changelog 1.02
DEITRIC X - The Redux
GeneralUsername: Darth
Character Name: Deitric Jocasta
Age: Twenty-five [25]
Height: 6'3''
Weight: 227 lb
Race: Human -> Metahuman -> Elemental -> Lightning; atavistic
Build: Muscular-athletic. Think of a freestyle wrestler: very dense, defined musculature; thick limbed and well built with an emphasis on the whole body. Powerful, but built and trained to exert power within an athletic setting, rather than solely for the sake of moving something heavy. Secondary reference might be a linebacker - big, and able to explode with a lot of strength and power, but without the total emphasis that a lineman might have through excess weight and the like. Athletically trained and built for high-octane physicality without sacrificing stamina for the sake of excess mass or strength.
TRAITS -- ABILITIES-- MOVELIST-- MOVELIST
TraitsParagon of Thunder: Deitric, born human, is now the element of lightning made manifest in flesh. In other words, he is an elemental, spirit, psychopomp, etc of lightning housed in a human body. Biologically (and psychologically, inasmuch as his identity as a sapient, self-aware-of-self-awareness creature goes) he is still more or less a human, except with the ability to manipulate electricity/electromagnetism and with an acquired resistance to electricity. Deitric's resistance is passive - he takes half damage from all "natural" electricity, the other half being consumed/absorbed by his natural conductivity.
[Powers described below; resistance is pretty basic but the definition of "natural" lightning can vary. Things that are natural: A taser, casting a spell that summons a lightning bolt from the sky, a tesla coil, electricity generated by electrokinesis. Things that are not natural: a mage shooting a bolt of lightning from his hand, Force lightning, chi/qi/etc being manifested AS lightning, energy converted to electricity via alchemy. Deitric has zero resistance to "unnatural" lightning. Case by case basis; can require a check with the judges prior to making the decision in a fight to make sure they agree with whether or not it is or isn't natural.
The absorption always equates to the cooldown/up rate being shortened by one, no matter the magnitude of the attack. Poke him with a taser, it shortens his cooldown/wind-up rate by one. Hit him with a bolt of lightning, same thing. Poke him with a power cable, same thing. This way a source of electrical combat can provide a bonus without getting out of hand; i.e. someone pokes him with a taser and it shortens his CDs by one, but they hit him with a bolt of lightning and it shortens them by five or removes five wind-up posts from his rotation, or something equally absurd. Same with the resistance; it's flat to avoid abuse so that he can't completely tank minor attacks, while still being able to maintain a reasonable defense against his own element in regards to upper-tier attacks.]
Physical Capabilities: [
PASSIVE] Deitric exists firmly in the gray area between "peak human" and "budding superhuman." He has the strength of a man one hundred pounds heavier than him and the speed of someone one or two weight classes below him. This is not genetic and not through training, but as a passive enhancement from his abilities; his control over electricity has resulted in a fine-tuning of his neural system so that he can recruit much more muscle fibers in any given exertion than the average human being. He isn't more than human, he's just capable of using more of what's already there.
Deadlift: 1010 lb
Bench Press: 500 lb
Overhead Press: 405 lb
Squat: 860 lb
Forty Yard Dash: 4.60 seconds
Vertical Leap: 36 inches
Long Jump: 22 ft
(All lifts are one-rep maximum at roughly 90~100 percent effort.)
Special AbilitiesLIGHTNING ANIMUS
Deitric can naturally, at will, manipulate the electromagnetic spectrum. He's still learning the real depth of what he can do, however, and so is almost entirely limited to manipulating electricity; he has only begun to touch on magnetism or other aspects of his power. He has an innate understanding of electricity that transcends conscious knowledge; while he might read an electro-physics book and never understand a word, he intrinsically knows more about the electromagnetic spectrum than any engineer or physicist. Beyond manipulation, he also derives power from electricity in the same way that some fighters derive their abilities from chi or chakra.
His powers have limitations however; namely, that he is still biologically human and not wholly adapted to the full breadth of his powers and the exertion thereof. While he has no need to "charge", he does have to wait after - and sometimes before - using his abilities in order to avoid injuring himself, as he can only safely bring to bear a certain amount of power at any given moment. He also has a fixed capacity for manipulation; beyond a certain point, he simply becomes too mentally fatigued to continue using his abilities.
