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HoH 2010 Registration Form |
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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 Manipulation: From his earliest days as an adventurer, Stephen has used his own spiritual energy as his main form of special ability. Originally just another martial arts skill, Stephen has pushed beyond the realm of his training and has continued to improve through his own creativity and practice. Not bound to any one style, Stephen’s use of energy is his own device, left to grow and change unhindered. However, Stephen is only human. No ability can exceed the man's capabilities, and if his energy is exhausted, the ability in question cannot be preformed. (Spiritual Ability)
Spiritual Catalyst: Stephen can use his spiritual energy to act as a catalyst required to perform elemental-like abilities. For example, he can use his energy as the key to create a strong gale, or a sudden burst of flame. In layman’s terms, it’s the spiritual equivalent to psychokinesis or evocation, but in a less complex manner. He is by no means a master of the various elements, and can only manipulate them on a fundamental level. For example, he can’t create earth out of thin air, but he can shape it when near natural ground. Abilities created through this method can be combined or multiplied in order to perform new attacks, but must stick to the fundamental requirements of the separate elements. Also, since Stephen’s energy acts as the catalyst, it is restricted to the same requirements as any of his other energy abilities. (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)
Flame Burst: Stephen causes a five ft. burst of fire to seemingly shoot up from the ground, which quickly extinguishes after a second of intense heat. Stephen can continue to focus on a single burst in order to keep it alight for longer periods, or he can perform multiple bursts in close, rapid succession in order to give the illusion of pyrokinesis. Stephen can only create flames within a 30 ft. radius of himself, and extended usage will begin to take a toll on his energy reserves. R2 to initiate, R1 for each consecutive burst. (Spiritual Ability)
Electro Stunner: Stephen charges his hands or weapon with electricity and releases it upon contact with an opponent. The electricity has potentially enough juice to stun the opponent for a few critical seconds, giving Stephen enough time to either give himself some space or follow up with another move. This move has two settings – a minor shock which is only intended for the purpose of stunning, and the full power version that also inflicts damage. R1 for minor, R2 for full power. (Spiritual Ability)
Mage’s Torment: Once per round, Stephen can use his energy in conjunction with precise strikes to various pressure points or leylines on an opponent’s body in order to disrupt the flow of special power (such as Ki, Mana, or Elemental Energy.) A successful hit of this nature will render a limb unable to use any special abilities for two rounds. Multiple hits to multiple parts of the body will further restrict this – for example, if Stephen strikes the left arm one round, then the right the next, the opponent will be unable to use his special abilities for one turn with his left, and two with his right. Stephen can also perform a more powerful energy strike to the chest in order to disrupt all power flow for one round, rendering the opponent completely unable to manifest any special ability for this time. This ability can only be performed with an unarmed attack, and has no effect on abilities of Psionic or Divine basis. R2 for limb, R3 for full body. (Spiritual Ability)
Swift Blade: Stephen focuses his spiritual energy into his palm and forces it out into a short knife like protrusion that lasts for a few seconds. Sometimes referred to as the “shiv attack,” this move is intended for sudden critical strikes at point blank range. R2. (Spiritual Ability)
Anti-Weapon Cloud: Stephen creates a basketball sized cloud of swirling energy particles that react with the molecules in the air in order to render them semi-solid for a couple seconds. This makes it difficult for any solid matter (such as a weapon or a limb) to pass through, acting like “energy molasses.” Non-solid matter (such as a lightsaber or non-solid magic) is not affected. 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) [HoH Note: While Overdrive does not adhere to the standard EDRS system, the amount of energy required will leave Stephens reserves greatly sapped after the ability's duration (should he have any left at all.) ]
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 · Fri Nov 13, 2009 @ 05:59pm · 0 Comments |
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