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Post by Ryst Seraphine on Jun 23, 2011 13:19:08 GMT -5
In talking with Rwaht last night I realized a couple holes in my ability Wings of Glory that needed patching up. The ability is the same, I just specified some more limitations for the expenditure of FS and cleaned the ability up a little.
Wings of Glory
When Ryst activates this ability, the feathers on his wings turn to steel and become razor sharp for the duration of it. He can still use them to fly, but the flight is considered magical while this ability is active, as opposed to the standard physical flight they grant him. When activated the wings hold a charge of 3 Feather Slots (FS), which essentially translate into stored kinetic energy. An additional Feather Slot may be granted each turn provided Ryst sacrifice two one (Magical Upgrade) action slots to charge it. The wings will maintain their form for five posts or until all Feather Slots are expired. Should there be Feather Slots stored when the five post duration is reached, the wings will maintain their form for one turn per Feather Slot thereafter (so if no Feather Slots are expended or gained, the wings will be steeled for an additional three posts after their duration). Regardless of how much longer the wings are prolonged they have a five post cooldown.
In terms of LS style, Feather Slots can be expended in one of two ways, either one requiring one action slot:
Feather Wall – using the steeled feathers Ryst is able to block incoming attacks, though not completely. For the cost of one FS per feather, Ryst is able to dampen attacks by half a level of damage per feather. This maxes out at three full levels of damage, or six feathers, per turn, divided up in any way.
Feather Flick – this is the offensive ability of Wings of Glory. Using a unique telekinesis linked solely with his wings, Ryst can launch one of the razor-sharp feathers at an opponent much like a throwing knife. The feathers fly with a high velocity and their blades are extremely sharp, allowing this attack to do one level of damage. This costs one FS and can only be used once per turn.
[u]Wings of Glory[/u]
[blockquote] When Ryst activates this ability, the feathers on his wings turn to steel and become razor sharp for the duration of it. He can still use them to fly, but the flight is considered magical while this ability is active, as opposed to the standard physical flight they grant him. When activated the wings hold a charge of 3 Feather Slots (FS), which essentially translate into stored kinetic energy. An additional Feather Slot may be granted each turn provided Ryst sacrifice [s]two[/s] one [sup][i](Magical Upgrade)[/i][/sup] action slots to charge it. The wings will maintain their form for five posts or until all Feather Slots are expired. Should there be Feather Slots stored when the five post duration is reached, the wings will maintain their form for one turn per Feather Slot thereafter (so if no Feather Slots are expended or gained, the wings will be steeled for an additional three posts after their duration). Regardless of how much longer the wings are prolonged they have a five post cooldown.
In terms of LS style, Feather Slots can be expended in one of two ways, either one requiring one action slot:
[i]Feather Wall[/i] – using the steeled feathers Ryst is able to block incoming attacks, though not completely. For the cost of one FS per feather, Ryst is able to dampen attacks by half a level of damage per feather. This maxes out at three full levels of damage, or six feathers, per turn, divided up in any way.
[i]Feather Flick[/i] – this is the offensive ability of Wings of Glory. Using a unique telekinesis linked solely with his wings, Ryst can launch one of the razor-sharp feathers at an opponent much like a throwing knife. The feathers fly with a high velocity and their blades are extremely sharp, allowing this attack to do one level of damage. This costs one FS and can only be used once per turn.[/blockquote]
Just give the approval and I can do the edits myself.
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Post by Owen Enders on Jun 30, 2011 14:45:01 GMT -5
... it's honestly been a week without this being viewed? Apologies for the lateness. It all looks good to me though.
APPROVED!
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Post by Ryst Seraphine on Aug 14, 2011 2:37:30 GMT -5
x x Ryst SeraphineFORLORN SOVEREIGN
RACE,
Oocca
GENDER,
Male
BATTLE ROLE,
Melee DPS
BATTLE STYLE,
All
AGE,
24
ALLIANCE,
The City in the Sky
PERSONALITY,
Positive
- Calm
- Collected
- Quick Wit
- Kind
- Loyal
Negative
- Cold
- Quiet
- Stubborn
- Distant
- Reckless
APPEARANCE,
PICTURE
Due to recent events Ryst has changed his appearance for multiple reasons, mostly just to disguise himself as he ventures forth. His outfit has inverted in color, going from white to a black overcoat that falls well down past his waist and just past his knees. The embroidery of the coat is white, tracing the seam and going around the high collar. Underneath that his wardrobe is very similar to what it had been before, a white shirt buttoned up.
