Level 12
Active (nerf)/Passive Caps: 140 (210) / 25
Maximum points: 440
I am scrapping Bunny Pound (100 points) and Explosive Note (140 points)
Current pool: 180
Bunny Casing: Jazz taps into his older processors to encase an ally or himself in protective armor that does not hinder movement and can slip under a barrier to stack the protective abilities or encase two targets in one or the other. (Passive 20 HP Casing, 80 points)
Bunny Barrier: Jazz taps into his older processors to encase an ally in an opaque barrier to protect from harm, this also has the ability to "stack" over a casing, to either double up on defenses or apply one or another to two targets. (Passive 20 HP Barrier, 80 points)
Jazz Signature updates
last edited by
Level 12
Active (nerf)/Passive Caps: 140 (210) / 25
Maximum points: 480
Bunny Casing: Jazz taps into his older processors to encase an ally or himself in protective armor that does not hinder movement and can slip under a barrier to stack the protective abilities or encase two targets in one or the other. (Passive 20 HP Casing, 80 points)
Bunny Barrier: Jazz taps into his older processors to encase an ally in an opaque barrier to protect from harm, this also has the ability to "stack" over a casing, to either double up on defenses or apply one or another to two targets. (Passive 20 HP Barrier, 80 points)
Hamstring Shot: Jazz, taking a few cues from a few military navis from the Net Police from years earlier, summons up a knife in his hand and throws it at the intended target. This attack his the chance to "cut" their movement receptors upon hitting, holding them down momentarily and unable to dodge. Due to the Knife's edge, he is also able to "cut" through Shadow status, the knife its self however does no damage on a hit. (1 instance of Hold with 1 turn duration. Shot-Type, Slashing. 2TCD, 50 points)
High Note: While being a rabbit of sound and being able to sing, is able to hit the "crescendo" of high notes not unlike that of an opera singer. While it may sound like, to his allies or those he's not attacking, a simple high note sung by the fat lady. To his target however, their muscles will feel like they are under the effect of high gravity, slowing them down and hurting them in the process. (90 Wood damage, 1 instance of Slow for 1 turn, Shot-type. 130 points, 3TCD)
Rabbit's Flash-Step: Jazz, tapping into those "latant" magical powers in his body, taps into the void it's self. This allows him (or another ally) to disappear for a brief moment before reappearing in another (tactically viable) spot without a second thought. (Teleport 1, 80 points, 2TCD)
Throwing Knife: By summoning as battle begins, the knife throws it's self at a target for a small amount of damage. Should the knife get stuck or break, another is summoned for no cost to continue cutting and stabbing targets. (Passive 15 damage once per turn, Shot-Type, Slashing)
Active (nerf)/Passive Caps: 140 (210) / 25
Maximum points: 480
Bunny Casing: Jazz taps into his older processors to encase an ally or himself in protective armor that does not hinder movement and can slip under a barrier to stack the protective abilities or encase two targets in one or the other. (Passive 20 HP Casing, 80 points)
Bunny Barrier: Jazz taps into his older processors to encase an ally in an opaque barrier to protect from harm, this also has the ability to "stack" over a casing, to either double up on defenses or apply one or another to two targets. (Passive 20 HP Barrier, 80 points)
Hamstring Shot: Jazz, taking a few cues from a few military navis from the Net Police from years earlier, summons up a knife in his hand and throws it at the intended target. This attack his the chance to "cut" their movement receptors upon hitting, holding them down momentarily and unable to dodge. Due to the Knife's edge, he is also able to "cut" through Shadow status, the knife its self however does no damage on a hit. (1 instance of Hold with 1 turn duration. Shot-Type, Slashing. 2TCD, 50 points)
High Note: While being a rabbit of sound and being able to sing, is able to hit the "crescendo" of high notes not unlike that of an opera singer. While it may sound like, to his allies or those he's not attacking, a simple high note sung by the fat lady. To his target however, their muscles will feel like they are under the effect of high gravity, slowing them down and hurting them in the process. (90 Wood damage, 1 instance of Slow for 1 turn, Shot-type. 130 points, 3TCD)
Rabbit's Flash-Step: Jazz, tapping into those "latant" magical powers in his body, taps into the void it's self. This allows him (or another ally) to disappear for a brief moment before reappearing in another (tactically viable) spot without a second thought. (Teleport 1, 80 points, 2TCD)
Throwing Knife: By summoning as battle begins, the knife throws it's self at a target for a small amount of damage. Should the knife get stuck or break, another is summoned for no cost to continue cutting and stabbing targets. (Passive 15 damage once per turn, Shot-Type, Slashing)
last edited by
High Note would incur 4 TCD instead of 3, since TCD is rounded up by chunks of 40. Might also want to put up how much Throwing Knife costs in terms of points.
