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[Approved] Wicked[Archived]
Topic Started: Apr 18 2013, 11:50 PM (842 Views)
Yuan
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× General Information

Name: Wicked
Gender: Male
Age: 24
Height: 6' 2"
Weight: 180 lbs.
Species: Human
Appearance: It can't be helped but to compare Wicked to what he resembles... A ninja. But he is not a ninja! He wears thick leather boots rather than rubber-soled shoes to cut down on noise, and light baggy pants for the same reason. Round his waist he wears a metal belt with a triangular piece on the front which armors his personal areas. Over his chest he wears a tight-fitting leather vest which could really be compared more to a leather breastplate in design. The leather vest has a cloth hood, necessary for any good infiltrator. Over the lower half of his face, Wicked wears a black cloth face cover, and on his head he wears a black steel forehead protector.

Wicked has a lean muscular build and stands a little on the tall side. His hair is ash-gray in color. He has a black tribal tattoo on his left shoulder. Wicked's left arm was cut off above the wrist and he replaced it with a cybernetic prosthetic.

Image


Profession: Treasure Hunter
Reputation: 22 (Rank H)
Background

Backpack


× Physical Statistics

[0/11]
[0/61]

Aura: 12
Might: 10
Agility: 15
Endurance: 10
Accuracy: 14

× Nen Techniques

Basic Nen Techniques

Hatsu Affinity: Materialization


[6/6]
[1/5]


Hatsu Theme: Shade Walker
General Hatsu Description: Shade Walker is a conjuration ability which creates a fourth-dimensional space accessable by passing through shadows. The user can sink into a shadow and enter into a hallway lined with doorways with no doors. Each doorway represents a shadow within the range of the ability which the user can then exit through, rising from another shadow.
General Hatsu Conditions:
-Shadows must be cast by some form of light source. Actual darkness will not work.
-The user cannot sink into their own shadow.
-The user must come into contact with the target shadow.
-Living beings cannot be brought into the shadow with the user unless they verbally acknowledge the user as their ally.
-The user cannot sink/rise from two shadows at once. They must enter one shadow and move to the doorway of another shadow before rising from that shadow.
-The user must be in physical contact with any item or person they intend to bring with them into the shadow.
-Any object/person intended to be brought into a shadow must fit into the area of said shadow. The area of the shadow can be thought of as a hole. The object/person must be able to fit into the hole to be brought in.
-Shadows must remain still for the user to exit. If the target shadow belongs to a living being, then the doorway will close if they lift their feet from the ground.
-The same distance must be travelled in the 4th dimension as that between the entrance and exit shadows in the real world.
-The user must be in Zetsu to travel through the shadow, and they will be unable to deactivate Zetsu for 2 posts after finally exiting the shadow.

Hatsu Techniques




× Non-Nen Techniques

[17/21]

Techniques
Edited by Asylum, Apr 26 2013, 12:49 PM.
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Yuan
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This is a work in progress, but if yall want to start critiquing the Hatsu, please feel free. I do need to know what the rank would be.
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Asylum
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Prone to Madness

So, Knov's Hide and Seek with Shadows? I was wondering when we'd get one like that. Rank 2 should suffice. You should probably also add another good condition since most of your current ones aren't all that strong. I'd say something about as limiting as having to mark the places you can enter and exit beforehand, for an idea for how strong it should be.
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Yuan
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I was kinda thinking that the shadow deal might cancel out the preparation factor? You know, Knov was able to open a portal anywhere he wished so long as he prepared the space beforehand. For Shade Walker, the user doesn't have to prepare, but they can't just create a portal anywhere, they have to rely on shadows which can be very fickle things.

If there does need to be an additional condition like that, then how about I give him some sort of throwing blade, like daggers or kunai or something. He then must impale the shadow with one of these blades before he can enter the shadow. This wouldn't be required for exiting though, as it would be impossible for him to impale a shadow from the outside when he is stuck inside...

Also, I need a suggestion for a good starting range. I was also thinking this could be an upgradeable feature?
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Asylum
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Prone to Madness

I said it would have to be about as limiting as marking the locations as an example, not that you had to implement that exactly.

