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Kelyx' Kombat Control
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Kelyx' Kombat Control
Base Ability: Metallic Control - Kelyx can meld Metal with his mind, melting it or hardening it, changing its shape or moving it. He cannot use this on Orichalcum.
Base Ability Cool Down: N/A
Tier One
1st Skill: Metallic Skin (Passive)- Kelyx' skin is Metallic, making him slightly esistant to physical damage. This resistance stacks upon itself with each unlocked Tier of this tree. Because Kelyx is literally made of metal he is immune to bleeding and poison effects, and does not need to eat or sleep.
2nd Skill: Lockdown (Passive)- Any Metal Kelyx is manipulating cannot be manipulated by anyone else.
3rd Skill: Parry Bullet (Passive)- Kelyx has a bullet floating around him. Whenever he takes a close-range attack, the bullet automatically fires at his attacker. He gets one extra bullet per character Tier, but can only launch one bullet per attack. Bullets recharge on his post.
4th Skill: Weapon Mastery (Passive)- Kelyx can more easily use weapons. This results in a slight strength boost when using 2H weapons, speed boost when using one handed weapons, or agility boost when dual-wielding. These boosts cannot stack with each other, but they do stack stack upon themselves with his character Tier.
5th Skill: Summon Weapons- Kelyx can summon any one weapon style to use in battle. (Eg. Dual Swords, Greataxe, Bow and arrow, etc.) Summoning another causes the first to vanish, and he can also banish them at will. He can only summon one per post.
Base Ability Cool Down: N/A
Tier One
1st Skill: Metallic Skin (Passive)- Kelyx' skin is Metallic, making him slightly esistant to physical damage. This resistance stacks upon itself with each unlocked Tier of this tree. Because Kelyx is literally made of metal he is immune to bleeding and poison effects, and does not need to eat or sleep.
2nd Skill: Lockdown (Passive)- Any Metal Kelyx is manipulating cannot be manipulated by anyone else.
3rd Skill: Parry Bullet (Passive)- Kelyx has a bullet floating around him. Whenever he takes a close-range attack, the bullet automatically fires at his attacker. He gets one extra bullet per character Tier, but can only launch one bullet per attack. Bullets recharge on his post.
4th Skill: Weapon Mastery (Passive)- Kelyx can more easily use weapons. This results in a slight strength boost when using 2H weapons, speed boost when using one handed weapons, or agility boost when dual-wielding. These boosts cannot stack with each other, but they do stack stack upon themselves with his character Tier.
5th Skill: Summon Weapons- Kelyx can summon any one weapon style to use in battle. (Eg. Dual Swords, Greataxe, Bow and arrow, etc.) Summoning another causes the first to vanish, and he can also banish them at will. He can only summon one per post.
- Inaccessible:
Tier Two
1st Skill: Nullstrike (Passive)- Every time Kelyx lands an attack, with a weapon he summoned, he applies a stack of Nullstrike. Each stack against a target increases Kelyx' END against damage dealt by that target by 5%, with a maximum of 10 stacks. If he has 10 stacks he can detonate them to create an explosion with a 13 foot radius that doesn't deal damage but silences everything hit for 2 posts. The stacks wear off 1 per post, starting 3 posts after Kelyx' last hit. He can have stacks on multiple targets at once.
2nd Skill: Nullification Aura- Kelyx is surrounded by an aura of pure nothingness. This aura negates any projectiles that would hit Kelyx until his next post. 5 post cooldown.
3rd Skill: Summon Armor- Kelyx can now summon a suit of armor. This further increases his resistance to physical attacks by 10%, but also further increases the damage he takes from fire/electricity/water by 15%. He can banish it at will, but will have to wait a post after banishing to re-summon.
4th Skill: Armored Slam- Kelyx body slams a target, dealing moderate metal damage and pinning them for one post. Kelyx counts as prone until his next post. Kelyx kicks off of them to get up, stunning them for one post. 7 post cooldown.
Tier Three
1st Skill: Recovery- Kelyx can consume metal objects to rejuvenate himself, reversing some effects of damage.
2nd Skill: Taunt Strike- (Passive/Upgrade) Whenever Kelyx has 3 stacks or more of Nullstrike on a single target, they can become taunted. Taunted targets will receive a 10% STR increase but are unable to target anyone else.NPC enemies cannot resist the Taunt.
3rd Skill: Nullichalcum- Kelyx invented a metal infused with Nothingness, this metal is only manipulatable by Kelyx himself. This special metal makes weapons that remove buffs when they hit a target, and armor that negates both one debuff and one other effect at a time. Kai can now summon weapons and armor made out of Nullmetal.
Tier Four
1st Skill: Bullet Snack- Kelyx can consume bullets created by Bullet Regrowth, granting that element to his next summoner weapon or armor. If he doesn't summon a weapon or armor within 2 posts, or if he eats another bullet instead, he'll gain an absorbing shield that absorbs a spell of the non-metal element used in that combination. He cannot have more than one shield active at a time. Shields last 2 posts or until a new shield is created. Kelyx can only eat one bullet per post. Consuming a bullet for this skill also procs recovery.
2nd Skill: Maximum Armor - Kelyx' summoned armor now grants 15% increased resistance for a 5% increase in damage taken. The old 10% resistance/15% damage increase is now in effect whenever he doesn't have the armor equipped.
Tier Five
1st Skill: Thornmetal - Kelyx' armor and body now reflect damage whenever he takes a physical attack. The target will feel the pain of if Kelyx had normal skin and no armor, no matter how much damage Kelyx himself feels.
Last edited by Kelyx on Sat Jun 27, 2015 2:28 am; edited 8 times in total (Reason for editing : Grammar fix)
Kelyx- Posts : 17
Re: Kelyx' Kombat Control
I will only be addressing your first tier.
Metallic Skin: We do not use percentages. You may get a slight increase per tier. You don't necessarily take more damage from those elements, and that's you imposing a limitation on yourself.
If you wish to keep the weakness, you may, but this would only bump up the slight increase to a moderate increase. And you would only be slightly weaker to those elements.
Lockdown: May I instead suggest, whenever you are a manipulating metal, it is immune to manipulation by anyone other than yourself? This is indefinite and passive.
Regrowth Bullet: Commendable approach, but Nobody's may not subvert their elemental limitation.
Weapon Finnesse: No percentages. Also, the effects are determined by your agility stat. I understand the affinity for d&d, but it doesn't transfer to this site.
Summon Weapons: Just because something unfavorable happens to the created weapon, you will not be able to subvert the cool-down, but you are able to remove the weapon from play and begin your cool-down.
You may scale this ability with your tiers, and lower the cool-down to one post. Keep in mind, cool-downs start after the effect ends.
Metallic Skin: We do not use percentages. You may get a slight increase per tier. You don't necessarily take more damage from those elements, and that's you imposing a limitation on yourself.
If you wish to keep the weakness, you may, but this would only bump up the slight increase to a moderate increase. And you would only be slightly weaker to those elements.
Lockdown: May I instead suggest, whenever you are a manipulating metal, it is immune to manipulation by anyone other than yourself? This is indefinite and passive.
Regrowth Bullet: Commendable approach, but Nobody's may not subvert their elemental limitation.
Weapon Finnesse: No percentages. Also, the effects are determined by your agility stat. I understand the affinity for d&d, but it doesn't transfer to this site.
Summon Weapons: Just because something unfavorable happens to the created weapon, you will not be able to subvert the cool-down, but you are able to remove the weapon from play and begin your cool-down.
You may scale this ability with your tiers, and lower the cool-down to one post. Keep in mind, cool-downs start after the effect ends.
Harlow- Posts : 356
Re: Kelyx' Kombat Control
Modified Metallic Skin, Lockdown, Weapon Finesse and Summon Weapons.
Would like to reiterate that Kelyx cannot control other elements via the bullet, he's just awarded a temporary one-use weapon for taking hits that he's weak to.
Would like to reiterate that Kelyx cannot control other elements via the bullet, he's just awarded a temporary one-use weapon for taking hits that he's weak to.
Kelyx- Posts : 17
Re: Kelyx' Kombat Control
Metallic Skin: You only get a slight increase, but it's per tier. So, you gain 5 separate slight increases, which eventually leads to above moderate.
Also, if you're completely made of metal, and not just your skin, you will be affected by skills and abilities that target items/objects and affect metal (both good and bad, damage, restoration, etc.). They do not invalidate your stats. The natural balance to this, is that you are immune to any abilities which affect biology. And as you mentioned, you also do not require food, sustenance, etc. I'm just making you aware.
Lockdown: The immunity will have to end immediately after you cease control.
Regrowth Bullet: I'm aware, and I went and asked GM, but he said it was a no-go. Sorry.
Weapon Finesse: Remove the first line. You do not need a drawback to have the slight boost. If you want to keep the drawback, you may increase the slight boost to a moderate boost.
Summon Weapons: What I meant was, "For every character tier, Kelyx may create a basic weapon." That way you get 5 total. Second, the normal cool-down may be 1 post, and, to reiterate, you may not banish your weapons to shorten the cool-down, only immediately activate it.
Also, if you're completely made of metal, and not just your skin, you will be affected by skills and abilities that target items/objects and affect metal (both good and bad, damage, restoration, etc.). They do not invalidate your stats. The natural balance to this, is that you are immune to any abilities which affect biology. And as you mentioned, you also do not require food, sustenance, etc. I'm just making you aware.
