And That's a Wrap | Sun May 30, 2010 12:18 am by Kami | This website is now officially closed. All topics must be finished, and all character must register on the New Website All ranking exams will be finished and ranked by a seperate proctor, and all money will be reset to $200 for everyone in order to make way for the new currency system, coming soon.
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Your Site-Moving Questions, Answered~! | Wed May 26, 2010 3:12 pm by Kami | We've been getting a good amount of questions regarding the move and the time skip that the move will created for all characters. So here are a few general questions, along with their answers, and of course feel free to post any more concerns you have here.
Q: What abilities or weapons will we be able to add or expand on?
A: Not a whole lot, honestly. I'd say a few improvements on what you already have, but not by a lot, as well as maybe one or two new techniques. Let's not do a major overhaul, because that would then disrupt your rank, which will not change in the move. As for weapons, …
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| Elijah Hart's Skills and Abilities | |
| | Author | Message |
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Elijah Hart Page of the Sunlit Kingdom
Posts : 154 Rep. : 0 Join date : 2010-01-23 Age : 37 Nation : Sunlit Kingdom Guild : Academy Energy Type : Bioelectric Field (500 point limit)
Character sheet Race: Mutant/Supersoldier
| Subject: Elijah Hart's Skills and Abilities Sun Jan 24, 2010 7:35 am | |
| Skills
As result of his military training, Elijah possesses extensive knowledge in the areas of martial arts, firearms training, small unit tactics, leadership, survival, navigation, basic engineering, and first aid. He is also a good cook and artist.
Abilities
Thanks to a mutation that gave him an abnormally large bioelectric field. Elijah has the power to manipulate and generate electromagnetic phenomenon. This includes electricity, magnetism, and electromagnetic radiation. His power also allows him to manipulate air and water somewhat, as these two elements can be charged.
Augmented Physical Attributes: The large amounts of energy that courses through his body has an adrenaline-like effect on his body, greatly enhancing his stamnia, strength (1000 lbs/454 kg), speed (40 mph/50 kph), and healing ability.
This is a passive ability, so it requires no BF points to use. However, Elijah must have least 25 BF points left to keep using this ability. Shock: When Elijah makes physical contact with a target, he can deliver an electric shock to their body. The electric shock can have various effects on the target: it can cause burning, nerve damage, temporary paralysis, the loss of consciousness, and the stoppage of the heart (in the case of mechanical opponents, their circuits can be fried and their power plants can be overloaded). Elijah can control what effect(s) will occur (must be stated in post). The physiology of the target can affect the effectiveness of Elijah's ability (e.g. say they have a resistance to electrical attacks), so even if he is successful in shocking them, what he wants may not happen.
Shock costs 5 BF points per use.
Lightning *Approved*: The ranged version of Shock. Elijah launches a single arc of lightning at the target (when used in a vacuum., it's merely a stream of electrons)
Lightning costs 10 BF points per use.
Particle Bolt *Approved*: Elijah gathers electrons from the surrounding environment, condenses the electrons into a small ball, and launches the condensed particles as a single laser-like beam. The particle beam has the equivalent force of a high-velocity round launched from a large naval gun (extreme damage). It is highly effective at penetrating armor and shielding, and when used against a mechanical opponent the bolt can also fry their circuits and shut them down (the electrons overload their circuits and cause them to melt together).
Particle Bolt costs 50 BF points per use.
Magnetism (Small Objects) *Approved*: Elijah can manipulate up t 3 small objects (up to 50 lbs/23 kg) with a high content of ferrous materials (Iron, Nickel, Cobalt, ferric alloys, and some rare earth metals like Praseodymium).
Magnetism (SO) costs 10 BF points for every turn that it is used. The ability cannot be used if "Magnetism (LO)" is already being used.
Magnetism (Large Objects) *Approved*: Elijah can manipulate up to 1 large object (up to 500 lbs/227 kg) with a high content of ferrous materials (Iron, Nickel, Cobalt, ferric alloys, and some rare earth metals like Praseodymium).
Magnetism (SO) costs 20 BF points for every turn that it is used. The ability cannot be used if "Magnetism (SO)" is already being used.
Gun Augmentation *Approved*: Elijah can alter the velocity and trajectory of the bullets he fires from his guns.
Gun Augmentation costs 5 BF points per use (can be used with up to 3 bullets).
Biological Control *WIP*:
Radiation Beam *Approved*: Elijah fires a beam of electromagnetic radiation generated from his own body. A direct hit can cause third degree burns and radiation poisoning. If left untreated (or the person fails to retreat from the battle), the victim's health will steadily deteriorate until they die.
Radiation Beam costs 15 BF points per use.
Particle Shield *Approved*: Elijah forms a large forms a large circular barrier created from electrons collected from the surrounding area. The Particle Shied is capable of blocking light-heavy attacks. After blocking an attack, the barrier disintegrates.
Particle Shield costs 30 BF points per use.
Particle Bubble Shield *Approved*: Elijah forms a dome shaped barrier (when he's in the air, it's a sphere) created from electrons collected from the surrounding area. The Particle Bubble Shield is capable of blocking light-extreme attacks. After blocking an attack, the barrier disintegrates.
Particle Bubble Shield costs 60 BF points per use.
Flight *Approved*: By interacting with the planet's electromagnetic field, Elijah can levitate and fly.
Flight costs 20 BF points for every turn that it is used.
Stealth *Approved*: Elijah bends incoming light around his body rather than let it hit his body, doing so by generating an oscillating field of EM radiation around his body. This effectively renders him invisible. However, Stealth has some shortcomings. Elijah becomes partially visible whenever he's moving quickly, and/or is operating in an area with precipitation (to the observer, he'll look like he's transparent).
Stealth costs 20 BF points for every turn that it is used.
Flare *Approved*: Elijah generates a small burst of EM radiation that becomes a small orb of bright light that Elijah can manipulate. The orb can also be flung at an opponent to temporarily blind them.
Flare costs 5 BF points for every turn that it is used.
Absorption *Approved*: Elijah can absorb electric-type attacks, and use the energy from the attack to replenish his own energy reserves. He can only absorb one such attack per turn.
Absorption increases Elijah's BF points by 50.
Clarity *Approved*: When an someone attempts to influence Elijah's mind (for either the purposes of mind control or illusions/genjustu), he can send an extra jolt of electricity to his brain to push them out of his mind (on weak opponents, this often results in unconsciousness) and break their influence.
Clarity costs 15 BF points per use.
Technopathy *WIP*:
Immunities
Electric Resistance *Approved*: In general, electric type attacks are ineffective against Elijah, and he can even absorb energy from said attacks (Absorbtion).
Cold Resistance *Approved*: Elijah's bioelectirc field provides him with warmth, so he isn't affected by cold environments. However, he's still vulnerable to ice-type attacks.
Last edited by Elijah Hart on Mon Jan 25, 2010 1:22 pm; edited 2 times in total | |
| | | Elijah Hart Page of the Sunlit Kingdom
Posts : 154 Rep. : 0 Join date : 2010-01-23 Age : 37 Nation : Sunlit Kingdom Guild : Academy Energy Type : Bioelectric Field (500 point limit)
Character sheet Race: Mutant/Supersoldier
| Subject: Re: Elijah Hart's Skills and Abilities Mon Jan 25, 2010 11:58 am | |
| This page is ready to be reviewed. | |
| | | Falx Sentinel of the Province of Keiz :: Guardian of the Province of Keiz
Posts : 831 Rep. : 1 Join date : 2009-08-21 Age : 33 Nation : Province of Kiez Guild : The Creed Energy Type : Navitas, Chakra
Character sheet Race: Shrew
| Subject: Re: Elijah Hart's Skills and Abilities Mon Jan 25, 2010 1:00 pm | |
| "Absorption: Elijah can absorb electric-type attacks, and use the energy from the attack to replenish his own energy reserves. He can only absorb one such attack per turn."
"Cold Resistance: Elijah's bioelectirc field provides him with warmth, so he isn't affected by cold environments. However, he's still vulnerable to ice-type attacks."
"Clarity: When an someone attempts to influence Elijah's mind (for either the purposes of mind control or illusions/genjustu), he can send an extra jolt of electricity to his brain to push them out of his mind (on weak opponents, this often results in unconsciousness) and break their influence."
Realize there will be some exceptions to these depending on whom you fight.....especially at your current rank......
Otherwise, Approved~........ | |
| | | Elijah Hart Page of the Sunlit Kingdom
Posts : 154 Rep. : 0 Join date : 2010-01-23 Age : 37 Nation : Sunlit Kingdom Guild : Academy Energy Type : Bioelectric Field (500 point limit)
Character sheet Race: Mutant/Supersoldier
| Subject: Re: Elijah Hart's Skills and Abilities Mon Jan 25, 2010 1:15 pm | |
| | |
| | | Skye Silverclaw King of the Sunlit Kingdom
Posts : 746 Rep. : 14 Join date : 2009-08-20 Age : 34 Nation : Sunlit Kingdom Guild : The Academy Energy Type : Solar
| Subject: Re: Elijah Hart's Skills and Abilities Mon Jan 25, 2010 4:12 pm | |
| A couple other things also seems a tad over the top. The ability to stop someone's heart, or induce radiation poisoning.. Try not to autohit or godhack with that stuff, alright? | |
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