And fickle or not, I don't consider it enough of a condition since once you enter you could presumably exit out of any shadow in range. Also, being fickle might not be the best way to put it as well, since getting rid of one's shadow can be quite difficult to do under most circumstances. One thing you could do is state that the shadow has to remain reasonably still from the time he enters the hallway to the time he reaches its door in order to exit from it and if it shifts or the owner moves too much the doorway locks; plus new doorways wouldn't form for shadows created while in the hallway. A condition of there being the possibility of being permanently trapped within the hallway should all shadows in range disappear while he is in there would fit into that as well(maybe with some last resort escape tactic just so it the condition can actually take effect without essentially writing out the character).

Having to mark only the entry point wouldn't be all that restrictive since he has to physically go through it anyways. Unless, maybe, he only had one such marking item which stayed at the entry point and which he would have to retrieve before he could enter the hallway again.

Starting range might change depending on what additional conditions you add, but maybe up to 30 meters might be alright; assuming he still actually has to walk that distance, just in another dimension.
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Yuan
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I set the range to 30 meters.

I set the condition that the shadows must remain relatively still, and that if the target exit shadow belongs to a living being then the doorway will close if they lift their feet from the ground.

Also included the thing about having to travel the same distance in the 4th dimension as in the real world between shadows.
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Yuan
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I also added one more hatsu technique. A more simple one, which I am hoping qualifies as a rank 4 since that is the highest level I can afford right now...
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Asylum
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Prone to Madness

For Shade Walker, do new doorways form as new shadows are created or are they set dependent on what shadows existed when first entering the hallway?

For Bloodblade, does it basically just form a blade-like projection on the arm (sort of like Crow from DMW) or does it completely transform his whole arm into a sturdy weapon capable of blocking and cutting whatever he touches? I think its the latter, but not sure. If so, r3 might be more reasonable unless you can limit what its capable of a little more. Also, keep in mind that hatsu away from your affinity have increased AP costs, so a transmutation hatsu would be +1 AP than its normal rank for a Conjurer.
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Yuan
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For Shade Walker, I was thinking the doorways would appear and disappear as the shadows appeared and disappeared. Does that make a significant difference?

For Bloody Blade, I was thinking the later, but actually I would be highly interested in something like Crow from DMW!

What I'm really looking for here is a simple hatsu tech that I could use for offense/defense. Shade Walker is definitely going to be my primary hatsu, so I am looking for something that I can afford for 2 points. Reinforcement is a little too far away to be cost-effective, and I can't think of any simple Materializations that would be worth making that I couldn't just buy as an item (like a sword).

Is there any way I can make a technique like this in either way at rank 5?
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Asylum
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Prone to Madness

It does, imo, since a condition where a doorway will lock if a shadow disappears or moves too much isn't all that limiting if all he has to do is wait for it to stop or for another one to appear. I don't consider it not working on moving shadows to be the strong condition you needed. I gave a suggestion in an earlier post of which having to remain reasonably still was a part of, though you don't have to use it if you don't like it. Again, something about as limiting as having to mark all the possible entrances and exits beforehand (like Knov's hatsu, as opposed to freely having access to all shadows in range) is what I'm looking for. Just think about how you could make it more difficult to use or harsher side effects that might make the character be more careful about how he uses it.

Hmm, conjuration can actually be used to make several very effective items with special abilities. At r4, you wouldn't be able to make anything with especially powerful effects, but something simple that can be used both offensively and defensively is definitely workable. You could try connecting it to the shadow theme somehow; like being able to pull out various types of weapons out of your own shadow if needed.

There really aren't all that many hatsu which count as rank 5's, its mainly reserved for more unique variations/slight upgrades of the Basic techniques like Pitou's oddly shaped En. Maybe a variation of Ryu where the character focuses a percentage of their aura into a crow claw shaped blade on their arm (as an example). I wouldn't consider it to actually be solid as a r5, but it could cause damage to people or objects without enough aura protection.
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