Advertisement
iorn

Gore seed

Nov 9th, 2018
273
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.04 KB | None | 0 0
  1. Moves :
  2. Ranged moves: Must travel a distance of 20 feet to become dangerous
  3.  
  4. Condensed air: Fires a pressurized air bullet. 2 bullets per turn
  5. Charge time
  6. No turns: 30 mph hits like a normal punch.
  7. 1 turn: 35 mph hits like a punch from a professional boxer.
  8.  
  9. 2 turns: 45 mph Hits like a baseball bat to the area inflected
  10.  
  11. 3 turns: 55 mph dents steel.
  12.  
  13. Slash bullet: creates a concentrated slashing whirlwind with an area of 6 inches. 2 bullets per turn
  14.  
  15. Charge time
  16.  
  17. No charge: 30mph Minor cuts and scrapes
  18. 1 turns: 40mph bleeding wounds mild wounds nothing serious.
  19. 2 turns: 50 mph More serious cuts nothing life-threatening
  20. 4 turns: 55 mph steal cutting deep wounds not life threatening but highly damaging
  21.  
  22. Close range moves: Moves that can only be used at close range and have a low range of attack.
  23.  
  24. Wind claw: Generates bursts of cutting winds at the speed of the punches the individual throws.
  25.  
  26. No charge: Minor scrapes and cuts.
  27. 1 turn: Bleeding wounds mild not serious.
  28. 2 turns: More serious cuts may require some form of first aid.
  29. 3 turns: Deep cuts may require stitches.
  30. 5 turns: Steel cutting.
  31.  
  32.  
  33. Wind fist: Generates a burst of wind pressurized wind at the speed the user punches with a range of 10 feet
  34.  
  35. No charge: Like being hit by a professional boxer.
  36.  
  37. 2 turns: like being hit by a baseball bat or other blunt object of relative strength.
  38.  
  39. 3 turns: Enough to send someone even when blocking sliding back
  40.  
  41. 4 turns: Strong enough to break bones.
  42.  
  43. 5 turns: Strong enough to dent steel.
  44.  
  45.  
  46. Air mine: creates a condensed ball of air and allows it to float on the battlefield popping if anything comes into contact with it releasing a flurry of cuts onto the perpetrator
  47.  
  48. 2 turns to charge
  49. 2 turns: Deep cuts
  50. 3 turns: requires stitches.
  51.  
  52. weaknesses:
  53.  
  54. Everything requires a charge or its week.
  55.  
  56. Jonny is not immune to his own mines.
  57.  
  58. His wind carries the hue and color of his outfit meaning it can be seen and avoided.
  59.  
  60. Each skill has a cool down of 1 turn before it can start being charged again.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement