. Gorgon Grasp; When Viviana makes a physical touch attack with more than one limb she can encase the person in stone (Limestone of a thickness of 3 inches) for a short period of time (Length of 1 post). Depending on the fortitude of her opponent, this can either outright immobilize them, or slow them (to something akin to half their usual movement speed. Point is, you're in stone, it's heavy and cumbersome). If she manages to deal severe damage to the stone statue, such as cracking it, or breaking off part of it, this damage is sustained to the persons flesh after the stone casing disappears. (This does not mean that they lose a limb for example, just that the amount of physical damage sustained to the limb would be comparable to the amount of damage inflicted upon the stone. So if she happens to break a stone arm off, that does not mean her opponent loses a limb, but rather the bone of their arm would have suffered a break)
Now, this is something I'd put in SPELLPOWER and consider too strong depending on what limits became attached to the power. The ability to encase someone in stone every time you touch them is incredibly potent. If a limit between the number of times it could be used was applied I would consider it much lower tier, but as it reads it seems too strong to me without needing a significant cost. Constrictor; Just like a snake if Viviana succeeds in initiating a grapple, she can constrict, crushing the breath out of her opponent and dealing damage. Completely acceptable PHYSICAL POWER. Venom Spatter; Besides producing her paralytic venom Viviana’s venom glands also secrete a corrosive acidic substance. Like several members of the cobra family, Viviana can project a stream of this substance from her fangs. The acid is strong enough to eat through tempered steel 5 inches thick in a matter of seconds. Her body stores enough to expel three streams up to a distance of 2.4 meters (8 ft), however it takes her glands 48 hours to replenish her supply once all three streams are expended. I... what? No. Just, no. The fact that you can only fire your acid poison three times every two days is great and all, but no. This is an ABILITY ( racial, but I digress ) which is simply too powerful to be considered in the realm of STANDARD ABILITY. If this ability to was be kept as its written, I would make a drastic cut to the EQUIPMENT options available. Shedding skin; If Viviana has sustained a fair amount of damage, or had been enraged in anyway, she will regress to her natural hybrid form. In this form Viviana's strength and speed is increased by about 3 fold. (Making her strong as about 3 heavyweight fighters and as fast as an Olympic sprinter on speed (An Olympic sprinter averages 200m in 20 seconds, Viviana could do 200m in 17.5 seconds in this form.) In this form Vivi’s lower body covers itself in pearlescent white scales, and her fangs become much more prominent. Her upper body up to her collarbone also becomes covered in the silvery- white mottled scales of an albino Asp, however it still retains her humanlike features but with a more serpentine twist. Her irises change to a golden hue, her tongue becomes forked, and her brow and cheek bones become even more prominent. In this form Viviana’s height reaches 6’11” and her weight is increased to about 750 lb. What? WHAT?! No. See, this is why I have problems with the profile and fitting it to the STANDARD I outlined in the OOC thread applying to Makenshi. Not only is Vivi faster and stronger than a normal person, when she uses this ABILITY she becomes three times stronger. She becomes faster, taller, heavier, and all around... an incredibly powerful fighter. It makes sense for her power to increase when she is in snake form, however, snakes don't have a mixture of all their various poisons, arms, or weapons. I'm sorry, but in my opinion there is no way I would accept this ABILITY as within the realm of STANDARD. Natural Regeneration; Viviana’s body heals naturally with time. Small wounds she sustains, such as a small cut or bruise can be healed by her body’s regenerative properties as quickly as an hour after they are sustained. Larger wounds obviously take longer. A deep gash which on a human would require stitches to heal Viviana’s body would heal in a few days. Viviana’s body cannot regenerate a lost limb. However if the limbs were to be reattached, the body would heal and their functionality would be restored. Obviously regenerative healing of this magnitude would take a week or more. I almost want to update a section for healing, but at the same time I feel the presence of White Mages to heal between rounds makes this negligible. Since the ABILITY doesn't outline the capacity to heal in fights I think it can basically be written off as extraneous. Sanguine Regeneration; besides using her bite attack to deploy venom, Viviana can also use it to drain some of her victims blood. Much like a Vampire, feeding off the vital fluids of a living creature helps Vivi to heal her wounds. (But unlike a Vampire, Viviana is not reliant on blood or other vital fluids for her survival.) Devouring a pint of blood halves the time it takes her body to heal an injury.Same thoughts as noted for Natural Regeneration. And finally, of course, Kiss of the Lamia; Being a serpent, Viviana secretes a venom through her fangs. Its effects are instantaneous but short lived. On a successful bite attack Viviana's venom will deploy itself, the result is the temporary paralysis of her victim (about 6-12 seconds depending on the build and fortitude of her subject) during this time, the Victim is made immobile, the venom does not induce any pain (rather the opposite, it induces immense pleasure. That's why victims of a Lamia's bite usually die with a smile on their face!). The venom only causes paralysis. But Viviana can use the time it buys her to make a second attack. If Viviana can land her bite attack on her opponents jugular the paralysis takes effect the next post, as the jugular provides the quickest route for venom to the brain. If her bite attack lands on any other part of the body the opponent must roll a d6, the roll indicates how many posts it will take for the paralysis to take effect. ... ... ... Ok, so, I sincerely feel that the EQUIPMENT options of this character should be severely limit- Lame de la Mer (Blade of the sea); A French naval officers Sabre made in the Napoleonic era. This blade is made from strong, durable steel and has been cared for excellently over the years. A design of cresting waves can be seen etched into the blade. Its hilt is silver and wrapped in dark black leather for extra grip with a large silver guard which protects the hand from attacks and a large blue and green opal is set into its pommel.
Destins jouer (Fates gamble); a small stiletto blade about 6 inches in length. It is made out of a dark adamantium alloy. It was found by Vivi when she was raiding a temple in the depths of the South Indian Jungle. She gave it the French name which translates to Fates gamble because it was originally concealed inside an elaborately carved bamboo flute. Viviana had unknowingly grabbed it in haste to try and deflect a blow from an attacker and the stiletto had sprung out and handed her a decisive victory. It has a small ornate hilt encrusted with black onyx gems and a sizeable black pearl at its top. It is very strong and hardly ever needs to be sharpened.
Serpent d'acier (Steel serpent); At first glance this weapon appears little more than a very intricate silver belt with a cobra’s head as its buckle. The fact of the matter is, this is a quite a powerful magical item. It is a sentient spiked chain which Viviana can either wield, or command to attack of its own accord. It cannot communicate on its own and does not have any empathetic traits. Until Viviana removes the belt and speak the command word, the item is dormant and the spikes which traverse the length of the chain are absent. However once the item is “awakened” it uncoils to its full length (10 ft) and its spikes protrude. The weapon has been imbued with some of Viviana’s life essence which gives it access to her Swift Strike and Constrict abilities. She can command it to attack on its own using either of these abilities.
Jumelle étoiles (Twin stars); 2 daggers which Viviana was gifted by her Captain, Rivaldo Alaminos, a dread pirate who Viviana worked with in the late 15th and early 16th Centuries. The legend goes that the daggers are artefacts from the mystical isle of Atlantis. They are made from a light metal alloy almost white in colour and there blades are engraved with the stars from the Gemini constellations. The blades are actually celestial relics fashioned by the ever silent and watchful Arch Angel Uriel and have latent holy powers. These blades are unbreakable, there edges never dull and when they are used against demons or devils or any other unholy denizens they deal an extra burst of holy damage. When used against a holy creature their touch actually heals rather than inflicting damage.
Les petit sœurs (The little sisters); These 6 shurikens have four sharpened tips and are made from blackened steel. They were stolen by Vivi and her Ronin friend Tishirin Yokoshama from the ninja guard of the Inari shrine in Kyoto sometime in the late 16th Century. Each of them has the painted eyes of a woman engraved on each side. On one side the eyes are open and on the other they are closed. This was what led Vivi to start referring to them as “The little sisters”. They are perfectly weighted and in centuries of use not one of them has ever broken. The shurikens are also magically enchanted to return to Viviana’s hand after being thrown.
Other;
Melusinde’s gift; Around Viviana’s neck hangs a bronze disc, about the size of the palm of her hand. Around the edge of the disc a snake is engraved, its head eating its tail forming a circle. In the middle of the disc an engraving of a woman, pouring water out of a vase like vessel.
The amulet not only identifies its wearer as being one of fey heritage it also dulls any elemental damage that is inflicted upon the wearer. Viviana is a creature tied to the elements of water and earth. As long as she wears this amulet any damage inflicted upon her tied to the elements of either water or earth will be halved and any fire or electricity damage is decreased by one quarter of the total damage. <******** NO.
The first sword, the sabre, is perfectly acceptable. With the notes made above regarding the character's powerful racial abilities I start thinking she shouldn't have access to any offensive equipment at all, but outside of that this sword is fine.
Fate's Gamble, the sneaky stiletto, I also have no issue with.
Steel Serpent - ******** that. A belt that you can animate like that should count as a summon and be barred from the tournament for that reason alone. Outside of that, having a weapon that can fight independently of you should count as a seriously powerful EQUIPMENT option well outside of STANDARD. This isn't even including the fact that the spiked chain has access to two of her PHYSICAL POWER options, which are character abilities. This is like having a second smaller version of your character fighting with you, which is simply unacceptable in STANDARD.