[Deitric's powerset is not based on a charge/prep system, but rather on a more rhythmic sort of cool-down/wind-up mechanism. His abilities do not require preps, but rather have cooldowns (and occasionally wind-ups, which can be thought of as cooldowns that take place BEFORE the use of an ability, rather than after) to them that force him to spread out his ability usage. He cannot, for example, run in circles around the arena for six posts and then unleash six, one-prep abilities in post-after-post salvos; the underlying mechanisms don't allow for it. In his movelist, certain abilities will have cooldowns/wind-ups noted where appropriate. He can use, approximately, eight or so abilities per fight (not including his weakest abilities), although this is contextual in the sense that if he's having the shit beat out of him, it might be less, but if he has access to an external source of electricity, or if he chooses to utilize his Feedback caveat (explained shortly), he it could be more. Wind-ups and cooldowns do not stack; if an ability has a 1 CD attached and another ability has a 1 WD, he must wait two posts to use the second ability "safely."
His system is, however, flexible. Namely in that he can choose - for a price - to utilize abilities before the cool-down or wind-up has been accounted for. This disrupts things, though; it's like a musician coming in a few measures early and messing up the song. This feedback system is relatively straightforward, and works by orders of magnitude.
The reasoning for having both cool-downs AND wind-ups in certain contexts is to more appropriately scale the cost of various abilities. It'd technically be easier to just use cool-downs or preps, but doesn't offer as much depth. It should be noted that wind-ups do not have to be "called" or "stated" for any given ability. If Deitric's not on "cooldown" and three posts pass, then those three posts are three WUs, there is no "charging" or "prepping", and they are essentially generic in that they can be used for any ability. Wind-ups are not retained after using an ability; if Deitric uses 1 WU ability after accumulating 3, he goes back to 0.
Feedback Zero: This occurs naturally over the course of a fight, and is purely cosmetic - nosebleeds, singed hair, etc. No real damage.
Feedback One: Deitric knocks off one CD/WD post between ability usages, one wind-up post from a two or three wind-up ability. In exchange, he immediately takes damage in the form of mild burns on specific areas (hands, usually), mildly ringing ears (enough to be annoying, but not to disorient or deafen), and has a 10 % decreased electricity resist for one post.
Feedback Two: Deitric knocks off two CD/WU (or one of each) posts between ability usages, or two wind-up posts. Deitric suffers mild burns across a greater area (hands and arms), as well as being 50% deaf for two posts, and suffers a 10% decreased electricity resist for two posts.He also suffers a forced CD/wind-up for one post that cannot be shortened or overlapped. Very mild disorientation (one post wobble of vision, nothing major).
Feedback Three: Deitric uses two standard abilities back to back. In return he suffers burns across a much broader area (hands, arms, face, neck), is 75% deaf for two posts, mildly disoriented (dizzy, still combat-capable but somewhat off-kilter) for one post, and will be on a forced 2 post CD that cannot be shortened. Standard 10% decrease in resistance.
Feedback Four: Deitric uses two finishers back to back. Significant burns to hands and arms with mild burns elsewhere, 100/50/50/25/25/0% deafness over four posts, 50/50/25/25/0% blindness over three posts, serious disorientation/dizziness for one post and mild disorientation for two, forced 3 CD cost, 10% decreased resistance. If Feedback Four is achieved, no other Feedback level can be used for six posts, meaning he must rely purely on his standard system for that period of time. (May vomit blood if opponent is METAL enough to warrant it.)
TYRANT PROTOCOL
The
TYRANT PROTOCOL is the pet project of Deitric's R&D team: a fully-functional suit of power armor that runs on - and responds to - Deitric's electromagnetic manipulation. A barebones portion of the suit exists in Deitric's body in his bloodstream, bones, and bodily tissue as free-floating particles. These particles have been "programmed" on a sub-atomic level to respond to a specific series of electrical pulses from the tribesman's body that act as a command word. When initiated, the programming in the suit comes to life as a quasi-AI that runs on Deitric's lightning manipulation and goes through a series of subroutines. The suit piggy-back's Deitric's electromagnetic manipulation abilities to do what he cannot: it draws forth material from the surrounding environment and translates them into the material needed to form the power armor. To the outside observer, it appears as though the power armor "bleeds" out of Deitric, forming around his flesh. If necessary, the suit will
temporarily cannibalize his ablative armor and leather jacket.
The issue, however, is that Deitric lacks the power output and control necessary to manifest the entire suit - he has only done so in laboratory testing, and only for a few minutes at a time before he loses control. Whenever that happens, the material picked up from the environment returns to its former structure: his jacket will become a jacket, his tomahawk will become a tomahawk, trace materials in the air are released back into the air, and so on.
