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Name: Stephen McCabe Lasanti (A.K.A. Sutiiven) Mode of Combat: Martial Arts, Swordplay, Spiritual Energy Birthday: April 5, 1989 Height: 5'10" Weight: 180 lbs Measurements: N/A Birthplace: Latent Hobby: Adventuring Personal Treasure: His adopted daughter, Karin. Favorite Food: Pot Stickers Dislikes: Jerkfaces, hate mongers, & anything that hurts Karin. Forte in Sports: Combat, Dexterity, Trickery
Other things worth mentioning:
Weapons and Armor:
Main Weapon: Requiem – A scimitar like blade crafted by Sutiiven. The blade made of silver, causing 50% more damage to creatures weak to silver, but as a downside, the sword highly conductive of electricity. The twin of Nocturne.
Secondary Weapon: Nocturne – A scimitar like blade crafted by Sutiiven. The blade made of silver, causing 50% more damage to creatures weak to silver, but as a downside, the sword highly conductive of electricity. The twin of Requiem.
Armor: Clothing - Sutiiven does not wear any special armor, and bears only simplistic clothing with no defensive properties. This removes any limitations of movement related to armor, raising his attack strength and speed at the detriment of his defense.
Hands: Combat Gloves – Simple gloves, useful for protecting ones hand when fighting.
Feet: Sneakers – A pair of comfortable all purpose shoes.
Abilities:
Spiritual Improvisation: Aside from the following listed abilities, of which are his most commonly used attacks, Sutiiven is capable of manipulating his spiritual energy in order to create improvisational attacks and skills. Improvised abilities can rate in power from simple attacks that do low damage (such as Energy Pulse or Flash Bomb) to complicated attacks that do high damage (such as Energy Rain or Drive Stun). These attacks vary in creation and use and will have an equivalent drain of energy in order to power them. However, no ability can exceed the man's capabilities, and if his energy is exhausted, then no improvisation can be made. (Spiritual Ability)
Flash Bomb: Sutii hurls a small orb of energy from his palm that, upon collision with a solid object, creates an explosion of light and concussive force, which can be used to momentarily blind or stun an opponent. This flash affects a 10 sq.ft. radius in all directions, but can be countered by a covering of one's eyes. R1. (Spiritual Ability)
Shock Shell: Sutiiven launches an orb of energy which detonates on command or upon collision with a solid object. The explosion releases a 25 sq. ft. spherical shock wave intended to knock anyone in range off of their feet. R2. (Spiritual Ability)
Barrier Wave: Sutiiven creates an energy barrier in front of him that can deflect most projectile attacks. In addition to this, the barrier can be launched forward a distance, enabling the ability to intercept projectiles mid-flight, as well as possibly knocking back opponents if at close enough range. R2. (Spiritual Ability)
Energy Rain: Sutiiven calls upon the energy dispersed in the air from previous energy attacks and commands it to rain down upon in small bludgeoning “raindrops” of energy, hitting all in range in rapid succession for about five seconds. In effect, this is like getting a large bucket of energy charged marbles dropped upon you over a short period of time. Attack power depends on the amount of energy saturated in the air at the time. The more energy attacks used by either Sutii or his opponent, the more the energy saturation in the air, and thus, the more damage the attack will deal. As such, this attack is all but useless unless a fair amount of energy attacks have been performed in the fight. 25 ft. radius. Area of Effect. R4. (Spiritual Ability)
Burst Mine: Sutiiven focuses energy into a concentrated point on the ground. Upon command, the point explodes like a landmine, inflicting damage to anyone within a five sq. ft. radius. in all directions. R3. (Spiritual Ability)
Drive Stun: Sutiiven forces energy into his opponent and causes it to rip around inside their own energy, tearing about inside them violently like a blender. While this technique does not directly inflict physical damage, the spiritual damage can be intense enough to cause the body to react as if it were being harmed physically. This technique will continue as long as contact is continued and can be deactivated by Sutii at any point. It is generally saved as a last resort self defense move due to the brutality of the attack. Damage Per Second. R5. (Spiritual Ability)
Energy Pulse: Sutiiven can launch small, simple bursts of energy from his hands as projectiles. Each does about as much damage as a punch and requires about the same amount of energy. Useful for intercepting small projectiles. R0. (Spiritual Ability)
Light Dash: Sutiiven releases a quick burst of energy, allowing himself to rapidly dash in any direction. R2. (Spiritual Ability)
Zealot Rush: Sutiiven courses his energy through his body and increases his speed 50% for approximately six seconds, allowing him to charge opponents and close gaps between them. This move is extremely dangerous at short range; however, due to the headlong nature of the move, it is impossible for Sutii to make instant course corrections. For example, should an opponent jump out of the way, Sutii would either have to come to a stop, relocate the target, and charge again, or he would have to come around in a relatively large arc to regain his target. Despite this, it can be a powerful move against those not expecting it. R2. (Spiritual Ability)
Overdrive: Sutiiven focuses on his energy in order to make it flow through him much more efficiently. This allows him to ascend to the height of his energy's potential, which puts him in an adrenaline rush state. When active, this increases his skills and abilities by 50%, doubles his recharge rate, and causes him to radiate with a faint glow. It is an ability augmentation, and damage taken with this active has the same effects as if it were taken when normal. While it is possible to use this ability on command, generally it is unleashed by extreme emotion in battle. As such, it lasts as long as the emotion lasts, the threat has been neutralized, or the body is exhausted. Overdrive can be described as an “all or nothing, or ‘this is the last post and I've been fighting non-stop for a week and have to make this count’” move. One Turn Charge. Five Turn Max. R-Special. (Spiritual Ability)
EDRS: All abilities adhere to the Energy Drain Rating System, or EDRS. The ratings are as follows.
R0: Trivial drain, this ability can be performed without any negative effects.
R1: Minimal drain, ability can be performed with ease with little to no adverse effects.
R2: Slight drain, ability can be preformed easily but multiple uses will start to take a toll.
R3: Moderate drain, ability takes a fair amount of effort to perform. Multiple uses not recommended.
R4: Significant drain, ability requires a significant amount of effort to perform and can easily tire the user. Use with caution.
R5: Extreme drain, ability requires a high level of effort to perform, rendering the user exhausted. Single use only.
R6: Hazardous drain, ability requires a huge amount of effort to perform, placing the user at risk of personal harm.
Sutiiven · Sat Nov 01, 2008 @ 08:07pm · 0 Comments |
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