A pair of holy daggers aren't very potent on their own, and normally I wouldn't have any issues with them except that these EQUIPMENT options are stacking ontop of an entire set of ABILITY options, giving the best of both worlds unfairly.
Again, my feelings are the same with the shurikens, though, I think the ability to recall them after throwing them is sort of cheap. Since they are obviously magical weapons and not a common pair of shuriken I would probably count them as an EQUIPMENT choice slightly above STANDARD.
And then there's the amulet.
This amulet cuts water and earth damage in half, and fire and electricity by a quarter. This is far too powerful to be considered within STANDARD for EQUIPMENT. Additionally, this is a powerful enough artifact that it should detract from the ABILITY options... simply because of the very broad range of protection it offers. While elemental abilities may not seem to be overtly common, they are a staple among the types of fighters that frequent the GTB.
-----
Altogether, it is my opinion that this version of VIVIANA MERQUISE is not within acceptable STANDARD.
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Posted: Fri Jul 02, 2010 3:25 pm
Quote: Haelstrom Fist says: * http://www.youtube.com/watch?v=9YQO86p0kJU So if I added this to Omi's profile, *He'd meet the standard, right? KB says: *HAEL. Haelstrom Fist says: *RIGHT!? KB says: *The answer is yes. Haelstrom Fist says: *Good. *[Pose.] So it be that Omi Barsait can now use the Sekiha Kyuukyoku Tenkyoken.
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Posted: Fri Jul 02, 2010 4:46 pm
Omi Barsait
Personal note, Omi is a very heavy Harry Potter.  IGNUS PATA This is an EQUIPMENT option that I feel comfortable allowing him to have without cost to his ABILITY section. More or less, the Ignus Pata is just a sword attached to a gauntlet. While it has a fierce description, weapons that are almost unbreakable is basically an assumed standard at this point among roleplayers. Beyond that, I have personal issues with katar-weapons or other forearm mounted weapons that don't require the use of the hand to steady them with a handle. Especially in the case of the blade being detachable, I would question the mechanics of the entire thing, but not its overall power. I deem it acceptable in scope, however.  HOLOCAUST BRACES Again Omi sports a tricky piece of EQUIPMENT, but not one that is overtly overpowered or outside of STANDARD. These are basically just pauldrons that can hook onto his gauntlets, with an obligatory fire resistance. Since the NAPALM isn't actually included in competitive ( tournament ) settings it isn't even considered. Altogether, completely acceptable.  TEETH OF IGNUS Ignus, Ignus. What the ******** is Ignus? *Googles* Okay, seriously, these are pretty well crafted gauntlets from an OOC perspective on power level. They are appropriately resistant on the outsides, but weaker on the insides, reflecting their design. I don't see any issue accepting these because while they are strong in the sense that the metal is damage resistant, this is a mundane strength that goes along with what you'd expect from any metal armor piece.  Chainmesh Armor Not the skin or scales of Ignus?! Bah! For a moment, I want to look at this armor stastically. It is pretty heavy for a form of "light" armor, and as usual is of a good grade steel which means... people shouldn't be breaking it or cutting through it any time soon. It serves its purpose, but it doesn't do so in a way that is outside of STANDARD. Additionally, its not an electrical deathtrap per se ( not that its outright immune to electricity ) and it isn't likely to be melted just because someone uses a flame attack. This is basically what should be considered STANDARD for armor at this tier, something strong enough to hold its own without enchanments. Added to this is the fact that Omi is a professional warrior and is comfortable in his armor and its range of motion. This should be considered standard for any fighters that come in wearing armor, since its assumed they spend a lot of time fighting and doing so in their preferred armor. Completely acceptable. ABILITY  Knavish Eye This is something that I would put in the ABILITY section, despite it being something that is similar to a PHYSICAL POWER. It's not a very powerful ability, and to that end I consider it completely acceptable.  Serpentine Manipulation Art A very powerful, very versatile ability which I feel falls appropriately under the SPELLPOWER section of STANDARD. In the case of Omi Barsait and his limited moveset, I think its safe to say his PHYSICAL POWER has been scaled down and his SPELLPOWER scaled up equally. That's why I don't have a major problem with the character, because he doesn't have any special physical moves like 100 fists or mastery of a mystic martial art. All he really has is his gear, his snakes, and the basic fighting ability you'd expect from a war-mongerer. Breaking it down, though, the SMA is not altogether too strong, it's just a fusion of other SPELLPOWER or ABILITY selections made into one. Piece by piece, however, He can create and control snakes using his fiery blood as a source. This limits his overall use of the snakes, in addition to them being limited by his own mental stamina. While he might become potent with flames where his bleeding is concerned it would make sense that his resovoir of snake power would decrease as