Post by Papi on Jul 1, 2017 19:37:56 GMT -5
sorry to whoever does grade these, have fun lol
Phase 1
NOTE: Sage Art V is referenced a lot in this thread, so here is a link to that in case you have no idea what that is. Hope that clears up any confusion.
Fire ed4e16 (the one on the other tech sheet is not orange for some reason lol)
Solar Ball
Technique
Description: Shadic holds his hands above his head, Spirit Bomb style, and begins charging energy. A ball of ki, about the size of a normal ki blast, forms above the hands of the hybrid and begins absorbing solar energy at the same time. After charging is complete, Shadic can then throw the attack at his foes. If it makes contact, it will cause a burning sensation upon the opponent's skin.
Charge: 3 posts, more posts result in more damage
Damage: About the same as a Super Kamehameha, meaning FOC x 2. More charge adds .4x to the damage.
Cooldown: 1 post
Extra: Deals 1.5x more damage if Shadic's element is changed to Fire, using Sage Art V. This means, whilst in Fire Element, the attack deals x3.5 damage as opposed to the regular x2.
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Overheat
Description: Shadic takes in air, holding his breath as he charges up a mighty fire attack. The energy within builds, resulting in mass heating up of Shadic's overall body temperature. After charging, he breathes out and fires a beam of energy at his opponent from. Afterwards, Shadic is left fatigued and somewhat dehydrated.
Charge: 3 posts, more posts result in more damage. Maximum of 6 posts
Damage: FOC x 4. Each extra post adds .2x to the damage.
Cooldown: 10 posts
Extra: Leaves the user fatigued and unable to do any excessive movements (running, flying) for two turns. Shadic must use his Sage Art V to alter his element to Fire before he can use this attack.
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Earth
Summon: Bastion
Technique
Description: Shadic charges energy in either of his hands before slamming it on the ground. A large wall (let's say 10 feet tall, 10 feet wide) of stone will emerge from the ground, protecting Shadic and anybody behind him from any oncoming attacks. Lasts for two posts before sinking back into the ground.
Charge: 1 post, longer charge will result in a stronger wall.
Damage Resistance: 2.5x Shadic's ENDurance stat, add .5x more resistance for each extra post of charging. Charging limit of 4 posts
Cooldown: 5 posts
Extra: It is simply a wall of stone, so somebody could fly over/around it and get to Shadic. The wall's endurance increases 2x if Shadic's element is changed to Earth, using Sage Art V; meaning it is naturally able to defend 5x rather than 3x. Must be standing on the ground to use this technique.
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Summon: Dome
Technique
Description: Shadic charges energy in both of his hands before slamming them on the ground. A stone dome then surrounds him, completely engulfing the hybrid beneath the Earth, essentially protecting him from any attacks. Lasts for one post before crumbling back into the Earth.
Charge: 1 post, longer charge will result in result in a larger radius for the dome, allowing it to protect a larger area.
Damage Resistance: 3x Shadic's ENDurance stat
Cooldown: 5 posts
Extra: Duration increases by one post if Shadic's element is changed to Earth, using Sage Art V. Cannot be used alongside Summon: Bastion. Must be standing on the ground to use this technique.
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Panic Button
Technique
Description: In a bind, Shadic can summon a block of stone to shield him from an oncoming attack.
Charge: none
Damage Resistance: 5x Shadic's END stat
Cooldown: once per thread
Extra: Shadic must use Sage Art V to change his element to Earth before he can use this attack. Must be standing on the ground to use this technique.
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Pop Rocks
Technique
Description: Shadic harnesses his energy into the Earth beneath him, forming a small (golf ball sized) clump of rocks and ki energy. As he charges, the clump increases in density until it is a killing machine of much terror. Although, with so much power and mass in one place, it can be hard to control.
Charge: 4 posts, cannot be interrupted or it will not work
Damage: FOC x 8
Cooldown: 5 posts
Extra: Due to the sheer power of this attack, it is only useful at point-blank range.
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Water
Splash Zone
Technqiue
Description: Shadic absorbs as much water energy from the air around him before bursting it outwards in an explosive wave type attack. It does not harm Shadic in any way.
Charge: 1 post
Damage: FOC x 1
Cooldown: 5 posts
Extra: Shadic must be utilizing his Sage Art V to become a Water Elementalist.
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Wind
Aeolus' Fury
Technique
Description: Shadic forms a simple ball of ki in his hands and begins absorbing wind energy from the air around him into the ki. Due to the nature of wind itself, and its unpredictability, Shadic has not figured out how to fire the attack at range. Therefore, he must use it as a melee attack.
Charge: 1 posts, extra gives more damage.
Damage: FOC x 1, extra charge increases by 0.5x with a max of 6 extra charges. Typically results in knockback assuming the defender's END stat is lower than the power of the attack itself.
Cooldown: none
Extra: Cannot be used at range, as it would simply blow away if Shadic released the attack. If Shadic is in Wind Elementalist form (via Sage Art V) he can throw this attack, nullifying its biggest weakness.
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Aeolus' Wrath
Technique
Description: Shadic holds his hand up, as if charging destructo disc, and forms a simple ball of ki in his hand. From there, he begins absorbing wind energy to increase the power of the attack. As he takes in energy, the ball slowly grows more and more uncontrollable, to the point where it is a condensed ball of wind and ki. Shadic can then throw the attack at his opponent, where it will travel until making contact with something, upon which it will explode outward in a 5 meter radius.
Charge: 2 posts, extra gives more damage.
Damage: FOC x 2, extra charge increases by 0.5x with a max of 6 extra charges.
Cooldown: none
Extra: Shadic must be in Wind Elementalist form (via Sage Art V) to use this attack.
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Electricity
Zap
Technique
Description: Shadic channels his energy through his fingertips, sending lightning from his hands at his opponent. Anybody struck by the technique will experience slight muscle paralysis, slowing them down for a short duration.
Charge: 1 post
Damage: None, just paralyzes the opponent for 2 turns
Cooldown: 10 posts
Extra: None
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Pop Shocks
Technique
Description: Shadic harnesses his energy into the air around him, forming a small (golf ball sized) clump of electricity from the air and ki energy. As he charges, the clump increases in density until it is a killing machine of much terror. Although, with so much power and mass in one place, it can be hard to control.
Charge: 4 posts, cannot be interrupted or it will not work
Damage: FOC x 8
Cooldown: 5 posts
Extra: Due to the sheer power of this attack, it is only useful at point-blank range. At any other range, at all, this attack will miss 100% of the time. Shadic can only use this attack when his element is electricity, which is his natural element.
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You decide the price. Only going to use zeni. Can buy in chunks if needed.
I'll list the technique names here for simplicity sake:
Solar Ball
Overheat
Summon: Bastion
Summon: Dome
Panic Button*
Pop Rocks**
Splash Zone
Aeolus' Fury
Aeolus' Wrath
Zap
Pop Shocks**
*If this is OP I can drop it
**If these are too OP I am not against nerfing them, or dropping them completely, I kind of just wanted a high risk, high reward technique lol