[hider=DATED WIP VERSION] [s]Quartertaff Knuckledusters (Caesti?)[/s] GOD FISTS Gentlemanly garb (Vest and GOD FISTS) Outstanding physical form (top heavy from god fists) Neural backup: promptly reverts disruptions cause by electrical shock, chemical, concussion, increasing resistance to said elements Badass aura: virtual particles+energy, physical and magical defense [list] [*]Supreme defense [*]Additional inertia [/list] Charges (for more inertia or for speed burst) 3 stage charging 1 charge per turn of not punching, requires arms be kept in guard not moving Inertia is magic weight particles always moving with his aura; charges just phase them into physical existance Max charge for either type gives 4x power boost, previous stages give 3x and 2x respectively, and speed/inertia changes accordingly (145/175/200 for speed?). Holding: allows to burn all charges of one type but save the charges of the other type; burned charges may be used as normal [s]Phasing minor inertia into his legs for stability as a free ability (1/4-1/3 his weight concentrated in the feet and extending to the hips)[/s] SLAUGHTERMASTER GOD FISTS Rythm: every 3 turns the defensive power of his Badass Aura triples during the defensive phase of the 3rd post Critical Arts: critical art gauge build by one point for every attack that's made contact with and for every punch, and only punch connected, reacts to subconcious perception of threat, danger, action and adrenaline. [s]CA1: allows to create cushions of air around his fists by knitting it together with his Badass Aura, the aura also hasing in minor (5kg) amounts of nertia to add some punch; said cushions can just be launched by his fists as invisible ranged attacks. Slowly deteriorates over distance. Also affected by rythm. Lasts until end of fight.[/s] CA2: wave of badass energy that creates a lingering sphere around him, thougneing and weighing down any objects expect the opponent.The blowback from the energy release compresses his aura and holds the speed/interita charges. Guy himself can move freely through the aura. Both cost around 3-5 points? [s]Maybe add more (ageis reflector, teleport as CA)? Teleport towards opponent, shortest path straight line; destorys obstacles between him and opponent (aura of the opponent)[/s] Air walk: manifest badass particles directly under feet whenever Gravity rider: generate joules from the potential energy of gravity interacting with his mass particles while retaining the original direction of the force's vector, allowing him to "ride gravity woo" and ue up the joules virtual particles: defense, masslessness, attraction/repelling force The crux of Bradley's physical power lies in a phenomenon known as 'virtual particles': manifesting in form of a magic force, they are made to emulate the properties of a real physical particle - mass, electromagnetic interaction - without actually having a tangible form. Moreover, said properties can be manipulated with precision, or even blocked entirely, creating mundanely impossible variations. Tuned to produce them, Bradley's aura keeps his body constantly saturated with a dense lattice of virtual particles, merged with the molecules of his own body to endow him with a behemoth level of protection. Fine tuned to the task, they are unlike any conventional material in their properties: resistant to both heat and electricity, as a ceramic, yet ductile and tough, as mild steel. The mass is completely removed, leaving his weight at its natural benchmark to prevent such inconvenience as caving in the ground with every step. One important thing to note is that the particles are synchronized with his bodily functions: as blood and electrical currents flow through the vessels and nerves, the particles temporarily phase in and out to prevent obstruction; the effect is so small in scale, however, that it has little consequence on his overall defense for all areas, except the brain - which is constantly permeated with electrical signals, making it perhaps his only significant weakspot. Ki god fists Staring from the shoulders, Bradley's arms are completely replaced by a pair of robotic prostheses, with additional strands of artificial muscle and a metallic carcass extending onto his ribcage to keep them attached solid. Being the vessel of a mysterious magic artifact, they hold great occult power - but they also bear a distinct physical quality of their own, being heavier, far tougher and far stronger than what his flesh-and-bone arms were, while still sharing the boost of the virtual particles and ki. The upper layer of their plating is composed of a ceramic, beneath which is a steel casing which holds the muscle fibers, various pistons and locks, and a slew of tubing and wires connected to tiny gemstones encrusted within the likewise steel 'bones', said magic gemstones powering the arms, alongside with performing maintenance tasks, such as producing lubrication. raw stats charging Bradley can supercharge his aura by diverting energy from his arms, allowing to release it in a momentary burst that either boosts his Ki for a raw speed and strength increase, or unblocks the mass of the virtual particles, increasing his weight drastically. rhythm critical art [/hider] [hider=Bradley Iverson] Bradley wields a mysterious artifact that has ingrained itself into his body, replacing his arms with robotic counterparts and digging into his torso with strands of artificial muscle fiber paired with a metallic carcass hugging his ribcage. Apart from being the artifact's vessel, those arms are simply a fine example of prosthetic technology, being incredibly durable, far faster and far more powerful, despite their weight. His defense is bolstered by a defensive aura that permeates his body, metal arms and even clothes. It manifests 'virtual particles' inside them, that occupy the same exact space without interacting with his body - yet reacting to external forces. The virtual particles create a lattice that's hard as diamond, yet as ductile as mild steel at the same time - and, most importantly, weightless. It also protects from most acids and insulates against electricity and heat as a ceramic would. Said lattice can be damaged - however, it will rapidly regenerate once the strain is removed. The same virtual particles, albeit of a different configuration, are also used to boost his physical strength: attaching themselves to his muscle, they contract and relax by having their molecular lattice change form through magic influence. Lastly, while the majority of virtual particles are made weightless, some are deliberately used to add extra mass, giving Bradley extra stability and striking power as he climbs up the power scale. [b]Raw stats:[/b] Height: Weight: Run speed: Overhead lift: Physical defense: Electrical resistance: Heat resistance: Bradley can divert energy from his robotic arms into accumulating charges that can momentarily boost his muscle power or mass by pumping it into the virtual particles. During charging, his arm muscles are disabled and the limbs are kept in place by a series of friction locks that secure his joints from the shoulder downwards. If excessive force is applied, the locks will be disengaged and power will be forcibly returned to his arms as an emergency measure preventing damage to the mechanisms and Bradley's face; the charging will also be stopped if Bradley's mental focus is disrupted and if the charges are being activated. To accumulate a charge, Bradley must already be charging at the beginning of the post; if he manages to keep charging uninterrupted until the post's end, then he will gain a single charge at the beginning of his next post, regardless of the fight's in-character chronology. The charges boost him for a minuscule amount of time, allowing just enough to fit in one powerful strike or a quick jab-cross combo. Charges are automatically used if the charging process is disrupted, and when activated, a charge may only last Bradley for the current post, without carrying over into the next one. However, Bradley may choose to use up all charges of one type separately in order to delay the activation of the other type - for example, if he would use up his mass increase charges in one post, then his muscle power increase charges would undergo forceful activation only in the next post. It is important to note that mass charges affect only how Bradley interacts with his surroundings, and not Bradley himself: his punches will be heavier and the ground may cave in under his steps, but the man himself will move as fast and nimble as before, unhampered by the mass increase due to the nature of virtual particles. [b]Raw stats:[/b] Force to disengage locks: Muscle power charges: 3 charges max. #1 = 140% force and speed, x2 kinetic impact energy #2 = 170% force and speed, x3 kinetic impact energy #3 = 200% force and speed, x4 kinetic impact energy Mass charges: 3 max #1 = x2 base bodymass #2 = x3 base bodymass #3 = x4 base bodymass At the start of every third post, the defensive power of Bradley's aura is tripled; simultaneously, his mind and perception's processing capacity is momentarily boosted to such a level that time seems to just stop: for a millisecond, he is allowed to observe his surroundings as if they were a still image, then think through and act upon the situation - and obviously, this also serves as a signal to him, telling that his defenses are bolstered as well, the two effects coming hand-in-hand. The effect only persists for the defensive portion of his post; any actions he attempts afterwards are without any of those enhancements. For every attack that connects against him, and for every punch of his own that he lands, Bradley gets one step closer to unleashing his super move, a fusion of his own ability to create virtual particles and the artifact's mystic power. for enemy attacks, it may be even a grazing hit - so long as Bradley himself perceives it as a threat coming directly from the opponent and registers it as dealing any sort of damage against him, he will gain a super move point; for his own attacks, they must be punches only, and they should connect cleanly - though whether they do or don't deal any major damage is irrelevant, so long as they come in full-force. Upon accumulating 5 super points, he can, at any time, unleash a sphere-shaped aura, generated by the artifact, which will saturate the area with virtual particles. The particles will attach themselves to anything that isn't shielded from magic, weighing down and slightly increasing the durability of all of Bradley's surroundings: air becomes maple-syrup thick and heavy and bullets slow as their mass skyrockets; the more intrinsic mass an object has, the more particles will attach to it. The only entities unaffected are Bradley himself, and any other living being, alongside with any possessions they wear n their person, be it armor or weapons; however, Bradley, being the source of said virtual particles, is able to cut through the veil and repel them from the surface of his body, unimpeded and moving as normal. The lifetime of the sphere, however, is barely over a second, meaning that it doesn't necessarily spell certain doom for anyone caught within. Raw stats: Sphere radius: 50 feet Effect intensity: objects become 20 times heavier and around 5 times as durable. [s]+Bradley is capable of imparting up to 200,000 joules (equal to his baseline jab punch power) of instantaneous impulse to his body in the same direction as the gravitational pull, with no limit on the amount of uses, but a limit of 200,00 joules spent total for every turn.