However, Deitric
can temporarily summon a single piece of the power armor for a single-use within a fight. This is separate from Deitric's
LIGHTNING ANIMUS cool-down system in the sense that it does not activate feedback or adhere to the CD/WU system, but is a separate counter. As of now, Deitric only has two abilities he can use. Each ability is a one-time use in a fight.[/size]
MovelistLIGHTNING ANIMUS MOVELIST
Electromagnetic Sense: [
PASSIVE] While biologically human, he possesses a sixth meta-sense that allows him to "view" or "sense" the world, up to 50 feet, in every direction. This sense takes no energy to turn on and off and is passively active, but in order to sense anything as distinct as, say, 20/20 eyesight it requires concentration; otherwise he just gets a vague "blur" of movement, i.e. a person coming up behind him would be a visible blur, but he wouldn't know their exact movements. This sense is not reliant on sight, hearing, etc., but rather on his mind; giving him a concussion or a sufficiently hard knock on the head will disrupt the sense. During combat it is often muted for the sake of focus unless otherwise noted, although he can still pick up vague "rumblings" if the area of combat isn't too busy (i.e. an empty warehouse versus a busy city street; the former is much easier to passively "view" than the latter). This sense picks up on any electromagnetic disturbance, and can be scrambled by EMP or even a sufficiently large burst of localized electricity in the area.
Vision Shift: With a moment of concentration, Deitric can shift his vision from the visible spectrum to infrared, enabling him to see in low-light or dark situations. CD: 0, WU: 0.
*
Kickstart: A non-directional electric shock Deitric can generate his entire body, or a specific limb/area. Requires that he touch the opponent. Causes mild muscle-spasms for a short period of time (usually a post or less), as well as mild electrical burns and a healthy dose of pain for the recipient. Analogous to a mild taser. Can last up to two posts in a row. CD: 1 for one post Kickstart, 2 for two post Kickstart.
*
Lightning Field: From one (or, preferably, both) hands, Deitric creates a small area of cackling lightning up to five feet in front of him, with a five foot spread (ten if using both hands). Roughly analogous to Kickstart, designed primarily to make an opponent move or change their range by either dodging or pushing through it. The lightning field is painful and causes minor burns, at most. Lasts for one post. CD: 1, WU: 0. Can choose to widen and lengthen his field akin to a net for an additional CD of 1, doubling the area of effect to a 10' field.
*
Magnetism: Deitric can, as the ability suggests, magnetize stuff. He can lock up a gun's firing chamber, a revolver's cylinder, or a cybernetic limb's joint by temporarily magnetizing the metal components. One post duration; CD: 1, WU: 0, two post duration: CD: 1 and WU: 1. Note that, if magnetizing something like a limb, he can only magnetize that limb
once in a fight, after which it retains a part of his electromagnetic "signature" which disallows him from continued magnetization.
*
Polarity Shift: Deitric can radically shift the electromagnetic field around his person. This can be used to change the flight paths of incoming missiles, and will also disrupt electronic devices for one post. CD: 1, WU: 0. This is not an automatic dodge; the disruption of a missile's flight path is not sufficient to completely throw it off target; it only makes it easier to dodge the missile or to turn a sure-fire shot into a glancing blow. An arrow heading straight for his center of mass will still catch him in the flank, torso, or arm if he doesn't actually try and move, and he cannot pick missiles out of the air.
**
CNS Manipulation: Deitric can temporarily manipulate his central nervous system, doubling his physical abilities. Deitric cannot stack this ability; doing so would strain his his musculature too much. Because of the nature of the ability and the effect it has on his muscles, tendons, and bones, Deitric can only use this ability twice in a fight. Duration: 1 post, and the carry-over of that post's effects (e.g. a completed attacK). CD: 2, WU: 0.
**
Drumbeat: Standard power-punch; Deitric focuses his power into a foot, hand, elbow, knee, etc and delivers a blow of twice his normal strength. Turns a jab into a stiff straight, and a regular hook into something much, much meaner. Comes with a burst of electricity akin to Kickstart in potency. CD: 1, WU: 1.
**
Rolling Thunder: Deitric manifests his lightning physically for one post, gaining the ability to throw a flurry of punches (roughly five or so) punches at an opponent in the space of a single attack. Punches are a bit stronger than a stiff jab; not something someone wants to eat head on, but with an appropriate boxing guard it can be weathered without much of an issue. CD: 2, WU: 1.
**
Blitzkrieg Knee: Essentially a Drumbeat, but with the added bonus of allowing him to "blitz" through the air across a distance of three meters. Hits with a burst of lightning roughly the same potency as a standard self-defense taser. CD: 1, WU: 1.
