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Post by VICTOR BRZEZINSKI on Apr 2, 2012 15:45:33 GMT -5
TECHNIQUE NAME: Cybernetic Muscles LEVEL: Level 1 ATTRIBUTE: Intelligence -Higher this gets the more efficient he can make his cybernetic muscles become- DESCRIPTION: Being changed into a cyborg has allowed Victor a few bonuses other than simply being able to add weaponry to his body. One of which is the fact he is able to replace his weak human muscles with that of mechanical pistons. This causes him to be 50% stronger than his current level of strength, this does mean lifting strength as well as attacking strength. -Aka at current strength he is normally only allowed to lift half his body weight which is 200 pounds. Add this that is an extra 100 pounds he can lift for a total of 300 pounds- PRICE: 10 Infamy
TECHNIQUE NAME: Mechanical Body LEVEL: Level 1 ATTRIBUTE: Intelligence -Higher this gets the more body parts he can replace with tougher mechanical ones- DESCRIPTION: Being changed into a cyborg has allowed Victor a few bonuses other than simply being able to add weaponry to his body. One of which is his ability to replace different parts of his easily damaged organic body parts with stronger mechanical ones, at the current moment he just replaced his skin with thousands upon thousands of tiny metal plates that overlap like scales under another layer of artificial flesh to keep the metal underskin hidden. This boost his endurance by 50% over his current level allowing him to endure more damage. PRICE: 10 Infamy
OOC: Not sure if this was okay or even if I did this right, will gladly change things as requested due to how I didn't have any examples to work off on anyway.
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ZZZ
New Member
[M:0:0:]
Posts: 27
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Post by ZZZ on Apr 3, 2012 4:29:32 GMT -5
Muscles- This needs a duration and a cool down. For a level 1 skill, I'd say something like 1 post on and 2 posts off.
Mechanical Body - This needs some sort of standard to hold it against. Something like, 'at this level, he can successfully block a single attack or rank 1 skill from a basic melee attack.' This also needs a duration and a cool down. Something like "This mode can be active for up to 1 turn before having to cool down for 2 posts, regardless of if he was able to block an attack or not."
For these "stat mode" skills, i would like to see a provision within them that states that they cannot be active at the same time as another. That way you arnt stacking tons of effects in the future if you decide to make more of these. Also, you're allowed another skill.
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Post by VICTOR BRZEZINSKI on Apr 3, 2012 11:47:43 GMT -5
Was actually using these to better explain the vague 'Cyborgs are better offensively and defensively than humans' that was in the race description for Cyborgs since at the current moment I doubt anyone besides the site staff know just how much better a Cyborg would be strength or defense wise.
That was the only reason I figured I could make these without cooldowns is because they were just techniques to better explain my character's base natural -or should I say artificial- abilities and yet be available for upgrading over time.
So really just trying to give my fellow members a better idea of what they are dealing with when dealing with a Cyborg like Victor instead of leaving them with vague idea of it all like the race thing does.
Thus in truth I rather learn how to better do that than making abilities like this, if it can't be done I rather just have this topic deleted instead of wasting infamy on an abilities like these as I can think up much more useful things than these.
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