Balakirev, Catharine
2 posters
paranoyia :: getting started :: character/techs :: Techniques :: accepted techs
Page 1 of 1
Balakirev, Catharine
Name: Snare
Level: Level 1
Type: Physical
Cost: 6 stamina if used as a dodge, 4 if used offensively.
Effect:
{Grappling Hook}: Speed + 5
{Snare, if/when tugged}: Strength + 3
Description: To put it simply, Catharine will unobtrusively swing out the weighted end of her wire so that, once it wraps around its target [a bar, a weapon, an arm, legs, a throat, etc.], the weighted end will swing back and latch to the other wire, forming a tight snare. This versatile technique may be used as a grappling hook to escape danger, or as a snare which can hold an opponent or cause them damage if/when tugged.
Name: Basic Circuit
Level: Level 1 — ?
Type: Mental
Cost: 5+ (1 half level, rounded down) mana
Effect: Intelligence + Level
Description: Catharine will charge an electrical current through a conductive material [i.e. water, metal, her wire, etc.] to cause varying amounts of damage depending on the power she puts into it.
Level: Level 1
Type: Physical
Cost: 6 stamina if used as a dodge, 4 if used offensively.
Effect:
{Grappling Hook}: Speed + 5
{Snare, if/when tugged}: Strength + 3
Description: To put it simply, Catharine will unobtrusively swing out the weighted end of her wire so that, once it wraps around its target [a bar, a weapon, an arm, legs, a throat, etc.], the weighted end will swing back and latch to the other wire, forming a tight snare. This versatile technique may be used as a grappling hook to escape danger, or as a snare which can hold an opponent or cause them damage if/when tugged.
Name: Basic Circuit
Level: Level 1 — ?
Type: Mental
Cost: 5+ (1 half level, rounded down) mana
Effect: Intelligence + Level
Description: Catharine will charge an electrical current through a conductive material [i.e. water, metal, her wire, etc.] to cause varying amounts of damage depending on the power she puts into it.
Talos- Admin
- Posts : 60
Join date : 2010-09-15
Stat sheet
Health:
(1000/1000)
Stamina:
(1000/1000)
Mana:
(1000/1000)
Re: Balakirev, Catharine
Name: Regen I
Level: 1-4
Type: Physical
Cost: Amount of damage done (+ 5 for secondary effects) Stamina, less can be if wanted but it will decrease the amount of damage healed.
Effect: Heals Damage = to Opponent’s Technique, as well as physical secondary effects such as burns
Description: Using her special ability, Catharine will quickly heal herself. The amount of power it takes to heal an injury is directly proportional to the amount of power it took to deal said damage.
If the opponent’s technique has a physically healable secondary effect such as a broken bone, a burn, etc., because Catharine is literally healing the wound, such effects are nulled. However, if the technique comes with a secondary effect such as a bind, which cannot be healed, then said effect will continue. The number of posts it takes to fully heal is equal to one half of the technique’s level {rounded down}. Example: Level 1 technique would take one post to fully heal; Level 2 and Level 3 techniques would also take one post to fully heal. A Level 4 technique would take two posts to fully heal. Regen I can heal major injuries, both internal and external, including broken bones, but CANNOT heal lost limbs or mortal injuries.
Name: Regen II
Level: 3-8
Type: physical
Cost: Equal to damage done (+15 for lost limbs, +5 for secondary effects) less stamina may be used but it will decrease the amount damaged healed
Effect: Heals Damage = to Opponent’s Technique, as well as repairs lost limbs
Description: More powerful than Regen I, Catharine will pour a large amount of energy into repairing heavy damage and lost limbs. Like Regen I, any healable effects resulting from the previous attack will be healed when the limb is repaired. Unfortunately, since repairing a lost limb is a far more taxing process than most other healing processes, this technique requires a slightly greater input of energy than the technique which caused the damage. This technique also requires a greater input of time, so that the number of posts it takes to fully heal is directly equal to the techniques level. The end effect is worth it, however, with a restored limb and/or the healing of a once mortal wound.
Name: BEMI — Biological Electromagnetic Interference
Level: Level 2
Type: Mental
Cost: 15 mana
Effect: Paralysis in affected areas, lasts depending on opponents intelligence ( 15 or lower is of users 5 posts, 16-35 4 posts, 36+ 3 posts)
Description: Having been trained as an assassin, Catharine is familiar with the location of basic nerves and their correlation to brain activity. By simply touching the outward location of a nerve, even with her fingertip, Catharine can disrupt the electrical signals sent by the brain to the nerve, and the affected limb will cease to function [often halting the use of techniques which require said limb]. Each use is only capable of shutting down one nerve, however. [i.e. if she were to want to render both of an opponent’s arms useless, she would need to use this technique twice].
Name: NNEMP — Non-nuclear electromagnetic pulse
Level: 3
Type: Mental
Cost: 20 mana
Effect: Intelligence | Electricity-reliant items and mechanical opponents are temporarily short circuited for a set amount of time {See Spoiler}
Description: Charging electricity into her palms, Catharine will clap and release an electromagnetic pulse with a range of one mile. This NNEMP will temporarily shut down electrical appliances within its range, and cause a minor amount of damage due to slightly disrupted chemical ions within living bodies. Two wide uses of this technique are the capability of shutting down mechanical parts of opponents and creating temporary power outages to plunge an area into darkness.
Shut Down Times
Name: Dodge
Level: Level 1
Type: Physical
Cost: 5 stamina
Effect: Speed + 3
Description: A simple dodge out of harm’s way; may be a leap upwards, to the right, to the left, or a duck in any direction. Requires no weapon, only the use of her legs, and is useful for dodging both mental and physical attacks within reason [i.e. common sense is used in deciding if one can dodge or not, such as no dodging AOE attacks or a large wall of rock unless the user is at a vantage point which allows her to avoid the wall, etc.]
Level: 1-4
Type: Physical
Cost: Amount of damage done (+ 5 for secondary effects) Stamina, less can be if wanted but it will decrease the amount of damage healed.
Effect: Heals Damage = to Opponent’s Technique, as well as physical secondary effects such as burns
Description: Using her special ability, Catharine will quickly heal herself. The amount of power it takes to heal an injury is directly proportional to the amount of power it took to deal said damage.
If the opponent’s technique has a physically healable secondary effect such as a broken bone, a burn, etc., because Catharine is literally healing the wound, such effects are nulled. However, if the technique comes with a secondary effect such as a bind, which cannot be healed, then said effect will continue. The number of posts it takes to fully heal is equal to one half of the technique’s level {rounded down}. Example: Level 1 technique would take one post to fully heal; Level 2 and Level 3 techniques would also take one post to fully heal. A Level 4 technique would take two posts to fully heal. Regen I can heal major injuries, both internal and external, including broken bones, but CANNOT heal lost limbs or mortal injuries.
Name: Regen II
Level: 3-8
Type: physical
Cost: Equal to damage done (+15 for lost limbs, +5 for secondary effects) less stamina may be used but it will decrease the amount damaged healed
Effect: Heals Damage = to Opponent’s Technique, as well as repairs lost limbs
Description: More powerful than Regen I, Catharine will pour a large amount of energy into repairing heavy damage and lost limbs. Like Regen I, any healable effects resulting from the previous attack will be healed when the limb is repaired. Unfortunately, since repairing a lost limb is a far more taxing process than most other healing processes, this technique requires a slightly greater input of energy than the technique which caused the damage. This technique also requires a greater input of time, so that the number of posts it takes to fully heal is directly equal to the techniques level. The end effect is worth it, however, with a restored limb and/or the healing of a once mortal wound.
Name: BEMI — Biological Electromagnetic Interference
Level: Level 2
Type: Mental
Cost: 15 mana
Effect: Paralysis in affected areas, lasts depending on opponents intelligence ( 15 or lower is of users 5 posts, 16-35 4 posts, 36+ 3 posts)
Description: Having been trained as an assassin, Catharine is familiar with the location of basic nerves and their correlation to brain activity. By simply touching the outward location of a nerve, even with her fingertip, Catharine can disrupt the electrical signals sent by the brain to the nerve, and the affected limb will cease to function [often halting the use of techniques which require said limb]. Each use is only capable of shutting down one nerve, however. [i.e. if she were to want to render both of an opponent’s arms useless, she would need to use this technique twice].
Name: NNEMP — Non-nuclear electromagnetic pulse
Level: 3
Type: Mental
Cost: 20 mana
Effect: Intelligence | Electricity-reliant items and mechanical opponents are temporarily short circuited for a set amount of time {See Spoiler}
Description: Charging electricity into her palms, Catharine will clap and release an electromagnetic pulse with a range of one mile. This NNEMP will temporarily shut down electrical appliances within its range, and cause a minor amount of damage due to slightly disrupted chemical ions within living bodies. Two wide uses of this technique are the capability of shutting down mechanical parts of opponents and creating temporary power outages to plunge an area into darkness.
Shut Down Times
- Spoiler:
- Main Power Sources: 2 Posts
- Mechanical Opponents: 2 posts
- Items/Weapons/Lights: 3 posts
- Main Power Sources: 2 Posts
Name: Dodge
Level: Level 1
Type: Physical
Cost: 5 stamina
Effect: Speed + 3
Description: A simple dodge out of harm’s way; may be a leap upwards, to the right, to the left, or a duck in any direction. Requires no weapon, only the use of her legs, and is useful for dodging both mental and physical attacks within reason [i.e. common sense is used in deciding if one can dodge or not, such as no dodging AOE attacks or a large wall of rock unless the user is at a vantage point which allows her to avoid the wall, etc.]
Archaea- level1
- Posts : 79
Join date : 2010-09-19
Stat sheet
Health:
(2000/2000)
Stamina:
(1000/100)
Mana:
(1000/1000)
Re: Balakirev, Catharine
Name: Ball Lightning
Level: 1
Type: Mental
Cost: 3 mana, 2 stamina
Effect: One Half Intelligence {rounded down} + One Half Strength {rounded down}
Description: Charging a small amount of electricity into her palm, Catharine will create a near plasma-like orb of pure energy. She can then either lob it at an opponent, or use it as a short-range offensive by pushing it into an opponent’s body for a powerful shock. If thrown, once it makes contact with something, it creates a minor explosion due to a release of energy.
Level: 1
Type: Mental
Cost: 3 mana, 2 stamina
Effect: One Half Intelligence {rounded down} + One Half Strength {rounded down}
Description: Charging a small amount of electricity into her palm, Catharine will create a near plasma-like orb of pure energy. She can then either lob it at an opponent, or use it as a short-range offensive by pushing it into an opponent’s body for a powerful shock. If thrown, once it makes contact with something, it creates a minor explosion due to a release of energy.
Talos- Admin
- Posts : 60
Join date : 2010-09-15
Stat sheet
Health:
(1000/1000)
Stamina:
(1000/1000)
Mana:
(1000/1000)
Re: Balakirev, Catharine
Name: Electroreception
Level:1
Type: Mental
Cost: 8 Mana
Effect: Locates opponents and/or surrounding objects even when visibility is low.
Description: All living things generate weak electric fields known as bioelectric fields. Using electroreception, Catharine may detect the location of these fields, even when visibility is low. This is called passive electroreception.
Another form is active electroreception, also known as electrolocation. Much like echolocation, Catharine can determine her surroundings by generating weak electric pulses—similar to an NNEMP, but harmless—and calculating the distance and shape of the disrupted pulses.
Name: Contortion
Level: 2
Type: Physical
Cost: 10 Stamina
Effect: User takes damage equal to the level of the bind, but the bind is escaped
Description: In the unnatural way that all felines have of distorting their body, when caught in a bind of any sort, Catharine will twist her body in a way that will, albeit painfully, remove her from a bind. Once removed, her dislocated bones will snap back into place to heal. Requires at least a two-post cool down.
Level:1
Type: Mental
Cost: 8 Mana
Effect: Locates opponents and/or surrounding objects even when visibility is low.
Description: All living things generate weak electric fields known as bioelectric fields. Using electroreception, Catharine may detect the location of these fields, even when visibility is low. This is called passive electroreception.
Another form is active electroreception, also known as electrolocation. Much like echolocation, Catharine can determine her surroundings by generating weak electric pulses—similar to an NNEMP, but harmless—and calculating the distance and shape of the disrupted pulses.
Name: Contortion
Level: 2
Type: Physical
Cost: 10 Stamina
Effect: User takes damage equal to the level of the bind, but the bind is escaped
Description: In the unnatural way that all felines have of distorting their body, when caught in a bind of any sort, Catharine will twist her body in a way that will, albeit painfully, remove her from a bind. Once removed, her dislocated bones will snap back into place to heal. Requires at least a two-post cool down.
Archaea- level1
- Posts : 79
Join date : 2010-09-19
Stat sheet
Health:
(2000/2000)
Stamina:
(1000/100)
Mana:
(1000/1000)
Re: Balakirev, Catharine
you have 0 physical and o mental techs left.
Archaea- level1
- Posts : 79
Join date : 2010-09-19
Stat sheet
Health:
(2000/2000)
Stamina:
(1000/100)
Mana:
(1000/1000)
paranoyia :: getting started :: character/techs :: Techniques :: accepted techs
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|
Sat May 28, 2011 8:49 pm by Talos
» Racklor Crado's techs
Wed Jan 19, 2011 8:28 am by Racklor
» Beach line
Sun Jan 16, 2011 7:59 pm by Sahn
» Hajime, Nobuyuki
Sun Dec 05, 2010 12:02 pm by Geoniesis
» Sturm's Techs
Sun Nov 28, 2010 7:11 pm by Archaea
» Sturm's Techs
Sun Nov 28, 2010 7:10 pm by Archaea
» Picnic area
Fri Nov 26, 2010 3:33 pm by Zéro
» Sub-Terra Graveyard
Fri Nov 26, 2010 2:41 pm by Zéro
» asch the were dragon
Wed Nov 24, 2010 8:00 pm by asch the bloody