Lockdown: The immunity will have to end immediately after you cease control.
Regrowth Bullet: I'm aware, and I went and asked GM, but he said it was a no-go. Sorry.
Weapon Finesse: Remove the first line. You do not need a drawback to have the slight boost. If you want to keep the drawback, you may increase the slight boost to a moderate boost.
Summon Weapons: What I meant was, "For every character tier, Kelyx may create a basic weapon." That way you get 5 total. Second, the normal cool-down may be 1 post, and, to reiterate, you may not banish your weapons to shorten the cool-down, only immediately activate it.
Harlow- Posts : 356
Re: Kelyx' Kombat Control
Weapon Finesse is two separate effects. The 2H boost isn't correlated to the drawback when dual-wielding. The drawback is to offset him having two basic attacks.
Why does Summon Weapons have to have a limit on types of weapons?
Everything else has been modified.
Why does Summon Weapons have to have a limit on types of weapons?
Everything else has been modified.
Kelyx- Posts : 17
Re: Kelyx' Kombat Control
Weapon Finesse: If they want, people may attack multiple times per post. You wouldn't need to offset that. Maybe, I'm misunderstanding you?
Summon Weapons: You originally wrote basic weapons, I was just following suit. It doesn't need that limitation, nor does it mean you can't have the same weapon created multiple times.
You also don't need the scaling cool-down. You may have a single cool-down post for the ability, for all five weapons, even at T1.
Summon Weapons: You originally wrote basic weapons, I was just following suit. It doesn't need that limitation, nor does it mean you can't have the same weapon created multiple times.
You also don't need the scaling cool-down. You may have a single cool-down post for the ability, for all five weapons, even at T1.
Harlow- Posts : 356
Re: Kelyx' Kombat Control
You understood correctly for weapon Finesse. What's the point of dual-wielding if anyone can attack multiple times with just one weapon, though?
I'm getting a bit confused on what you're telling me for Summon Weapon. The point of the skill is that Kelyx can switch from a sword to a bow to an axe to a gun to dual swords to a lance to chakrams to knuckl dusters to whatever else he can think of. He's a weapons expert, but he doesn't physically carry around an arsenal, he Summons it with magic. He can only have one style of weapon out at a time but he isn't limited to what styles he can use.
I'm getting a bit confused on what you're telling me for Summon Weapon. The point of the skill is that Kelyx can switch from a sword to a bow to an axe to a gun to dual swords to a lance to chakrams to knuckl dusters to whatever else he can think of. He's a weapons expert, but he doesn't physically carry around an arsenal, he Summons it with magic. He can only have one style of weapon out at a time but he isn't limited to what styles he can use.
Kelyx- Posts : 17
Re: Kelyx' Kombat Control
Mechanically, there isn't a point of dualwielding. Dualwielding is something anyone can do. There are no specific requirements for it, making it stylistic choice for combat. There are pros and cons to it, but they're all RP intensive.
Summon Weapon has synergy with your Base Ability, which allows you to, potentially, create 5 floating swords around you that you can move with your mind. While what you want is possible with that, I was operating under the assumption you wanted to use multiple weapons simultaneously.
If you want a better ability suited for that style, you can make it so once per post you may create a weapon/appropriate weapon set (bow and arrow, etc.), with the limitation that you cannot create a new weapon(set) until the original is destroyed. So, you make a sword. It gets destroyed. In your next post, you may create a new sword, or another weapon entirely. If you lose it, you may manually terminate the ability so you may create another weapon.
Is that a preferable solution? I feel it's better suited for the play style you described.
Summon Weapon has synergy with your Base Ability, which allows you to, potentially, create 5 floating swords around you that you can move with your mind. While what you want is possible with that, I was operating under the assumption you wanted to use multiple weapons simultaneously.
If you want a better ability suited for that style, you can make it so once per post you may create a weapon/appropriate weapon set (bow and arrow, etc.), with the limitation that you cannot create a new weapon(set) until the original is destroyed. So, you make a sword. It gets destroyed. In your next post, you may create a new sword, or another weapon entirely. If you lose it, you may manually terminate the ability so you may create another weapon.
Is that a preferable solution? I feel it's better suited for the play style you described.
Harlow- Posts : 356
Re: Kelyx' Kombat Control
Weapon Finesse might be pushing it, but we'll see what happens.
Approved.
Approved.
Harlow- Posts : 356
Re: Kelyx' Kombat Control
Thank you.
Note: Ii just fixed a grammar error on Weapon Mastery. It said with upon themselves, I removed the unnecessary with.
Note: Ii just fixed a grammar error on Weapon Mastery. It said with upon themselves, I removed the unnecessary with.
Kelyx- Posts : 17
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