Approved otherwise.
Approved otherwise.
last edited by
Level 11
Active (nerf)/Passive Caps: 140 (210) / 25
Maximum points: 480
Bunny Casing: Jazz taps into his older processors to encase an ally or himself in protective armor that does not hinder movement and can slip under a barrier to stack the protective abilities or encase two targets in one or the other. (Passive 20 HP Casing, 80 points)
Bunny Barrier: Jazz taps into his older processors to encase an ally in an opaque barrier to protect from harm, this also has the ability to "stack" over a casing, to either double up on defenses or apply one or another to two targets. (Passive 20 HP Barrier, 80 points)
Rabbit's Flash-Step: Jazz, tapping into those "latent" magical powers in his body, taps into the void it's self. This allows him (or another ally) to disappear for a brief moment before reappearing in another (tactically viable) spot without a second thought. (Teleport 1, 80 points, 2TCD)
Catch a Breath: Jazz (or an ally, he may try to encourage them to do so) takes several deep breaths as they try to recuperate from their battle scars. This effect manages to kickstart his (or another ally's) regeneration processes mid-battle, allowing for him or an ally to heal for a little bit per turn. (Heal 30 for three turns for a maximum of 90, 120 points, 3TCD)
Mother Nature's Blessing: By singing to the patron deity of the earth, Jazz summons an entire field of fertile soil across the battle field. This also has the relatively minor effect of doing a very minor amount of damage to an enemy. (Soil Stage+20 Wood damage, 3TCD, 120 points)
Active (nerf)/Passive Caps: 140 (210) / 25
Maximum points: 480
Bunny Casing: Jazz taps into his older processors to encase an ally or himself in protective armor that does not hinder movement and can slip under a barrier to stack the protective abilities or encase two targets in one or the other. (Passive 20 HP Casing, 80 points)
Bunny Barrier: Jazz taps into his older processors to encase an ally in an opaque barrier to protect from harm, this also has the ability to "stack" over a casing, to either double up on defenses or apply one or another to two targets. (Passive 20 HP Barrier, 80 points)
Rabbit's Flash-Step: Jazz, tapping into those "latent" magical powers in his body, taps into the void it's self. This allows him (or another ally) to disappear for a brief moment before reappearing in another (tactically viable) spot without a second thought. (Teleport 1, 80 points, 2TCD)
Catch a Breath: Jazz (or an ally, he may try to encourage them to do so) takes several deep breaths as they try to recuperate from their battle scars. This effect manages to kickstart his (or another ally's) regeneration processes mid-battle, allowing for him or an ally to heal for a little bit per turn. (Heal 30 for three turns for a maximum of 90, 120 points, 3TCD)
Mother Nature's Blessing: By singing to the patron deity of the earth, Jazz summons an entire field of fertile soil across the battle field. This also has the relatively minor effect of doing a very minor amount of damage to an enemy. (Soil Stage+20 Wood damage, 3TCD, 120 points)
last edited by Kemix1006
Level 15
Max Active/Nerf/Passive sig costs: 180/270/30
Max Signature Points: 560
Soil Bomb: Jazz throws a spherical object up into the air and lets out a sprinkling of panel changing dust flows down to change the panels into a loamy soil he can take advantage of later. (Large Soil terrain change in a large square, 1TCD)(40 SP)
Rabbit Kick: Jazz moves about or rushes an opponent and using his strong legs to kick an opponent far away, if not eject them out of battle. He can also use this to jump high into the air if he so wishes. (Multi-Stage: First; One Movement, then Melee Microburst, 2TCD)(60 SP)
Blood Rights: Jazz takes one of his knives to cut himself with, chanting an ancient passage from a dead civilization to summon forth a nature spectre to attack an enemy with a claw of sharp thorns. (Sacrifice 30 HP (40 towards powering signature), 80 Wood damage with Slashing to one target, 2TCD)(40 SP)
Wood Blessing: Summoning leaves and bark from out of the ether, Jazz can use them to heal himself or another target by speeding their growth exponentially. (Recover 90, 3TCD)(120 SP)
Bunny Barrier: Wrapping himself or an ally in a bubble of magic, he can protect himself or another from attack temporarily. (Passive 20 HP Barrier)(80 SP)
Bunny Casing: Wrapping himself or another ally in sturdy magical walls, he can create an armor to protect himself or someone else from attack temporarily. (Passive 20 HP Casing)(80 SP)
X Rabbit Blaster: Summoning a portable hand cannon from the ether, Jazz takes aim at a target and sends out a blast of wood attribute energy towards one target that can splash in an X Shape in the four cardinal directions (60 Wood Shot damage, Splash 4 diagonally from the target back and front from the impact, 3 TCD)(120 SP)
Max Active/Nerf/Passive sig costs: 180/270/30
Max Signature Points: 560
Soil Bomb: Jazz throws a spherical object up into the air and lets out a sprinkling of panel changing dust flows down to change the panels into a loamy soil he can take advantage of later. (Large Soil terrain change in a large square, 1TCD)(40 SP)
Rabbit Kick: Jazz moves about or rushes an opponent and using his strong legs to kick an opponent far away, if not eject them out of battle. He can also use this to jump high into the air if he so wishes. (Multi-Stage: First; One Movement, then Melee Microburst, 2TCD)(60 SP)
Blood Rights: Jazz takes one of his knives to cut himself with, chanting an ancient passage from a dead civilization to summon forth a nature spectre to attack an enemy with a claw of sharp thorns. (Sacrifice 30 HP (40 towards powering signature), 80 Wood damage with Slashing to one target, 2TCD)(40 SP)
Wood Blessing: Summoning leaves and bark from out of the ether, Jazz can use them to heal himself or another target by speeding their growth exponentially. (Recover 90, 3TCD)(120 SP)
Bunny Barrier: Wrapping himself or an ally in a bubble of magic, he can protect himself or another from attack temporarily. (Passive 20 HP Barrier)(80 SP)
Bunny Casing: Wrapping himself or another ally in sturdy magical walls, he can create an armor to protect himself or someone else from attack temporarily. (Passive 20 HP Casing)(80 SP)
X Rabbit Blaster: Summoning a portable hand cannon from the ether, Jazz takes aim at a target and sends out a blast of wood attribute energy towards one target that can splash in an X Shape in the four cardinal directions (60 Wood Shot damage, Splash 4 diagonally from the target back and front from the impact, 3 TCD)(120 SP)
last edited by Kemix1006
Okay, since we passed those gameplay changes, gotta redo this real quick.
Level 15
Max Active/Nerf sig maximums: 180/270
Cross Signature maximums: 80 total points
Max Signature Points: 560
Soil Bomb: Jazz throws a spherical object up into the air and lets out a sprinkling of panel changing dust flows down to change the panels into a loamy soil he can take advantage of later. (Large Soil terrain change in a large square, 1TCD)(40 SP)
Rabbit Kick: Jazz moves about or rushes an opponent and using his strong legs to kick an opponent far away, if not eject them out of battle. He can also use this to jump high into the air if he so wishes. (Multi-Stage: First; One Movement, then Melee Microburst, 2TCD)(60 SP)
Blood Rights: Jazz takes one of his knives to cut himself with, chanting an ancient passage from a dead civilization to summon forth a nature spectre to attack an enemy with a claw of sharp thorns. (Sacrifice 15 HP (20 towards powering signature), 80 Wood damage with Slashing to one target, 2TCD)(60 SP)
Wood Blessing: Summoning leaves and bark from out of the ether, Jazz can use them to heal himself or another target by speeding their growth exponentially around their wounds. (Recover 90, 3TCD)(120 SP)
X Rabbit Blaster: Summoning a portable hand cannon from the ether, Jazz takes aim at a target and sends out a blast of wood attribute energy towards one target that can splash in an X Shape in the four cardinal directions (60 Wood Shot damage, Splash 4 diagonally from the target back and front from the impact, 3 TCD)(120 SP)
Combo Defense: Summoning both a casing and a barrier around himself or another target, Jazz can protect himself or someone else with a dual layer of protections. (40 HP Barrier, 40 HP Casing, 2TCD)(80 SP)
Flying Rabbit Smash: Jazz, sending his legs into overdrive, moves to an enemy and attack them with an immense rabbit kick. This stresses his ability to dodge however and leaves him sluggish soon afterwards. (120 Wood Melee damage, 1 instance of Self Slow next turn (40 points to power), 3TCD) (80 SP)
Prose Cross Signature: Flash Tackle: Moving using his signature's chosen abiltites, Jazz moves towards an enemy before smashing his feet into their body. (Multi-Stage: 1 Movement, Then; 60 Normal Melee damage, 2 TCD) (80 Cross Sig Points)
Level 15
Max Active/Nerf sig maximums: 180/270
Cross Signature maximums: 80 total points
Max Signature Points: 560
Soil Bomb: Jazz throws a spherical object up into the air and lets out a sprinkling of panel changing dust flows down to change the panels into a loamy soil he can take advantage of later. (Large Soil terrain change in a large square, 1TCD)(40 SP)