he bled out. He can set his fire snakes on fire, no big deal there. He can create the fire out of thin air. This is not entirely uncommon among fire users. Surprisingly, his fire works underwater. Now, there's a whole can of worms there about how he's potent in water... but, is he? His snakes consume air in burning, so they consume the oxygen in water from burning, which makes hydrogen gas. Setting hydrogen gas on fire doesn't involve his fire in the subsequent explosion or anything, so if you can push a flaming Omi into a puddle... He is immune to -his- own flames. Pretty standard. His fire snakes are tangible and can be molested unlike real life fire. Hitting the snakes on the head causes them to dissipate, but, the energy used up envoking them is still gone from... bringing them into play in the first place. Basically, he can spawn fire snakes, but you can take them out, and once he's out of fire snakes all he's got is some EQUIPMENT. ----- It's my overall opinion that Omi Barsait is ideally situated to STANDARD as per the GTB level outlined. I think that while he's an opponent that requires intelligence to defeat, he is not too powerful unless you make him so by falling into his traps or attacking him in ineffective ways. When it comes to Omi Barsait its probably a lot easier to think of him like a scorpion, where, he's deadly to fight and you're likely going to be wanting to keep moving and keep an eye on his tricks.
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Posted: Fri Jul 02, 2010 7:00 pm
Damon
EQUIPMENT
Black Scarf: What looks like a regular black scarf is in reality an artifact that Damon collected during one of his ventures. The fibers that compose the black scarf store heat and regulate temperature, keeping the wearers head cool in the summer and warm in the winter. When wet, the fibers tinsel strength increases and the material becomes unbreakable.
Perfectly acceptable.
Gauntlets: Iron gauntlets that give Damon's hands and forearms protection during hand-to-hand combat. They have a built in knuckle-duster. When the hand is bunched into a fist the backhand protection becomes pronounced from the fist just above the knuckles, this allows Damon to utilize the gauntlets as melee weapons while still protecting his hand from damage when punching. Etched into the metal is an elemental symbol that protects the user from electrocution.
Due to their ability to negate electrocution I would consider these a step above EQUIPMENT compared to STANDARD. This reflects the fact that these gauntlets are basically enchanted, even if that enchantment comes from etching.
Combat Vest: A thin vest made from fibers with high tinsel strength. While the vest provides little protection from blunt-force trauma, it does prevent a blades edge from slashing into or piercing into Damon's torso. Useful when having to deal with opponents that fall back heavily on swords or hidden edged weapons.
I'm assuming tinsel = tensile. Anyway, completely acceptable.
ABILITY
Snap Reflexes: This refers to Damon's ability to react to a situation as fast as it is presented to him. There is no 'lag time' between outside information and his mind/body responding to it. This is due to his psionic powers increasing his brains ability to process information. On rare occurrences, it is not uncommon for Damon to see an entire battle in 'slow-motion.'
I consider this to be a fair ABILITY, even though at a glance it sounds powerful. It basically enables Damon to have ICly, what Damon has OOCly - extra time to think about his response. In the OOC we generally as roleplayers digest what is going on, then make a reply. In real life your body does the same thing, varying from muscle memory or reflexes to actual thoughts. This ability basically removes the questioning portion where he thinks about what he's going to do, cutting down his reaction time significantly and allowing his full range of options to be considered an immediate reflex. It's important to note that snap reflexes doesn't suggest his limbs or anything like that move any faster, he just reacts quickly.
Compulsion: Psionics are unpredictable and, for the most part, an unstable power. Though it is uncommon, Damon's psychic powers can activate of their own accord in times of great duress. The magnitude of this force are directly proportional to the amount of emotion or stress Damon is feeling in the present moment. In situations where Damon has lost his inhibitions (drunk/high) his powers go out of control, resulting in random psionic phenomenon. It must be noted that this only happens if the duress or effects of alcohol/drugs are long lasting and have been happening for some time.
Completely acceptable ( ABILITY ).
SPELLPOWER
Psychokinesis: The power to manipulate both matter and energy with the mind. Damon is an adept at using his psychic abilities, achieving some mastery over manipulating outside forces. He can lift objects up to 500 hundred pounds and control their direction with relative ease, the same applies to objects that are thrown towards him. It is key to note that he influences the physical mass of an object, so that doesn't effect any magical properties it may have. Damon can 'grasp' onto as many objects as he desires as long as he doesn't exceed the 500 pound mark. Additionally, the more objects he lifts the harder it is to control their movements. This is the most basic psychic discipline and also applies to flight.