**
One Inch Smash: When caught in a tight space, Deitric can make an attack akin to the force of a very stiff jab, with a burst of electricity emanating from the area struck. Useful in grappling situations where full, bodily motion might not be possible, allowing him to kick/punch/stomp to disrupt an opponent where he might otherwise be too constrained to do so normally. CD: 2, WU: 0 .
***
Thunderstruck: This technique turns Deitric into a human freight-train, allowing him to slide or "blitz" across a twenty-foot area at roughly 35 mph, shoulder-checking or tackling someone with an enormous amount of force, concentrated into a singular area (usually his shoulder). The impact is accompanied by a terrific burst of lightning that will bowl an opponent over if Deitric's body-weight didn't. CD: 3, WU: 1.
***
Maelstrom Spiral: Enveloped in an opaque sphere of swirling lightning, Deitric momentarily becomes a sort of living storm. Blitzing across a twenty-foot area at high speeds (30~ mph), Deitric leads the way with a super-powered punch. Capable of doing significant blunt-force trauma (broken, fractured, cracked bones or bone-deep contusions, serious concussions, etc) and serious electrical burns, the blow also has a secondary effect: upon striking a target, all the momentum is immediately reversed as the swirling power shifts radically from propelling Deitric to propelling the stricken enemy/object with enough force to send them flying several meters away. Signature finisher ability. CD: 3, WU: 2.
***
Fistful of Lightning: Like a suped up Drumbeat combined with a bolt of lightning - Deitric punches somebody, immediately emitting a lightning bolt that acts almost as a second, instantaneous "punch" in terms of blunt force (dependent on the type of punch thrown), ontop of the mild or potentially serious electrical burns. CD: 2, WU: 2. Will usually cause mild burns to whatever hand is being used to deliver the blow.
TYRANT PROTOCOL MOVELIST
TYRANT PROTOCOL -- AEGIS SYSTEM: The AEGIS is an electromagnetic field that can be activated as a sphere surrounding Deitric and his immediate area in 2' all around his body. This field's energy oscillates at a specific frequency designed to disrupt supernatural energies. Using this, Deitric can block a single supernatural attack of average strength. Attacks that are of sufficient strength can break through the AEGIS, and activating the AEGIS will not disrupt supernatural energies/passives of an opponent in melee range. The AEGIS SYSTEM can be used once in a fight. Use of the AEGIS system puts the TYRANT PROTOCOL in "offline/standby" and another TYRANT PROTOCOL ability cannot be used for five posts. It also applies a 1 CD cooldown to Deitric's LIGHTNING ANIMUS abilities that cannot be skipped. Any use of this ability will be cleared with a judge beforehand to ensure that it can actually block the attack in question.
TYRANT PROTOCOL -- THUNDERGOD'S WRATH: THUNDERGOD'S WRATH is a short-range particle beam emitter built into the glove of Deitric's suit which, while not at its full potency, is still a powerful tool. By activating it, Deitric can - within the same post - fire a particle beam at a target up to 20' away. The beam travels at roughly 70 mph, and has the force of a full-body tackle; an enemy struck by the beam will be knocked off of their feet and thrown backwards a few feet, depending on their size. The beam has a 2' diameter, and is more effective against inorganic material than organic: it will blow apart concrete and dent metal armor, but it will only do moderate damage to a human body. Body shots are preferable to head shots because of the beam's diameter; shooting someone in the face only has half the force of the beam because the rest of it is hitting the air around their head, whereas a shot to the torso will utilize the full width of the beam. If it is activated without being used, it de-activates automatically in the next post. THUNDERGOD'S WRATH has a 3 CD "offline/standby" cost, and 1 CD cooldown for LIGHTNING ANIMUS abilities. [/size]
General SkillsFighting Style - Hawk and Fox: A familial fighting style that Deitric has trained in for as long as he's been physically able to, Hawk and Fox is a fighting style that rewards the cunning and efficient. A mixed-martial art combining elements of traditional and dirty boxing, freestyle, Greco-Roman, and submission wrestling, Deitric is at home standing and on the ground. The fighting style revolves around creating and exploiting gaps in an opponent's offense or defense, relying on the practicioner's ability to think on their feet and keep their cool, requiring them to be able to stop and start at the drop of a hat. Limb-trapping and clinch fighting are also common facets, as is the "peek-a-boo" boxing guard.
Fighting Style - Muay Boran: Also known as the meaner, more vicious older brother of Muay Thai, Muay Boran is a no-holds-barred kickboxing style brought to Gaia by a Thai diaspora from multiple universes. Designed to implement the fists, elbows, knees, feet, and foreheads of the users, Muay Boran focuses on lightning-quick, extremely aggressive attacks capable of picking an opponent apart, one attack at a time. It is almost exclusively a striking art, with the addition of clinch-fighting, where the knee and elbow attacks are particularly useful for downing an opponent. Deitric began training in Muay Boran in order to emphasize the strong points of his fighting and to cover his weaknesses: namely, his penchant for fighting up close, and his relative lack of training in throwing kicks.