Rabbit Kick: Jazz moves about or rushes an opponent and using his strong legs to kick an opponent far away, if not eject them out of battle. He can also use this to jump high into the air if he so wishes. (Multi-Stage: First; One Movement, then Melee Microburst, 2TCD)(60 SP)
Blood Rights: Jazz takes one of his knives to cut himself with, chanting an ancient passage from a dead civilization to summon forth a nature spectre to attack an enemy with a claw of sharp thorns. (Sacrifice 15 HP (20 towards powering signature), 80 Wood damage with Slashing to one target, 2TCD)(60 SP)
Wood Blessing: Summoning leaves and bark from out of the ether, Jazz can use them to heal himself or another target by speeding their growth exponentially around their wounds. (Recover 90, 3TCD)(120 SP)
X Rabbit Blaster: Summoning a portable hand cannon from the ether, Jazz takes aim at a target and sends out a blast of wood attribute energy towards one target that can splash in an X Shape in the four cardinal directions (60 Wood Shot damage, Splash 4 diagonally from the target back and front from the impact, 3 TCD)(120 SP)
Combo Defense: Summoning both a casing and a barrier around himself or another target, Jazz can protect himself or someone else with a dual layer of protections. (40 HP Barrier, 40 HP Casing, 2TCD)(80 SP)
Flying Rabbit Smash: Jazz, sending his legs into overdrive, moves to an enemy and attack them with an immense rabbit kick. This stresses his ability to dodge however and leaves him sluggish soon afterwards. (120 Wood Melee damage, 1 instance of Self Slow next turn (40 points to power), 3TCD) (80 SP)
Prose Cross Signature: Flash Tackle: Moving using his signature's chosen abiltites, Jazz moves towards an enemy before smashing his feet into their body. (Multi-Stage: 1 Movement, Then; 60 Normal Melee damage, 2 TCD) (80 Cross Sig Points)
last edited by Kemix1006
Level 15
Max Active/Nerf sig maximums: 180/270
Max Signature Points: 680
Soil Bomb: Jazz throws a spherical object up into the air and lets out a sprinkling of panel changing dust flows down to change the panels into a loamy soil he can take advantage of later. (Stage Soil terrain change in a large square, 3TCD)(100 SP)
Imbuing Spell: Summoning the powers of a nature spirit, Jazz imbues himself or an ally with the power of nature, allowing himself or another to strike with the power of nature. (3 On Element Wood Imbues, 2 TCD)(60 SP)
Soil Disruption: Throwing a seed like a grenade, the seed then attacks a small area with roots that smash everything around it. At the end of the attack, the spot the seed landed at is broken. (35 Wood in Blast2 radius, then small Broken terrain change where it landed, 2TCD)(80 SP)
Rabbit Kick: Jazz moves about or rushes an opponent and using his strong legs to kick an opponent far away, if not eject them out of battle. He can also use this to jump high into the air if he so wishes. (Multi-Stage: First; One Movement, then Melee Microburst, then One Movement, 2TCD)(80 SP)
Healing Wind: Summoning winds up from Sharo, Jazz takes the frigid gusts and gales from the icy continent and wraps them around himself or an ally, healing them over time. (Heal 20 HP per turn for three turns, 2 TCD)(80 SP)
Protection Ward: Casting a spell upon himself or an ally, Jazz wraps the target in a protective casing and barrier to ward off attacks (40 HP Casing, 40 HP Barrier, 2TCD) (80 SP)
Trick: Pulling a strange looking weapon out of his pocket, Jazz aims and fires off a dart-full of concoction that potentially does one of three effects dependant on where the dart hits, though Jazz has no say on it's whims. (Random, 100 points; Roll a D6, effect is dependent on the roll, all effects have Shot-Typing accuracy and only target one enemy
1-2: Needle strikes target in the chest, pumping toxins from a dangerous mushroom, causing immediate pain and then extra weariness and discomfort. (60 Wood on hit, then; Delayed Attribute: 10 damage during the next 4 actions)(60+40)
3-4: Attack manages to strike target in the head (or close enough), reducing the target's reaction time...then causes target to become paralyzed briefly shortly thereafter. (First; On Hit: Slow1, then; Time Delayed Attribute; Blind1 the turn after Slow ends)(40+60)
5-6: The target is struck in most any area therein, the target is pumped full of delicious paralytic agents, "freezing" their attacking programs up briefly before numbing their ability to move afterwards. (First; On Hit: Freeze1, then; Time Delayed Attribute: Hold1 the turn after Freeze ends)(50+50), 3TCD)(100)
Treat: Pulling out a needle full of a special agent used back in Sharo, Jazz has created a mimicry of that concoction that he uses on himself to give him an "extra edge". Unfortunately, without the original "recipe" he must make due with a random effect upon himself, or an ally if they consent. (Random, 100 points, roll a D6, may use on self or ally)
1-2: After injection, Jazz's fur (or an ally's skin/fur/whatever) takes on a rock hard texture, helping to mitigate damage so long as the attack doesn't break, with a barrier forming immediately after. (First; HardBody2, then; Barrier20)(80+20)
3-4: After injection, Jazz or an ally begin to see better, aiding their accuracy for a bit and giving their attacks extra punch. (Accuracy Enhancement for 2 turns+Strengthen20)(80+20)
5-6: When the drug takes effect, Jazz or his ally are given additional speed, allowing them to move and dodge more effectively for a time, as well as being given a "charge" of an imbue. (2 turn haste+Imbue Wood 1)(80+20) (3TCD)
Max Active/Nerf sig maximums: 180/270
Max Signature Points: 680
Soil Bomb: Jazz throws a spherical object up into the air and lets out a sprinkling of panel changing dust flows down to change the panels into a loamy soil he can take advantage of later. (Stage Soil terrain change in a large square, 3TCD)(100 SP)
Imbuing Spell: Summoning the powers of a nature spirit, Jazz imbues himself or an ally with the power of nature, allowing himself or another to strike with the power of nature. (3 On Element Wood Imbues, 2 TCD)(60 SP)
Soil Disruption: Throwing a seed like a grenade, the seed then attacks a small area with roots that smash everything around it. At the end of the attack, the spot the seed landed at is broken. (35 Wood in Blast2 radius, then small Broken terrain change where it landed, 2TCD)(80 SP)
Rabbit Kick: Jazz moves about or rushes an opponent and using his strong legs to kick an opponent far away, if not eject them out of battle. He can also use this to jump high into the air if he so wishes. (Multi-Stage: First; One Movement, then Melee Microburst, then One Movement, 2TCD)(80 SP)
Healing Wind: Summoning winds up from Sharo, Jazz takes the frigid gusts and gales from the icy continent and wraps them around himself or an ally, healing them over time. (Heal 20 HP per turn for three turns, 2 TCD)(80 SP)
Protection Ward: Casting a spell upon himself or an ally, Jazz wraps the target in a protective casing and barrier to ward off attacks (40 HP Casing, 40 HP Barrier, 2TCD) (80 SP)
Trick: Pulling a strange looking weapon out of his pocket, Jazz aims and fires off a dart-full of concoction that potentially does one of three effects dependant on where the dart hits, though Jazz has no say on it's whims. (Random, 100 points; Roll a D6, effect is dependent on the roll, all effects have Shot-Typing accuracy and only target one enemy
1-2: Needle strikes target in the chest, pumping toxins from a dangerous mushroom, causing immediate pain and then extra weariness and discomfort. (60 Wood on hit, then; Delayed Attribute: 10 damage during the next 4 actions)(60+40)
3-4: Attack manages to strike target in the head (or close enough), reducing the target's reaction time...then causes target to become paralyzed briefly shortly thereafter. (First; On Hit: Slow1, then; Time Delayed Attribute; Blind1 the turn after Slow ends)(40+60)
5-6: The target is struck in most any area therein, the target is pumped full of delicious paralytic agents, "freezing" their attacking programs up briefly before numbing their ability to move afterwards. (First; On Hit: Freeze1, then; Time Delayed Attribute: Hold1 the turn after Freeze ends)(50+50), 3TCD)(100)
Treat: Pulling out a needle full of a special agent used back in Sharo, Jazz has created a mimicry of that concoction that he uses on himself to give him an "extra edge". Unfortunately, without the original "recipe" he must make due with a random effect upon himself, or an ally if they consent. (Random, 100 points, roll a D6, may use on self or ally)
1-2: After injection, Jazz's fur (or an ally's skin/fur/whatever) takes on a rock hard texture, helping to mitigate damage so long as the attack doesn't break, with a barrier forming immediately after. (First; HardBody2, then; Barrier20)(80+20)
3-4: After injection, Jazz or an ally begin to see better, aiding their accuracy for a bit and giving their attacks extra punch. (Accuracy Enhancement for 2 turns+Strengthen20)(80+20)
5-6: When the drug takes effect, Jazz or his ally are given additional speed, allowing them to move and dodge more effectively for a time, as well as being given a "charge" of an imbue. (2 turn haste+Imbue Wood 1)(80+20) (3TCD)
last edited by Kemix1006
Level 19
Max Active/Nerf sig maximums: 180/270
Max Signature Points: 800
Shadow's Shadow 1: Wrapping himself (or an ally) in a protective layer of darkness from the undernet and beyond, the target becomes intangible for a bit, most attacks managing to pass through them, though getting so much as a papercut will negate this in it's entirety as well as his movement being hampered for a while. (Shadow to one, 2 turns, Self-Slow2 (2 instances, 1 turn, lowering cooldown), 2TCD) (160 used)
Shadow's Shadow 2: Wrapping himself (or an ally) in a protective layer of darkness from the undernet and beyond, the target becomes intangible for a bit, most attacks managing to pass through them, though getting so much as a papercut will negate this in it's entirety, as well as his movement being hampered for a while. (Shadow to one, 2 turns, Self-Slow2 (2 instances, 1 turn, lowering cooldown), 2TCD) (160 used)
Imbuing Spell: Summoning the powers of a nature spirit, Jazz imbues himself or an ally with the power of nature, allowing himself or another to strike with the power of nature. (4 Wood Imbues, 2 TCD)(80 SP)
Defensive Positions!: Using his magics, Jazz proceeds to summon up weak defenses in a rapid manner, leading him or an ally to be protected from most attacks, even if it's very briefly. (20 HP Barrier, 20 HP Casing and 2-Hit Shield to one, 2TCD) (80 SP)
Army of One: Taking a (modified) page out of his girlfriend's book, Jazz summons a pair of semi-tangible clones that attack along with him, each throwing knives alongside him at one enemy before disappearing briefly and only one reappearing shortly after to befuddle and be-confuse the enemies. Unfortunately, this stresses his systems beyond what he's normally capable of, harming himself in the process. (Multi-stage: First; Sacrifice15 (20 Counted towards lowering Cooldown) to do 15x6 Wood Shot slashing, then; Time-Delayed; Next turn, 1 Decoy for 1 turn. 3TCD)(120 SP used)
Hyper Sight: Hyper Focusing on his sight, Jazz sees through even the darkness of shadow to attack without being hampered by it, but is forced to take a slight retribution on himself afterwards, taking damage in the process. (Accuracy Enhancement2 (1 turn, 2 instances, 80), Sacrifice30 (40 lowering cooldown), 1TCD) (80 SP used)
Adrenaline Slice 1: Rushing at an enemy, Jazz takes a sword and imbues it with his data, connecting it to himself and upon hitting a target, steals the write data of what he'd do on a neutrally hit target. (30 Life Drain, Wood Element, Melee, Slashing, 2TCD)(60 SP)
Adrenaline Slice 2: Rushing at an enemy, Jazz takes a sword and imbues it with his data, connecting it to himself and upon hitting a target, steals the write data of what he'd do on a neutrally hit target. (30 Life Drain, Wood Element, Melee, Slashing, 2TCD)(60 SP)
Max Active/Nerf sig maximums: 180/270
Max Signature Points: 800
Shadow's Shadow 1: Wrapping himself (or an ally) in a protective layer of darkness from the undernet and beyond, the target becomes intangible for a bit, most attacks managing to pass through them, though getting so much as a papercut will negate this in it's entirety as well as his movement being hampered for a while. (Shadow to one, 2 turns, Self-Slow2 (2 instances, 1 turn, lowering cooldown), 2TCD) (160 used)
Shadow's Shadow 2: Wrapping himself (or an ally) in a protective layer of darkness from the undernet and beyond, the target becomes intangible for a bit, most attacks managing to pass through them, though getting so much as a papercut will negate this in it's entirety, as well as his movement being hampered for a while. (Shadow to one, 2 turns, Self-Slow2 (2 instances, 1 turn, lowering cooldown), 2TCD) (160 used)
Imbuing Spell: Summoning the powers of a nature spirit, Jazz imbues himself or an ally with the power of nature, allowing himself or another to strike with the power of nature. (4 Wood Imbues, 2 TCD)(80 SP)
Defensive Positions!: Using his magics, Jazz proceeds to summon up weak defenses in a rapid manner, leading him or an ally to be protected from most attacks, even if it's very briefly. (20 HP Barrier, 20 HP Casing and 2-Hit Shield to one, 2TCD) (80 SP)
Army of One: Taking a (modified) page out of his girlfriend's book, Jazz summons a pair of semi-tangible clones that attack along with him, each throwing knives alongside him at one enemy before disappearing briefly and only one reappearing shortly after to befuddle and be-confuse the enemies. Unfortunately, this stresses his systems beyond what he's normally capable of, harming himself in the process. (Multi-stage: First; Sacrifice15 (20 Counted towards lowering Cooldown) to do 15x6 Wood Shot slashing, then; Time-Delayed; Next turn, 1 Decoy for 1 turn. 3TCD)(120 SP used)
Hyper Sight: Hyper Focusing on his sight, Jazz sees through even the darkness of shadow to attack without being hampered by it, but is forced to take a slight retribution on himself afterwards, taking damage in the process. (Accuracy Enhancement2 (1 turn, 2 instances, 80), Sacrifice30 (40 lowering cooldown), 1TCD) (80 SP used)
Adrenaline Slice 1: Rushing at an enemy, Jazz takes a sword and imbues it with his data, connecting it to himself and upon hitting a target, steals the write data of what he'd do on a neutrally hit target. (30 Life Drain, Wood Element, Melee, Slashing, 2TCD)(60 SP)
Adrenaline Slice 2: Rushing at an enemy, Jazz takes a sword and imbues it with his data, connecting it to himself and upon hitting a target, steals the write data of what he'd do on a neutrally hit target. (30 Life Drain, Wood Element, Melee, Slashing, 2TCD)(60 SP)
last edited by Kemix1006
Level 19
Max Active/Nerf sig maximums: 180/270
Max Signature Points: 800
Army of One: Taking a (modified) page out of his girlfriend's book, Jazz summons a pair of semi-tangible clones that attack along with him, each throwing knives alongside him at one enemy before disappearing briefly and only one reappearing shortly after to befuddle and be-confuse the enemies. Unfortunately, this stresses his systems beyond what he's normally capable of, harming himself in the process. (Multi-stage: First; Sacrifice30 (40 Counted towards lowering cost) to do 20x6 Wood Shot slashing to one target (120), then; Time-Delayed; Next turn, 1 Decoy for 1 turn (20). 5TCD)(140 SP, 180 w/ Nerf)
Raiden Kick: Taking a page out of those masked hero shows of past and present, Jazz rushes a target with all haste and attempts to land an electrically charged kick against them that can break through defenses as he lands like a truck, covering long distances with the run up and flipping away far enough to avoid followup attacks, though this does wind the old hare...and breaks a rib or two (they grow back...right?)… (Movement1 towards target (20), then; 100 Melee Elec+Break+Impact (100+20 off-element+20+20) then; Dodge1 (40), 1 action Reovery Time (40 towards cost), 30 Sacrifice (40 towards cost), 7TCD) (140 SP, 210 w/ nerf)
Stimpack: Knowing his body isn't going to stand up well to punishment between both enemies and his own attacks, Jazz quickly stabs himself with a healing agent that gives him a quick boost of health, as well as lesser healing over a short period. (Multi-stage; First, heal 60 (80); then, time delay; heal 60 (80), 3 own actions later. 4TCD) (160 SP)
Undyne's Trickstab: Quickly rushing his target, Jazz produces a dagger made entirely of water and, with a flick of the wrist, stabs the target in the side or back before making his escape out of harm's way. (Movement towards target (20), then; 80 Water slashing to one (off-element) (80+20), dodge1 (40), 4TCD) (160 SP)
Defensive Positions: Using his magics, Jazz proceeds to summon up weak defenses in a rapid manner, leading him or an ally to be protected from most attacks, even if it's very briefly. (Multi stage: 20 HP Barrier, 20 HP Casing and 2-Hit Shield to one, then; time delay start of next turn; 20 HP barrier, 20 HP Casing and 2-Hit Shield to one. 4TCD) (160 SP)
Disarmament and Battery: Jazz rushes an enemy with little regard of his own well being, attempting to make use of any CQC he had learned to disarm an enemy or steal their weapon outright as well as giving them a quick suckerpunch in the process. (Movement+Disarm1+20 Wood Melee damage (20+40+20). 2 TCD) (80 SP)
Cross Sigs
ProseCross
Disentigration Fist: While Jazz is crossed with Prose, bits of his brutality do come forward in a calm demenor, be it part of the rush from her beast physiology and psychology, his own scattered mentality or a combination of both, Jazz smashes a fist of purest pink through an enemy's defenses and attempts to delete them on the spot. Higher level viruses and navis will most likely survive with a pink, dripping wound, but those who don't...will break up as his fist passes through them. (120 Melee Slashing Break and impact to 1 (120+20+20), 4TCD) (160)
Anathema Cross
Bottoms Up: Making use of the vials and poisons on his belt, Jazz downs several around him and, in typical fashion, will cause a variety of effects. Thankfully, all of them seem to give him some sort of strengthening effect in addition to what they do.
Random Attribute80, roll 1D4 to determine the effect, 2TCD
1: The potions give him a full on strength boost with no added side effects (80 Strengthen to self)
2: The potions send a healing sensation as well as a quick burst of strength (Recover30+Strengthen40 to self)
3: Jazz hocks up a fireball and sends it hurtling towards ane enemy. The remaining fire bolsters his strength. (40 Fire to 1 enemy+20 Strengthen to self)
4: Feels a rumbly in his tumbly before hocking a cloud up and over the field, sending lava down to change the field, as well as strenghen his body. (Large terrain change to Lava (location up to mod descression)+Strengthen40)
Max Active/Nerf sig maximums: 180/270
Max Signature Points: 800
Army of One: Taking a (modified) page out of his girlfriend's book, Jazz summons a pair of semi-tangible clones that attack along with him, each throwing knives alongside him at one enemy before disappearing briefly and only one reappearing shortly after to befuddle and be-confuse the enemies. Unfortunately, this stresses his systems beyond what he's normally capable of, harming himself in the process. (Multi-stage: First; Sacrifice30 (40 Counted towards lowering cost) to do 20x6 Wood Shot slashing to one target (120), then; Time-Delayed; Next turn, 1 Decoy for 1 turn (20). 5TCD)(140 SP, 180 w/ Nerf)
Raiden Kick: Taking a page out of those masked hero shows of past and present, Jazz rushes a target with all haste and attempts to land an electrically charged kick against them that can break through defenses as he lands like a truck, covering long distances with the run up and flipping away far enough to avoid followup attacks, though this does wind the old hare...and breaks a rib or two (they grow back...right?)… (Movement1 towards target (20), then; 100 Melee Elec+Break+Impact (100+20 off-element+20+20) then; Dodge1 (40), 1 action Reovery Time (40 towards cost), 30 Sacrifice (40 towards cost), 7TCD) (140 SP, 210 w/ nerf)
Stimpack: Knowing his body isn't going to stand up well to punishment between both enemies and his own attacks, Jazz quickly stabs himself with a healing agent that gives him a quick boost of health, as well as lesser healing over a short period. (Multi-stage; First, heal 60 (80); then, time delay; heal 60 (80), 3 own actions later. 4TCD) (160 SP)
Undyne's Trickstab: Quickly rushing his target, Jazz produces a dagger made entirely of water and, with a flick of the wrist, stabs the target in the side or back before making his escape out of harm's way. (Movement towards target (20), then; 80 Water slashing to one (off-element) (80+20), dodge1 (40), 4TCD) (160 SP)
Defensive Positions: Using his magics, Jazz proceeds to summon up weak defenses in a rapid manner, leading him or an ally to be protected from most attacks, even if it's very briefly. (Multi stage: 20 HP Barrier, 20 HP Casing and 2-Hit Shield to one, then; time delay start of next turn; 20 HP barrier, 20 HP Casing and 2-Hit Shield to one. 4TCD) (160 SP)
Disarmament and Battery: Jazz rushes an enemy with little regard of his own well being, attempting to make use of any CQC he had learned to disarm an enemy or steal their weapon outright as well as giving them a quick suckerpunch in the process. (Movement+Disarm1+20 Wood Melee damage (20+40+20). 2 TCD) (80 SP)
Cross Sigs
ProseCross
Disentigration Fist: While Jazz is crossed with Prose, bits of his brutality do come forward in a calm demenor, be it part of the rush from her beast physiology and psychology, his own scattered mentality or a combination of both, Jazz smashes a fist of purest pink through an enemy's defenses and attempts to delete them on the spot. Higher level viruses and navis will most likely survive with a pink, dripping wound, but those who don't...will break up as his fist passes through them. (120 Melee Slashing Break and impact to 1 (120+20+20), 4TCD) (160)
Anathema Cross
Bottoms Up: Making use of the vials and poisons on his belt, Jazz downs several around him and, in typical fashion, will cause a variety of effects. Thankfully, all of them seem to give him some sort of strengthening effect in addition to what they do.
Random Attribute80, roll 1D4 to determine the effect, 2TCD
1: The potions give him a full on strength boost with no added side effects (80 Strengthen to self)
2: The potions send a healing sensation as well as a quick burst of strength (Recover30+Strengthen40 to self)
3: Jazz hocks up a fireball and sends it hurtling towards ane enemy. The remaining fire bolsters his strength. (40 Fire to 1 enemy+20 Strengthen to self)
4: Feels a rumbly in his tumbly before hocking a cloud up and over the field, sending lava down to change the field, as well as strenghen his body. (Large terrain change to Lava (location up to mod descression)+Strengthen40)