Hao
New Member
Preemptive TA submission for Park Taesoon (I am at 9k Conn btw).
Maguro Hentai Chinchin Manko
Form: Park becomes noticeably... better looking? His single-lidded eyes become double-lidded, his nose is much more Western looking and his chin is shaved down. He practically looks like a male model!
Ability 1: Park can, at any time, change places with any LIVE ammunition that he, himself, fires. As long as a bullet, grenade, rocket, etc. is still following its original trajectory, Park can force a switch and change positions with it. This costs a flat 200 Reiatsu per use. However, usages in consecutive turns causes the cost to be increased each time by an additional 100 Reiatsu. NOTE: Consecutive usage, in my book, means consecutive turns--if there is a turn gap between usages, the cost remains 200.
Ability 2: In addition to changing positions with his ammunition, Park can gain the properties of whatever ammunition he uses. Power of this ability is determined by his Combat stat in addition to whatever special attributes the ammunition possess. This will be discussed in further detail below:
Maguro Hentai Chinchin Manko
Form: Park becomes noticeably... better looking? His single-lidded eyes become double-lidded, his nose is much more Western looking and his chin is shaved down. He practically looks like a male model!
Ability 1: Park can, at any time, change places with any LIVE ammunition that he, himself, fires. As long as a bullet, grenade, rocket, etc. is still following its original trajectory, Park can force a switch and change positions with it. This costs a flat 200 Reiatsu per use. However, usages in consecutive turns causes the cost to be increased each time by an additional 100 Reiatsu. NOTE: Consecutive usage, in my book, means consecutive turns--if there is a turn gap between usages, the cost remains 200.
Ability 2: In addition to changing positions with his ammunition, Park can gain the properties of whatever ammunition he uses. Power of this ability is determined by his Combat stat in addition to whatever special attributes the ammunition possess. This will be discussed in further detail below:
Regular Bullets: All of Park's points of contact (i.e. his fist, shoulder, elbow, head, etc.) move exceptionally fast. Note that this does not make him run or move laterally any faster. Simply, his attacking motions become faster. Cost is a flat 100/turn.
Orpheus Special Bullets: Same as with the regular ones, but he also gains the additional properties of whatever the bullet has. Cost is 100 + (1% of Park's total Reiatsu)/turn.
Shotgun Shells: Park's Combat stat is halved. Depending on the distance away from the initial attack, the damage differs. Being hit directly causes three-halves damage (1.5x Park's combat stat). Being at medium distance (not being hit directly to 10 feet out) causes regular damage. Any further than that and still being hit causes half damage. Cost is 500 Reiatsu/one use.
Rifle Shells: Same as regular bullets but they hit harder (1.01x Park's combat + .01 per 3000 Connection) and have an added piercing ability. This can break barriers (i.e. barrier Kidou, walls, etc.) granted they are at or below Park's combat stat. Cost is 500 Reiatsu/turn.
Explosives (any kind): The only one of Park's property switching abilities that scales with his Reiatsu stat. In addition to his combat stat, these attacks add 10% of his Resistance to do direct spiritual damage while also causing a massive explosion at all points of contact. It is inadvisable to strike Park while he is in this state, though if he's being clever, it will be extremely hard to tell which ammunition he is possessing. Cost is 300 + (5% max Reiatsu)/turn.
Orpheus Special Bullets: Same as with the regular ones, but he also gains the additional properties of whatever the bullet has. Cost is 100 + (1% of Park's total Reiatsu)/turn.
Shotgun Shells: Park's Combat stat is halved. Depending on the distance away from the initial attack, the damage differs. Being hit directly causes three-halves damage (1.5x Park's combat stat). Being at medium distance (not being hit directly to 10 feet out) causes regular damage. Any further than that and still being hit causes half damage. Cost is 500 Reiatsu/one use.
Rifle Shells: Same as regular bullets but they hit harder (1.01x Park's combat + .01 per 3000 Connection) and have an added piercing ability. This can break barriers (i.e. barrier Kidou, walls, etc.) granted they are at or below Park's combat stat. Cost is 500 Reiatsu/turn.
Explosives (any kind): The only one of Park's property switching abilities that scales with his Reiatsu stat. In addition to his combat stat, these attacks add 10% of his Resistance to do direct spiritual damage while also causing a massive explosion at all points of contact. It is inadvisable to strike Park while he is in this state, though if he's being clever, it will be extremely hard to tell which ammunition he is possessing. Cost is 300 + (5% max Reiatsu)/turn.