[/s] instant burst of 50 m/s acceleration instead so that it get more power from more mass think about how to do airwalk: generate counterforce in a limited range of direction equal to force exerted through a pad of badass particles. problemo solved parry punches super points have a cap (5 points, 3 for DDC and LDT, 5 for big sphere?) [s]double deadly combination: extend rhythm and charge onto two hits but have to commit to both in one post[/s] [s]lockdown trigger: charged punches create spheres of badass particle around his fists aura that increases in intensity proportionally to the fist's velocity. acts like a mini regular sphere.[/s] don't forget about god fist link to subconscious and rhythm Rather than locking the arms he just has to keep them in place with his own muscle power - charges are not actual energy, but stages of concentration, maybe slowly condensing magic into power pathways as he keeps his arms still. Virtual particles don't completely shut down electric current, but rather, resist it, converting the voltage into heat. Their heat resistance is average, but due to the large mass, an incredible amount of heat is required to raise temperature, and thanks to high conductivity, it becomes even harder. Link to muscles that defines rhythm and charge release duration? Flex-counterflex chain as a unit of measurement: one group of muscles initiates the motion, the other aids in recovery. Maybe link to one's vestibular system/sense of balance and own momentum? Yes, charge persists through momentum release, dampening and ends at momentum reversal. RUSH MODE: gets 2 steps before throwing punch during charge activation Energy radar: senses direction and magnitude of surrounding energy sources and spikes Rythm is deliberately activated, vanilla cooldown sets the rhythm; maybe offensive aura type? Boost defense, time stop and enhance energy radar to show distance as well. new CA: [i]after activation creates a mini lockdown sphere whenever entering rush mode off of charges[/i] - each use of this CA gives one stack of mini lockdown on rush BURN MODE: when already charging (1 accumulated charge required), burn CA meter to instantly gain extra charges. [/hider] [hider=most recent] Bradley: CA4: freestyler. allows to move while retaining charge for the duration of the CA (3-5 turns?). Maybe pause when initiating a new charge to extend CA3 even further and do some classy moves. Can choose between breaking charge guard and going for a punch/other arm move before the charges kick in, or enter rush mode instead while keeping guard up. Make rhythm add more virtual particles (for purpose of ablative armor style piercing attacks)? - prob not Don't forget about time slow and extra analysis power for virtual particle observation network (VPON). Energy radar or ole 360 degree vision? Neither? Vitrtual particle cluster gun observation network (VPCGON): Bradley ejects clusters of virtual particles from himself that beam back lasers towards him containing information both about the relative positions of all the particles within the cluster, and by observing their position/disturbance of thereof and the state/intensity of the returning laser, Bradley can determine certian physical processes and disturbances within the enviroment. Lasers? lightspeed info! Sandblaster: VPCGON allows to track threats directed against Bradley, and auto-deploy a large particle cluster gun that blasts the oncmoing threat with a stream of inert particle grains, both directly opposing the threat's vector of motion and striking it tangentially (neutralization+displacement), as well as overloading it with said inert particles, intended to absorb an distrupt/dissapate any heat/electric/chemical based threats. Stronger and manually controlled version of sandblaster deployed during Rhythm. Rush mode LDS doesn't stack but is activated on spot. Make airwalk have friction - doesn't it already have it? Airwalk manifests itself through virtual particles, which can be analogous to any material in their firctional properties - meaning airwalk can actually be made to boost his mobility. ALter the grai/firction of airwalk particle cushion and voila turning on a dime. LDS (CA1): extend duration (2 turns), allow to move it in a straight line, slightly lessen the raw effect. Also make it so LDS is cancelled as soon as a charge is used. Add volcanic rage CA: increase number of sandblaster streams and infuse them with mini bombs, increasing distruptive and multitasking potential. Elaborate on what counts as parry punch/punch gain material for CA points. Deadly arrival: special effect, start with full CA meter [/hider] [hider=Bradley gettin' ready for TZDL] Virtual Particles VPs are small holes that conduct magic energy into the physical realm 'programming' it in process - basically runes that project it in a defined fashion. defend against magic energy bullshito by using virtuak particles as particularly powerful magic energy manifestations; the particles directly within Brad's body give him nigh-immunity; VPs divided