Going to break this down into separate things,
Damon has the ability to use his mind to lift things, much like telekinesis. Now, the limit for this is apparently 500lbs. Now, I've already reviewed profiles where people can easily lift upwards of 500lbs with their muscles. I'm assuming lifting + mindlifting would allow Damon to get from 600-700lbs, but eh. Now, I think I would put flight under its own ABILITY, since being able to fly is pretty good. Altogether I think psychokinesis is a bit strong for STANDARD, so to that end I'd want to see the PHYSICAL POWER scaled back a bit.
The more advanced disciplines include actually hitting or deflecting objects with raw psionic force. Kinetic blasts and barriers require Damon to focus psychic energy throughout his body and project it into the physical world - will casting. While it is not required he have a medium, directing the flow of psychic forces is much easier by using his hands or feet, and allows him to use his powers with much greater precision. Throwing a kinetic attack or putting up a barrier is very different than using magic. Rather than building up energy, Damon only need focus the psychic energy already within him. Instead of charging, Damon 'winds up' mentally and then acts, much like throwing a punch or putting up a guard with the arms or legs. The power/strength of each psychic attack/barrier depends entirely on how much effort Damon puts into it before throwing it.
However, he does not get off scott-free with these attacks. Everything comes with a strain. Much like throwing one to many punches, Damon can feel intense mental and physical fatigue after a sustained attack or an especially large use of his powers. Letting too much strain build, or using an excessive amount of force with no preparation, is potentially fatal.. This applies to putting up dense shields of psychic energy. Whenever a psychic barrier is hit, Damon feels 1/4 of the force of the attack as an intense pressure bearing down on him. A barrier can last as long as Damon can withstand the pressure, when it becomes too much, the barrier breaks.
Slowdown is a newer psychic discipline that Damon has developed. It involves using psychic pressure to slow an object down before it impacts a barrier. The principle of manipulating various objects at once doesn't apply to raw psychic abilities, Damon can focus as many raw abilities as he wants. When putting up a barrier, Damon can push against an incoming attack psychically and thereby reduce the impact to a reasonable level. The consequence here is that he faces the knockback from both a psychic attack and a barrier. A proper analogy is that it is like being stabbed while being punched in the face.
While these abilities are all grouped together, I would consider Kinetic Blasts and Barriers their own separate abilities under SPELLPOWER. That being the case, they are both fairly strong, which makes sense why his PHYSICAL POWER selections aren't present on his profile at all - I imagine they are downscaled. Consider if you will AKIRA, and how Tetsuo has potent psionic abilities but little understanding of fighting. He is still a powerful character.
In this case, the barrier is completely fair. Since he needs to use energy to soften blows, it's a fair trade between actual damage and stamina. Having a barrier in this case is a lot like having a form of shields that costs power, but doesn't block damage entirely. It gives you enhanced survivability, but limits your options offensively. That's where the kinetic blasts come in, which still drain power, subtracting from the pool available for shields. Altogether, fair.
Constructs, as Damon has named them, are the last part of a psychokinetic discipline. It is a simple principle he uncovered. Shaping the anomalous form of psychokinetic energy to increase its effect. This is commonly seen when he uses psychic spears, psychic blasts that pierce rather than knock down. The more advanced techniques include telekinetic swords, 3 blades of psychic energy that are extremely sharp but very short lived, and hand blades, which are razor sharp blades that surround the forearms. Maintaining these constructs is the mental equivalent of clinching a fist tightly for as long as possible.
More SPELLPOWER, which means... I'd want Damon to be sort of weak in fighting style and mastery. This is just my opinion, but in order to keep him fair I'd think he'd need to be a bit at odds in a fistfight.
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Overall, this is another one of those profiles that could really use a power system or MP bar. With that sort of solid information present a vague profile could become a very solid one. The EQUIPMENT and ABILITY options are pretty fair, though I'd prefer to see some more describing how much energy it takes to fly and things like that. With the SPELLPOWER selections, I'd want to see how much energy things cost, as well as an expanded description on the nature of the attacks.
Having a focal point from attacks ( like a foot in front of the person ) would be really beneficial, in order to keep people from being stabbed in the back by invisible swords. Either a frontal series of focal points for the attacks to generate from and then head out towards the opponent would be good, or limiting the vectors of attack to those that can be seen ( and more easily grasped by the mind ).
All and all, I don't feel as though this profile was as conclusive as the others, but with a more solid energy system and some tweaking I think it can be made to fit STANDARD.
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