Weapons Training: Deitric has been trained to use a multitude of weapons, although he specializes with the knife, tomahawk, warclub, and staff/spear.
Warrior Society: Deitric grew up in a warrior society and was raised from an early age with the expectation that he would become some kind of soldier or fighter. This, combined with years of hard living and fighting, gives him a degree of conditioning to pain that enables him to fight effectively; while not immune to pain, he is much more capable of dealing with it throughout the course of a fight than the average person. No matter how tough you are, you're not going to grin and bear a snapped femur But a broken nose, missing tooth, or a few burns are things that he can grit his teeth and push through.
Quick-Witted: Years of experience in and out of the ring have given Deitric the ability to read and adapt to opponents' equipment or fighting style. Deitric can transition easily from a heavy-handed, bullying boxing to boxing at reach to up-close clinch-fighting without missing a beat. This doesn't mean that he can anticipate everything an opponent will do, only that he has enough experience to know what someone's liable to do with a spear or a knife, or the difference in stance between someone who's looking to throw a head-kick and someone looking to counter-box.
Hunter: Both in and out of the city, Deitric is an extremely proficient hunter, capable of moving silently and picking up on minor details (sounds, sights, smells, etc).
EquipmentArmored Outfit: Deitric's leather jacket, chaps, and boots provide some level of protection, but his real armor is beneath the leather of his jacket and chaps, "stitched" into the underside. The armor is fairly straightforward: Small, overlapping scales of an ablative polymer akin to scale mail, designed to ward off piercing attacks. The scales will "lock" when struck and then break when enough pressure is applied, thereby drawing off force from the blow in question. The armor does nothing to blunt force trauma, does nothing against chopping attacks, such as with an axe, will protect Deitric from a slash at the cost of a swath of broken scales, and will essentially stop puncturing or stabbing attacks once. Being treated leather, his jacket and chaps are fairly heat resistant and won't catch fire easily.
Tomahawk: 20 inch mahogany handle wrapped in rawhide, head length: 6 inches from haft to edge, blade edge of 4 inches, approximately 2 ½ pounds total. Supernaturally durable, and has become attuned to his electrical charge, allowing it to return to his hand upon being thrown provided it is within 50' of his location. Worn in a small strap-holster on his belt.
Long-knife: Plain handle with an overlapping "lip" of steel at the top of the hilt to act as a finger guard, with a 9" long blade designed mostly for slashing and stabbing, coming to a quickly-tapering point, starting around 1" or 2" in width at the base and tapering along the length. Usually worn on his belt, generally hidden. Supernaturally durable.
War-club: 18" oak handle with a steel ball on the end, about 2/3 the size of a baseball. (Google "Indian ball club" for several references). Supernaturally durable.
Spear: Total length: 6'9'', spearhead length: 13", shaft length: 68". Deitric's spear is reminiscent of the assegai, with a long, flat spear-head that can cut or stab, and a haft that allows for throwing or using in melee. The haft is sturdy, but not inflexible or brittle. Supernaturally durable.
Weapon Transmogrification: Deitric's tomahawks have been electronically "programmed" to respond to specific electrical signals given by the tribesman by the specialists in his company's R&D Department. Deitric holds one of his weapons and provides a shock at a very specific voltage, amperage, etc., and this "activates" the electromagnetic command in the weapon. Deitric's
left tomahawk becomes the war-club mentioned above, while his
right tomahawk becomes the spear. Transmogrifying a weapon takes 1 post, and has a 2 post cooldown.
Clothing: Along with his armor, he also wears denim jeans, leather boots, and fingerless leather gloves. His boots have the heels and toes chased/capped with steel - enough to make it stiff, but not enough to change the weight significantly in the same way that real steel-toe boots would. Mostly cosmetic.
Addendum:
1. Wind-up does not mean "prepping for a specific attack in advance." There's no "I'm going to use Thunderstruck next post, here's the wind-up" sort of thing, in the way that a spellcaster might start making hand-movements in advance; a wind-upjust signifies a build-up of power that occurs naturally. It's just another form of cool-downs, it simply acts as another buffer to help space out his ability usage and to give the system a bit more balance, as well as a more fluid feel rather than just charge->use->charge->use->charge->charge->super-use. It's also designed to help buffer against "instant use" abilities.