into temorary (vpcgon; sb) and long lasting/source (rest) VP armor two coexisting layers of metal-like and ceramic, plus a constantly moving liquid like heatsink layer Virtual particle armor does conduct heat directly to Bradley's body, but due to its incredible thermal resistance and low conductivity, the heat buildup is greatly stifled and remains localized, allowing to conveniently expunge heated particles with VPCGON. Add extra layer of virtual particle armor that constantly shifts around, absorbing and redistributing heat. Virtual particles don't completely shut down electric current, but rather, resist it, converting the voltage into heat. Their heat resistance is GREAT AND due to the large mass, an incredible amount of heat is required to raise temperature, and thanks to HEATSINK, it becomes even harder. Psychopunch Allow Bradster to PUNCH magic/supernatural energies out of objects by enhancing his Godfists with superpressurized virtual particles, temporarily distrupting magical effects and magical control. (PUNCHING DEFENSES AND ATTACKS BACK AT PEOPLE IN FORM OF FUCKIN' SHRAPNEL) Also part of how LDS works Charging RUSH MODE: gets 2 steps before throwing punch during charge activation Link to muscles that defines rhythm and charge release duration? Flex-counterflex chain as a unit of measurement: one group of muscles initiates the motion, the other aids in recovery. Maybe link to one's vestibular system/sense of balance and own momentum? Yes, charge persists through momentum release, dampening and ends at momentum reversal. Rather than locking the arms he just has to keep them in place with his own muscle power - charges are not actual energy, but stages of concentration, maybe slowly condensing magic into power pathways as he keeps his arms still; can move at shoulder but not below. Charges (for more inertia or for speed burst) 3 stage charging 1 charge per turn of not punching, requires arms be kept in guard not moving Inertia is magic weight particles always moving with his aura; charges just phase them into physical existance Max charge for either type gives 4x power boost, previous stages give 3x and 2x respectively, and speed/inertia changes accordingly (145/175/200 for speed?). Holding: allows to burn all charges of one type but save the charges of the other type; burned charges may be used as normal Can choose between breaking charge guard and going for a punch/other arm move before the charges kick in, or enter rush mode instead while keeping guard up. Charging: simple - if Brad starts his post already in a charging guard, then automatically gain 1 charge ready to use !Link to muscles that defines rhythm and charge release duration? Flex-counterflex chain as a unit of measurement: one group of muscles initiates the motion, the other aids in recovery. Maybe link to one's vestibular system/sense of balance and own momentum? Yes, charge persists through momentum release, dampening and ends at momentum reversal.! CA points super points have a cap (5 points, 3 for DDC and LDT, 5 for big sphere?) !CA points: gain on DODGING or DEflecting attacks, but enters a forced cooldown state where points cannot be gained from defending (but can from landing attacks) if he is hit full force, no matter whether he braces or not.! LDS LDS (CA1): extend duration (2 turns), allow to move it in a straight line, slightly lessen the raw effect. Also make it so LDS is cancelled as soon as a charge is used. Upon accumulating 5 super points, he can, at any time, unleash a sphere-shaped aura, generated by the artifact, which will saturate the area with virtual particles. The particles will attach themselves to anything that isn't shielded from magic, weighing down and slightly increasing the durability of all of Bradley's surroundings: air becomes maple-syrup thick and heavy and bullets slow as their mass skyrockets; the more intrinsic mass an object has, the more particles will attach to it. The only entities unaffected are Bradley himself, and any other living being, alongside with any possessions they wear n their person, be it armor or weapons; however, Bradley, being the source of said virtual particles, is able to cut through the veil and repel them from the surface of his body, unimpeded and moving as normal. Also the VPs will cluster around any aura protected object, coating it in a weight blanket; also LDS causes a momentary displacement burst against magic energies. Freestyler CA4: freestyler. allows to move while retaining charge for the duration of the CA (3-5 turns?). Maybe pause when initiating a new charge to extend CA3 even further and do some classy moves. HOw about 1 free charge every turn? VPCGON VPCGON is created through small spherical blips that radiate virtual particle clusters at high speeds; due to inverse square law, the radiation is relatively harmless over larger distances, but from 1 foot to point blank, the power radically rises, direct contant with the VPCGON field capable of ablating steel at a rapid rate; the ablation peels/oxplodes off the surface layer with combined heat, erosion and impact, while leaving the matter underneath relatively cool. Vitrtual particle cluster gun observation network (VPCGON): Bradley ejects clusters of virtual particles from himself that beam back lasers towards him containing information both about the relative positions of all the particles within the cluster, and by observing their position/disturbance of thereof and the state/intensity of the returning laser, Bradley can determine certian physical processes and