Post by kempff on Apr 7, 2009 23:43:33 GMT -5
As asked, I have revised my ability section to fit the new AP rules. Sephiroth Vitality Boost+ has been changed to God Skin+. Sephiroth began with 10 AP and through the purchases of Flight and God Skin+ slots gained 4 AP, totaling 14 AP. Flight through discussion with Iris, uses no AP.
Does this look correct/satisfactory and can I add? Been a while since I talked about it, so take all the time needed.
AP: 0
Base Ability: [b]Descendant from Calamity (Dark Harbinger)[/b]
Sub Abilities:
[i]Sin Angel:[/i]
At any moment Sephiroth may choose to bring Masamune up in a guarding position, air or ground, and use this attack. The raising of Masamune at an angle is the only indication this attack is about occur. Whether on air or ground, Sephiroth shoots toward the target with great speed, already beginning the attack. Sin Angel is a series of seven rapid sword strikes, the first three carrying the brunt of the attack while the last four are much faster but significantly weaker. The first three strikes will give a great deal of damage, however they are a bit easier to block than the last four if Sin Angel is intercepted. The last four strikes will leave a moderate amount of damage and are nearly impossible to block if the entire attack goes on without being interrupted.
To minimize received damage the target must block the first three attacks with an ability of large power or above, in a defensive motion, otherwise the last four attacks will break through the offensive motion against Sephiroth (he's moving faster than them at that point, if not stopped the attack continues).
The only other way to stop Sin Angel is to predict the attack coming, if Sephiroth can never position himself adequately then Sin Angel will not be used (distance is required, minimum roughly the length of Masamune).
Strength: Weak (2 AP)
Uses: Once per post.
[i]Super Nova:[/i]
Sephiroth's free hand reaches up towards the sky and summons a black cloud cover, however if inside a building/cave/etc whatever is above Sephiroth will be encased in darkness. The actual attack is a series of ten high speed meteors (ten feet in diameter and incredibly hot) that explode on impact, the area of the explosion roughly 20 feet. Receiving damage from just one meteor can be devastating as the rest will quickly hone in.
During this attack Sephiroth will defend himself with Masamune while directing the meteors at his opponents.
Strength: Weak (2 AP)
Uses: Once per post.
[i]Shadow Flare:[/i]
Sephiroth's third most powerful ability, when used it bombards the target with massive amounts of dark and light energy (very damaging in other words), respectively, one after the other. The actual attack is visible by puffs of light and darkness in the air around the target, signals of the imminent explosion already taking place on and around them. The area of effect by Shadow Flare is on the target's body and two feet around them. One element coats their body and explodes, while the other explodes in the air around them. This attack is indicated only by a clenched fist from Sephiroth with similar light and darkness puffs appearing around his hand.
(Player must have a specific ability for dodging attacks to dodge this ability, as it is practically instantaneous. Even then they risk secondary element damage and half the total damage.) Elemental in a direct hit is divided evenly, while an indirect hit is only the outer element. Regardless, physical crushing damage still occurs in both areas.
Strength: Moderate (4 AP)
Uses: Once per post.
[i]Flight:[/i]
The only time when Sephiroth's wing is shown and used, is when Flight is activated. Sephiroth's wing is black and located on his right side. While in use Sephiroth can fly as he likes for as long as he likes. Movements Sephiroth makes with his wing are notably faster than when he is on the ground.
The wing cannot be destroyed, and if somehow removed it will grow back into place (due to Jenova's cells within Sephiroth, mixed with Mako energy).
Strength: N/A (No AP used)
Uses: The Wing can be called out and in at a whim. The Wing disappears while in battle and cannot be used until the battle is over or he is fleeing.
[i]God Skin+:[/i]
A legendary SOLDIER First Class, Sephiroth is not only offensively overwhelming, but possesses a defense that at first is not apparent. An attribute of Sephiroth's defense is not just his "vitality" or ability to endure, but his body and skin's impervious nature to a wide array of attacks. Through extreme Mako exposure and his own immeasurable strength from Darkness, Sephiroth's latent power at any time is what powers this "impervious-ness".
In particular, magical and blunt physical based attacks do not inflict any damage on Sephiroth unless two different Strong abilities are used at once on him. All other abilities in this category simply do not damage Sephiroth or affect his body whatsoever. An example would be Firaga/aja and Thundaga/aja used in tandem, the result would be moderate damage (two different physical blunt based damage abilities follow the same prerequisite). God Skin+ is always at full strength, magical and blunt physical based damage must fulfill the pre-requisite of being Strong and paired with another Strong ability. (Elemental damage is not what effects Sephiroth, fire/ice/electricity will not effect him, but instead pressure and force are what matters.)
As for bladed/cutting/sharp based physical damage, no damage is inflicted on Sephiroth unless a single Strong ability is used on him. All other abilities in this category simply do not break Sephiroth's skin or affect his body whatsoever. Damage inflicted on Sephiroth is moderate when a Strong ability meets the pre-requisite. God Skin+ is always at full strength, bladed/cutting/sharp based physical damage must fulfill the pre-requisite of being Strong in order to damage Sephiroth.
Status abilities are not affected by this ability.
Strength: Strong (6 AP)
Uses: Passive Ability
Does this look correct/satisfactory and can I add? Been a while since I talked about it, so take all the time needed.