His hair has also changed, going from blue to black. The long ponytail it used to be tied back in was cut off roughly, leaving his hair in an uneven cut that Ryst has since stopped taking care of. His features are the same, sharp and avian, with piercing blue eyes. Smiles are rare now, and his face shows the wear of fatigue, sorrow and guilt hidden behind a mask perfected by years in the court.
WEAPONS,
Ryst does not carry any remarkable weapons with him. All weapons are temporary and unremarkable. Typically it's a broad sword, as that's how he's trained, though he can vary it up (as specified in each individual thread).
ITEMS,
You can have as many items as you like.
ABILITIES,
Swift Blood
Ryst specializes in a very brutal front. Through his own uncaring ways and self-destructive attitude, Ryst is capable of launching a full force attack even through onslaughts, almost fuelled by other attacks. This ability translates Ryst’s own pain and injuries into fuel to continue fighting by turning damage in cooldown reduction. In technical terms this means that for every level of damage Ryst takes he may reduce the cooldown of any ability currently on cooldown by one post.
Blood for Blood
When this ability is activated it lasts for three posts and then goes on cooldown for three posts. All of Ryst’s attacks gain additional damage (one level in technical terms) and are capable of avoiding defenses. They do not simply break through a magical shield, but in the case that someone has defense against physical attacks the attacks become magical, and vice versa for defenses against magical. If someone has defense against both this ability will turn Ryst’s attack into whichever form would do the most damage (i.e. if someone has one level defense against magical attacks and half-level against physical, Ryst’s attacks do physical damage). All of this comes with a major drawback, however, as all attacks made against Ryst do an extra half-level of damage.
Backlash
This ability may be activated in place of the Guard ability and while it’s on cooldown Ryst may not use Guard. The turn after Ryst takes damage he may activate this ability. When he does Ryst launches a magical attack on any target that did damage to him equal to half of the damage he had received (rounded down). This ability then goes on two post cooldown and he cannot use Guard while this ability is cooling down.
Persistent Destruction (Leader Slot)
This is Ryst’s most powerful ability and the one with the potential for the most destruction, both to himself and to others. The ability lasts for five posts and then goes on six post cooldown. When Ryst activates this ability he gets a passive buff of half a level to all damage he does. This damage is boosted by another half a level for each post in which Ryst attacks while this ability is activated, and an additional half a level every time Ryst takes damage from an individual source (regardless of how much damage is done). This refers to damage as calculated after attacks are made (so if someone attacks him twice in one post, this still only counts as one individual source and so it only rises by half a level).
[/size] RACIAL ABILITIES,[/color] Spatial Science
As all Oocca are really no more than weird chickens with faces, they’ve also developed a way to … get around that biological handicap. All Oocca can switch into a humanoid form, which may or may not have bird-like characteristics (e.g. a beak, feathers … you can include stuff like that if you like, but you don’t have to), but they all have large, feathered wings. This means that they can fly, but also that they need to have hollow bones to be light enoughtofly. The frail bones, unfortunately, mean that they have a whole level of health less than normal (the most health an Oocca can ever have, barring a magical ability, is Near Perfect). Their flight lets them access to a unique third action slot: an Oocca can only use this extra action slot to fly in or out-of-range, as long as it is the last action slot they use during a turn. They also have some very potent powers, reflected in their ability to manipulate space.
Teleport: The Oocca can teleport, moving them in-range, out-of-range, or without changing range; either way, the act of teleporting avoids one physical or magical attack. Cooldown of three posts.
Telekinesis: The Oocca can use a form of magic which allows them to manipulate objects, which comes in three ranges: Weak, Moderate, and Strong. Weak Telekinesis can either deal one level of damage to an opponent (by way of a sort of “force push”, or by flinging a small object at them) or can block a physical projectile that would deal up to one level of damage. Moderate Telekinesis can either deal two levels of damage to an opponent (same as Weak, but with a stronger push/larger object) or block a physical projectile that would deal up to two levels of damage. Strong Telekinesis, meanwhile, can deal three levels of damage to an opponent (same method as Weak or Moderate), three levels divided up among separate opponents, block a projectile that would deal three levels of damage, or block up to three projectiles that would deal one level of damage. Weak Telekinesis puts the whole ability on cooldown for one post, Moderate puts it on cooldown for two posts, Strong puts it on cooldown for three posts, but also consumes two action slots instead of the usual one. HISTORY,Ryst was born the first son of Lord Jyshra III, the Oocca Lord and Lady Eyr, his wife. That immediately promised him a luxurious upbringing and a spot as leader of the Oocca when the time came and his father passed. But from an early age that wasn’t the life for him, and he was constantly wandering away from his lessons, getting into trouble around the Ooccan palace and being a general troublemaker.
But as he grew older he began to fall into the role of the prince, showing true leadership when necessary and the wit to hold the crown when the time came. He still got into trouble, living a double life as a bit of a vagrant, and gaining quite a reputation for himself all across the City in the Sky. Things were looking up, for the most part. His parents didn’t really approve of his second life, but he got results when it came to the courtly proceedings and the Ooccan people were fond of him, so there was little they could do to stop it.
Then Lord Jyshra spawned a bastard child. That was the end of the happy times amongst Ryst’s family, though things didn’t implode immediately. Ryst rose to the occasion, looking out for his younger half-sister with an uncharacteristic caring, but Lady Eyr was against even acknowledging his existence. With Ryst standing for the child and Lady Eyr against, it put Lord Jyshra in a sticky situation as he loved them both. The peculiar thing was he loved the child, too, making it harder still.
Lady Eyr was having none of it, and made life a living Hell for the woman who charges money for special services and the bastard child. This created some animosity between Ryst and his mother, and slowly began to tear the family apart. Eventually, in order to stop all this from reaching a disastrous climax, Lord Jyshra exiled the young bastard from the City in the Sky.
Ryst wasn’t too pleased with that and the animosity continued. He never forgave his mother for what she did, and began to grow colder and distant in his dealings. He was still an efficient leader, almost frighteningly efficient. His reputation grew, going from vagrant to prince now, and he proceeded to alienate his mother entirely.
Lord Jyshra fell ill, then, as his age and the stress of his torn family bore down on him. Ryst stepped up and took control of the Oocca Lordship as steward while Jyshra was bedridden. Using the newfound authority, Ryst subtly moved his mother to the court sidelines, taking full command. It wasn’t long after that that Lord Jyshra gave in to his sickness and passed on, leaving Ryst as his only heir and the new Oocca Lord.
And so he reigned, his mother soon learning that she wasn’t welcome in his presence. Lady Eyr stepped down and Lord Ryst ruled unconditionally, and rule he did, becoming quite renowned for his cold, detached nature and neutral rulings, the single-minded way he looked out for his people, and the absence of the old vagrant Ryst.
Then one day under his rule a calamity hit the City and an entire section of it was dropped out of the sky, killing hundreds of oocca people. Blaming himself for this attack, and for not being able to save the people, Ryst passed his title of Oocca Lord on to his half-sister and casting himself into exile from the City, brought down by guilt. Now he ventures with his companion Ayameru, looking, searching. EXTRAS,Ryst still technically holds the Leader Slot for the Oocca because Vriska held a Lieutenant Slot for the Hybrids. FACE CLAIM, kyoya hibari, [i]REBORN![/i]
OTHER CHARACTERS, ಠ_ಠ HOW DID YOU FIND US, ಠ_ಠ [/blockquote]
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Post by Rwaht on Aug 14, 2011 14:03:08 GMT -5
Unfortunately, the math of Persistent Destruction doesn't quite balance out.
Let's assume that PD exists in a vacuum and it's Ryst's only ability.
Turn one: he activates it, and attacks once. The buff is now at 1 level
Opponent: Let's assume the opponent does two damaging attacks. Ryst's buff is now at 2 levels, the max level buff. Permanently. And he can't die for 4 more posts. In a turn where he uses only regular attacks, he can do 5 levels of damage. And again, that's just counting PD itself, which, I'm afraid to say, is too powerful right now.
It'll need to have something ganked, like the ability to increase the buff when he does damage. It'll have to be on damage he takes only. However, 5-post indestructibility is too much. I know, he can only use it once, but that ability is just too much, period, especially since your buff is already extremely potent. What would be all right is to say that after he takes fatal damage, he can survive for one turn before actually dying, which with this ability would be plenty of time. That said, if you want both the survivability factor and the buff, it'll need to be changed that the buff can only increase once per turn (so if an opponent attacks twice on their turn, it still only goes up once), or it can stay as-is (whenever the opponent does damage, though) as long as he doesn't start off with the half-level buff in the beginning, because that buff will still get cartoonishly huge, fast.
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Post by Ryst Seraphine on Aug 14, 2011 14:29:02 GMT -5
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Vriska
Global Moderator
RESTITUTE EXPATRIATE[M0n:-250]
Posts: 331
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Post by Vriska on Aug 15, 2011 13:30:56 GMT -5
Aside from Persistent Destruction, which Rwaht needs to approve, I'm okay with 1/3-ing this.
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Post by Rwaht on Aug 15, 2011 15:01:17 GMT -5
RWAHTPPROVAL.
You get no shiny text.
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