disturbances within the enviroment. Lasers? lightspeed info! Bradley himself also project the lasers, with those lasers interacting and bouncing off the VP clusters and VPs only, while his radiant aura (aura radius) is what receives the reflected lasers. Sandblaster Sandblaster: VPCGON allows to track threats directed against Bradley, and auto-deploy a large particle cluster gun that blasts the oncmoing threat with a stream of inert particle grains, both directly opposing the threat's vector of motion and striking it tangentially (neutralization+displacement), as well as overloading it with said inert particles, intended to absorb an distrupt/dissapate any heat/electric/chemical based threats. Sandblaster can also be manually controlled, with pressure from combined streams being able to affect opponents - however Brad is unaffected by the streams himself !!!Sandblaster streams conduct the VPCGON particle gun bursts, allowing to 'bloom' a particle emission at the end, allowing to both ablate the targets it makes contact with and conduct the observational effect. Make sandblaster streams capable of splaying out in wide cones, blowing away flames, also still have them capable of exploding at the tip, DISPERSING THE PARTICLE CLUSTERS FOR AN OBSERVATION BLANKET!!! sandblaster spike: overlap particles, use vpcgon ablation effect to create SAND LASER (good for remote detonation of explosive projectiles) Sandblaster streams can ionize and plasmify matter, creating updrafts of hot air and thunder like shockwaves; enhances displacement potential against targets. IDK maybe take away sand laser for balance reasons Walls Have a wall creating ability that first has to be targeted/placed and after a time delay, it builds the wall - thus, eliminating its use as an instant defense, but allowing strategic usage. Also make its durability degrade over time to mitigate cover charge stalling. Comes in form of a VP mist that can be moved around; affected by gravity, initially intangible, but tangible upon creating barrier. Displacer Virtual particle displacement: replaces an object with its virtual particle replica; as result, Bradley can walk through the replaced area; regular version cannot affect objects controlled, or 'in possesion', contacting a living being's aura. Beefy version uses one reactive, two CA points, gives a hard cooldown, aura affected and controlled objects are only temporarily replaced. Displacement stays in effect so long as the object does not exit Bradley's max aura range; strong magic users can wrestle back against it to regain control sooner. Also is virtual aprticles fixed in place by pressure from the displaced object. Gravslam instant burst of 50 m/s acceleration instead so that it get more power from more mass can be regulated Airwalk think about how to do airwalk: generate counterforce in a limited range of direction equal to force exerted through a pad of badass particles. problemo solved Make airwalk have friction - doesn't it already have it? Airwalk manifests itself through virtual particles, which can be analogous to any material in their frictional properties - meaning airwalk can actually be made to boost his mobility. Alter the grain/friction of airwalk particle cushion and voila turning on a dime. Scarring INSTANT SCARRING Godfist enhanced cyborg physique CYBORG ARMS DUH Don't forget to make Brad's actual own body a li'l bit heat resistant, so he isn't ovened by his armor. Enhanced psychic mental processing/psychic aura structure creating 'programmed magic' Mask is also a respiratory, occular and audio protection/ with neck muscle shock absorber (air tanks in neck for breathing inside VP objects) Don't forget: clothing is armor with badass aura !!!Divide into 3 phases: 1 with passive CA points gain but no charging, 1 with passive charges gain but no CA, and one w/o passive gain but with [/hider] Runic Psion: Virtual Particles: at the crux of Bradley's core abilities, virtual particles (VPs from now on) are magic 'machines' (otherwise known as runes) allowing an advanced form of magic-to-matter transformation that can manifest wholly isolated properties of physical matter and phenomena - for example, creating objects unaffected by gravity, yet possessing motion inertia. This is achieved by simulating physical particles up form their quantum components with magic energy channeled through the VPs themselves; reality's laws act upon and mold the simulated particles into their 'correct' form in order to include them into the sphere of physical interaction - however, throughout the whole process, the simulated particle remains nothing more than pure magic energy in a continuous state of transformation: should the user will so, they can modulate the energy flow by altering the structure of the VPs it's channeled through - either closing the flow off, or using it to 'plug' certain interactions with an equal counterforce, and in result, removing certain components, properties or interactions of the simulated particle out of existence. In other words, there is no particle - only magic energy acting upon other matter in a way that simulates the existence of another particle. Due to this, VPs possess an additional property: if given a magic-based marker that distinguishes one group of physical matter form another, then the simulated particle can be exempt from interacting from that group. In practice, this allows the VPs to exist inside physical objects, pass through them, and overlap eachother to any extent desired. Implantation: Aura Field Layers: Godfists: