LV1.2 sig attack, EYES OF THE SOUTH

Eye of the South: The 'Eye of the South' is a special move that focuses all of R-kid's rainbow gem energy on one color based on the element he wishes to use, then all the energy from the rainbow gems drain to his neck, then the head, then right into the eyes. And thus he gets to use them to his advantage. With all the colors of the rainbow, R-kid will PWN!!!... Yeah.
(CD 3 *Starts after the end of effects.*)

Red: Demon Sight: R-kid's eye will turn blood-red, with a pattern in the center that looks like a star. Everything R-kid will see in this sight in inferred, so that means that he can see everything in a slight slow motion. But it also means that anything cold like a water based enemy can take him by surprise like cutting eating bread. (AKA, accuracy is increased by 2 times, but lowers by 2 times if against a water element enemy.)

*These effects will wear off in 3 turns*

Orange: Burst Sight: R-kid's eyes will turn flame-orange, with a black diamond pattern in the center of the eye. Everything that is a large size compared to R-kid can easily be traced and taken down with ease. (AKA, accuracy is increase more and more the bigger the enemy compared to R-kid, and cause R-kid is very small, he will be one great aimer. However, if something is smaller than R-kid ((a small form as a .GMO or something like a bird or cat)) the smaller enemy will be totally INVISIBLE to R-kid's eyes.

*These effects will wear off in 3 turns*
*Bomb based attacks are harder to pull off by 30%*

Yellow: Static Sight: R-kid's eye will turn static-yellow, with a black lightning bolt pattern in the center of the eye. As long as the Static Sight is on, one chosen enemy can not attack till the effects of the Static Sight wear off. If there is only one enemy, then the eye can take away one move from the enemy till the effects of the static sight wear off. All elec enemies are also easier to hit due to the fact that R-kid gains 'Magnet Feeling' so he can detect elec movements.

*These effects will wear off in 3 turns*
*R-kid can not use sword/claw/saber/any-other-attachment-attack while the Static Sight is in effect*
*The Static Sight can be turned off by R-kid by using one action to do so*
*Stuns one enemy till static sight wears off, if only one enemy remains, the enemy will lose one action till effects wear off*
*Can detect elec monster's movement easily.*
*Bomb based attacks only have a 50/50 chance to hit*

Green: Tree Sight: R-kid's eye will turn grass-green, with a black tree pattern in the center of the eye. As long as the Tree Sight is on, R-kid and all of his allies will gain 20hp every turn, unless R-kid is working with more than 2 allies, if so, all allies heal by 15, and only 10 heal if he has more than 4 allies, If R-kid wants, he can heal any ally but himself by 40hp by looking in his ally's eye and using up 2 actions, if his ally doesn't have eyes, or if the eye is covered by a visor or related, R-kid can heal the ally by touch but still has to use 2 actions. And R-kid has better aim at all enemies that touch the ground.

*These effects will wear off in 3 turns, 2 if R-kid has 3+ allies*
*R-kid can not use any fire based chips during the effects of the Tree Sight*
*Sight heals R-kid and allies for 20 each, 15 if more than 2 allies, 10 if more than 4 allies*
*Aim is 2x better as long as the enemy touches the ground*
*Can heal one ally by 40hp using 2 actions, but can't heal the whole party when doing this*

Blue: Merpeople Sight: R-kid's eye will turn sea-blue, with a black water droplet pattern in the center of the eye. As long as this sight is in effect, R-kid can make ice blocks at will, but only 2 can be out in the field, and it takes one action to make one ice block.

*These effects will wear off in 3 turns*
*R-kid can make up to 2 ice blocks in a battle, if one is destroyed, R-kid can make another, making one takes one action, all ice blocks have 100hp, fire attacks to 2x dmg to them, break attacks completely destroy them*

Indigo: Freeze Sight: R-kid's eyes will turn icy-light-blue, with a black circle pattern in the center of the eye. Once this sight is in effect, R-kid can put himself in an absolute zero ice block, the absolute zero ice block will last for 5 turns even after the sight wears off, and it can totally block 3 attacks, but at the cost of the fact that R-kid can't attack, but he can still heal himself, unless he uses the Tree Sight, meaning he can also heal his allies.

*These effects will wear off the moment R-kid puts up the ice block*
*The ice block will last for 5 turns, and can totally block up to 3 attacks*

Violet: Snake Sight: R-kid's eyes will turn poison-purple, and will form into snake-eyes as well. R-kid will gain the 'Poison Eyes', and thus he can give up to three enemy the 'Poisoned' status, meaning they will lose 10 hp a turn. Also, R-kid can see inferred AND frerred so he can see every enemy like they were moving in a slight slow motion. However, after the effect of Snake Sight has worn off, being the second most powerful sight, R-kid will have the 'blind' status for two whole turns.

*These effects will wear off in 3 turns*
*R-kid's accuracy will have increased by 2x to every enemy no matter what type*
*R-kid will go blind for two turns after effects have worn off*




This prolly is going to be shot down for too many opinions, but just tell me if I need to change anything.
Cap: 90.

*sigh*

Red: Accuracy++, Unless against Aqua.
Orange: Accuracy is proportional to enemy size. Bomb accuracy--
Yellow: Stun 1 opponent for 3 turns, or reduce one opponent by 1 action for 3 turns. Accuracy+ against Elec.
Green:

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*These effects will wear off in 3 turns, 2 if R-kid has 3+ allies*
*R-kid can not use any fire based chips during the effects of the Tree Sight*
*Sight heals R-kid and allies for 20 each, 15 if more than 2 allies, 10 if more than 4 allies*
*Aim is 2x better as long as the enemy touches the ground*
*Can heal one ally by 40hp using 2 actions, but can't heal the whole party when doing this*

Blue: Create up to 2 100 HP blocks that take 2x damage from fire. 1 action per block.
Indigo: 3x Barrier that lasts for 5 turns. Can't attack while Barrier is in place.
Purple: 10 damage per turn to up to 3 enemies. Accuracy++. Blind for 2 turns afterwards.

7 options.

Do I have it right thus far?

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Do I have it right thus far?



Yea.

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Yellow: Stun 1 opponent for 2 turns, or reduce one opponent by 1 action for 2 turns. Accuracy+ against Elec.

sorry, it is suppose to be 2 turns, I made a mistake while thinking of my LV.2 sig attack.

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*These effects will wear off in 3 turns, 2 if R-kid has 3+ allies*
*R-kid can not use any fire based chips during the effects of the Tree Sight*
*Sight heals R-kid and allies for 20 each, 15 if more than 2 allies, 10 if more than 4 allies*
*Aim is 2x better as long as the enemy touches the ground*
*Can heal one ally by 40hp using 2 actions, but can't heal the whole party when doing this*

& must use 3 actions to heal whole party if there is 2 or more allies. Forgot to add that, sorry.

KA EDIT!!!VVV


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Purple: 10 damage per turn to up to

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2
enemies. Accuracy++.

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Dodge++
. Blind for 2 turns afterwards.
No. Period. Too many effects and different uses.

General rule of thumb: You're registering ONE sig, not SEVEN. Try to keep it limited as such, please.

Make a new thread when you want to try this again.

-Twi