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Post by Akito on Apr 10, 2009 5:52:33 GMT -5
With Shadow Flare, you weren't required to stay still during the one turn it takes to activate. I'll look over this in the morning.
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Post by kempff on Apr 10, 2009 9:37:52 GMT -5
Alright, I'll check later for your reply and edit in the one turn.
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Post by Akito on Apr 10, 2009 18:28:53 GMT -5
1. I thought we agreed to have Sin Angel as an 8 turn cool down in its weak stage?
2. With Super Nova, I was thinking more along the lines of Sephiroth calling down the meteors, which takes one turn in which he is unguarded and if he is not significantly deterred during the opponent's post (i.e. an attack is not given that will phase him; like min. Strong level) he can then call down the meteors during your next post. Also, give a maximum range the meteors can reach so opponents who choose flight rather than try and stop Sephiroth from pulling off the meteors can do so (i.e. a range most people can escape from in a single turn). The meteors are basically fatal, especially with that homing in device. And it is still a weak ability, increasing its strength would probably increase the range and decrease the cooldown.
3. Mention the reduced damage of the orbs when they split into their weaker form and the fact the cooldown starts after the last orb is used. That's it, really.
4. Godskin+ is acceptable.
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Post by kempff on Apr 10, 2009 19:53:13 GMT -5
1. We did, apologies.
2. Perfect.
3. No problem.
4. Ok.
Pleasure doing business with you. And you too Bilby (xD love warting you).
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 Strong 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: Eight post cool-down between use.
[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 is left unguarded the turn he calls down the meteors. The opponent can choose to attack Sephiroth then and attempt to stop the attack from happening, in order to do so the opponent must inflict at min. Strong level damage (this can be achieved by combining two Strong level attacks). The meteors cannot move farther than one hundred yards from Sephiroth, and explode at the end of second turn whether coming into contact with the target or not (Sephiroth is no longer immobile on the second turn).
Strength: Weak (2 AP) Uses: Five post cool-down between uses.
[i]Shadow Flare:[/i] With a clenched fist, normally his right, Sephiroth calls light and darkness to this hand. The resulting gathering of energy is enormous, such that it exerts a pull on light objects around it (pebbles, leafs, paper scraps, flaps of clothing, etc).
Sephiroth shoots five orbs of light and darkness from his right hand, of which he guides to a location. At anytime these orbs can split into their equal light and darkness parts, totaling ten smaller orbs (the smaller orbs are of Moderate strength, thus inflict that much damage). The speed at which these orbs travel is roughly 85 mph.
Upon hitting an object the explosion is twenty five feet, thus the damage is highly compact. Anything caught within the explosion will suffer severe physical trauma (effectively physical damage), temporary nausea, and a crushing feeling from the pressure of the attack.
Strength: Strong (6 AP) Uses: Four post cool-down between uses, which activates after the last orb is used.
[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 nature to endure damage. Through extreme Mako exposure and his own immeasurable strength from Darkness, Sephiroth's latent power at any time is what powers this "durability".
Magical/Physical Blunt/Physical Sharp,Bladed,Edged,etc attacks are affected in this manner: Strong->Moderate, Moderate->Weak, Weak->Minimum. Minimum is half the damage of a Weak attack, hence a scratch (normal damage attacking works in the Minimum damage rule). Appropriately as has been said, attack caliber is affected, powerful strong abilities are only strong, strong are comparable, etc. Magic is also affected in this, Firaga does only the effect of Fira in physical damage (situated to all spells in this format).
Status abilities are not affected by this ability.
Strength: Strong (6 AP) Uses: Passive Ability
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Post by kempff on Apr 10, 2009 21:30:33 GMT -5
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Post by Akito on Apr 10, 2009 21:42:50 GMT -5
I took the liberty of editing Super Nova for you. If you have issues, PM me.
Or not.
My friend, you are using 16AP. You need 900 Munny. You have not the cash.
I've already edited your profile with the abilities. What I'd recommend is taking away one of the Weak abilities for now.
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Post by kempff on Apr 10, 2009 22:05:09 GMT -5
What? I initially began with 10 AP from just the normal profile. I bought two other abilities to have five abilities, thus 14 AP. Then I bought 2 more AP to strengthen Shadow Flare. Try again?
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Post by Akito on Apr 10, 2009 22:11:18 GMT -5
That's 16 AP? 14 + 2 = 16? 2 AP = 300 Munny?
Or am I missing something perchance? Which abilities did you already pay for?
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Post by kempff on Apr 10, 2009 22:16:14 GMT -5
Flight and God Skin have already been payed for. Abilities when accepted in the AP system bring in 2 AP, thus I'd have 14 AP before buying the 2 AP to make Shadow Flare Strong. (thus dock me 300 in this thread)
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Post by Akito on Apr 10, 2009 22:19:30 GMT -5
I'd rather just take it all and leave you with nothing. Like your mother did me.
Edited, locked, munny deducted.
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