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Kelyx' Crowd Kontrol
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Kelyx' Crowd Kontrol
Base Ability: Tenacious K- Kelyx can cleanse himself of one Crowd control effect. (Ex. Blinded, Stunned, Silenced.) He cannot cleanse debuffs or targeting.
Base Ability Cooldown: 7 posts.
Tier One
1st Skill: Blinding Shine- Kelyx keeps his body well cleaned, making it so that any light shined on him will create a blinding light, blinding anyone that sees it for one post.
2nd Skill: Heavy Metal- Kelyx bulks up, summoning additional metal around himself. He then unleashes a barrage of metal in all directions. If the metal makes contact with something within 13 feet, it deals slight metal damage and sticks to them, weighing them down based on their STR and the amount of metal that hits them for 2 posts. 10 post cooldown.
3rd Skill: Pinning shot- Kelyx detaches his left hand and launches it at a target, attempting to grab a limb and pin the target down. Deals slight metal damage. 5 post cooldown.
4th Skill: Anti-magic Glyphs (Passive)- Kelyx has Glyphs carved on his forehead and stomach that reduce the damage he takes from magic attacks slightly. This stacks upon itself with each Tier of this tree.
5th Skill: Bulk Smash- Kelyx charges at an opponent with the intent to knock them down. Deals slight damage based on endurance. 4 post cooldown.
Base Ability Cooldown: 7 posts.
Tier One
1st Skill: Blinding Shine- Kelyx keeps his body well cleaned, making it so that any light shined on him will create a blinding light, blinding anyone that sees it for one post.
2nd Skill: Heavy Metal- Kelyx bulks up, summoning additional metal around himself. He then unleashes a barrage of metal in all directions. If the metal makes contact with something within 13 feet, it deals slight metal damage and sticks to them, weighing them down based on their STR and the amount of metal that hits them for 2 posts. 10 post cooldown.
3rd Skill: Pinning shot- Kelyx detaches his left hand and launches it at a target, attempting to grab a limb and pin the target down. Deals slight metal damage. 5 post cooldown.
4th Skill: Anti-magic Glyphs (Passive)- Kelyx has Glyphs carved on his forehead and stomach that reduce the damage he takes from magic attacks slightly. This stacks upon itself with each Tier of this tree.
5th Skill: Bulk Smash- Kelyx charges at an opponent with the intent to knock them down. Deals slight damage based on endurance. 4 post cooldown.
- Inaccessible:
- Tier Two
1st Skill: Nothing Stunning- Kelyx hits a target with a blast of nothingness so strong it stuns them for one post. Deals slight-moderate nothingness damage. 5 post cooldown.
2nd Skill: Melted Metal (Passive)- Kelyx can melt metal now. Melted Metal can be used in place of solid during any metal based attack. This gives the attack an additional poison effect as it'll sear the skin and enter the target's blood, However the attacks become easier to dodge as liquid metal is harder for him to move.
3rd Skill: Shards (Passive)- Kelyx' attacks now sling shards of metal into his target, causing them to bleed.
4th Skill: Damage over Taunt (Passive)- Targets afflicted by Poison or Bleeding effects deal 50% less damage unless they attack Kelyx. It doesn't matter if Kelyx is the one who inflicted the status in the first place.
Tier Three
1st Skill: Summon: Handcuffs- Kelyx Summons a pair of Handcuffs and can attach them to a target. If he succeeds, the target cannot use their arms until the Handcuffs are broken out of, or Kelyx is knocked unconscious. Breaking out is a conflict between target's strength and Kelyx' magic stats. Someone else can also attempt to break the cuffs off his target. If he can apply multiple Handcuffs, only one can be be broken out of or forcefully removed per person per post. 7 post cooldown.
2nd Skill: Metalmorphosis- Kelyx now has a metal shield on his back. At any time he can use this shield to absorb one spell, changing either to the element of the spell, or its combination with metal. Kelyx can at any time pull that element out and use it for any of his other metal skills. It takes Kelyx 5 posts to generate a new shield. He can keep up to three elements at the ready.
3rd Skill: Blockade- Kelyx can summon a blockade of floating shields. One for each ally he has in a fight. During the time blockade is active, Kelyx is teleported to block those allies from any attacks they might take. Blockade is active 2 posts for each shield summoned. These shields are made of nothingness, not metal.
Tier Fourth
1st Skill: Dissolve Point- Kelyx focuses on a point, 1 inch in radius, in front of him and absorbs all metals that he can manipulate and is in his line of sight, creating a highly explosive focal point. He then launches it at a target, dealing massive damage if it hits, Moderate to high-moderate if they're only caught by the 20-foot blast zone. All un-summoned metal is blast back out, as well. 13 post cooldown.
2nd Skill: Cannonball Barrage- Kelyx releases a barrage of cannonballs, 2 per opponent. If an opponent gets hit by one, they get knocked down. If they get hit by both, they get pinned for 2 post. 5 post cooldown.
Tier Five
1st Skill: Summoning Plague (Passive)- Every post that a metal object Kelyx summoned persists, it clones itself. The cloned objects are subject to this as well. There is a cap of 256 of any one object though.
Last edited by Kelyx on Sat Jun 27, 2015 3:06 am; edited 1 time in total
Kelyx- Posts : 17
Re: Kelyx' Crowd Kontrol
Your base ability
1) Will not allow you to move the power of your skills to another tier.
And 2) will only grant you a temporary immunity to a limited amount of effects.
Pinning isn't an effect and is reliant on your stats, therefore, not applicable. Please choose three immunities you may switch between. Silence, Blinded, and Stunning are viable options. Others include Debuffs, and Targeting.
You may only have one immunity at a time. You will also need a single, non-reduced cool-down. Make it half of the immunity duration. Feel free to suggest alternatives.
Blinding Shine: You may only use the Nothingness or Metal elements. Or is this just an effect of your metallic skin, making you lustrous? If it's the latter, and not light magic, it can just be a passive ability, whenever light is on you, which would remove the cool-down. Keep in mind the consequences of this, meaning you're always shining under light.
If you'd rather not have that drawback, then you can make it so you're changing the metal to become more prone to light, which would remove the passive aspect of your ability.
Heavy Metal: You may not become immune to damage, but by adding metal around you, you're naturally going to have more protection. However, that's reliant on roleplay and people's statistics, as higher tiered strength can punch right through steel.
You may increase the range of the ability.
Adding the weight to someone wouldn't necessarily slow them down, as it's stat reliant. Remember, people at higher tiers of strength can lift up tons at a time. However, it would affect people at lower tiers.
Pinning Shot: As mentioned in the base ability, pinning is stat reliant. You can however, continue to use this hand freely, as if it were still attached to your body. Grabbing, scratching, etc. And with your other tree's ability to manipulate metal, you can likely have the hand levitate itself. Honestly, you could make it where you can split from the joints and still control your body freely. I'm unsure if you'd still want to pursue the ability without the automatic pinning, so lemme know.
Anti-Magic Glyphs: No percentages. You'd only gain a slight increase per tier.
Bulk Smash: This is stat reliant, and you cannot have automated effects. We also do not allow manipulation of stat points, regardless of circumstance.
1) Will not allow you to move the power of your skills to another tier.
And 2) will only grant you a temporary immunity to a limited amount of effects.
Pinning isn't an effect and is reliant on your stats, therefore, not applicable. Please choose three immunities you may switch between. Silence, Blinded, and Stunning are viable options. Others include Debuffs, and Targeting.
You may only have one immunity at a time. You will also need a single, non-reduced cool-down. Make it half of the immunity duration. Feel free to suggest alternatives.
Blinding Shine: You may only use the Nothingness or Metal elements. Or is this just an effect of your metallic skin, making you lustrous? If it's the latter, and not light magic, it can just be a passive ability, whenever light is on you, which would remove the cool-down. Keep in mind the consequences of this, meaning you're always shining under light.
If you'd rather not have that drawback, then you can make it so you're changing the metal to become more prone to light, which would remove the passive aspect of your ability.
Heavy Metal: You may not become immune to damage, but by adding metal around you, you're naturally going to have more protection. However, that's reliant on roleplay and people's statistics, as higher tiered strength can punch right through steel.
You may increase the range of the ability.
Adding the weight to someone wouldn't necessarily slow them down, as it's stat reliant. Remember, people at higher tiers of strength can lift up tons at a time. However, it would affect people at lower tiers.
Pinning Shot: As mentioned in the base ability, pinning is stat reliant. You can however, continue to use this hand freely, as if it were still attached to your body. Grabbing, scratching, etc. And with your other tree's ability to manipulate metal, you can likely have the hand levitate itself. Honestly, you could make it where you can split from the joints and still control your body freely. I'm unsure if you'd still want to pursue the ability without the automatic pinning, so lemme know.
Anti-Magic Glyphs: No percentages. You'd only gain a slight increase per tier.
Bulk Smash: This is stat reliant, and you cannot have automated effects. We also do not allow manipulation of stat points, regardless of circumstance.
Harlow- Posts : 356
Re: Kelyx' Crowd Kontrol
Heavy Metal: You can make this 15 feet per tier, and make it so that they have to remove the metal for it to not hinder them.
Pinning Shot: If the hand misses, or the target forces is off, does it come back to you?
Bulk Smash is just something you can normally do. And the damage would be based on the impact of attack.
May I suggest making a knock back effect on the bullrush? That way, you're just charging through a bunch of people and the knock back launches them.
The best part about knock back is, just because someone has high strength and endurance, doesn't mean they're heavier. If they're going to fly say, then it doesn't matter what tier they're in, unless they have something to hold onto.
This also means, if you use this from above, they would get knocked back into the ground, which would help you pin them.
Pinning Shot: If the hand misses, or the target forces is off, does it come back to you?
Bulk Smash is just something you can normally do. And the damage would be based on the impact of attack.
May I suggest making a knock back effect on the bullrush? That way, you're just charging through a bunch of people and the knock back launches them.
The best part about knock back is, just because someone has high strength and endurance, doesn't mean they're heavier. If they're going to fly say, then it doesn't matter what tier they're in, unless they have something to hold onto.
This also means, if you use this from above, they would get knocked back into the ground, which would help you pin them.
Harlow- Posts : 356
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