Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Moves :
- Ranged moves: Must travel a distance of 20 feet to become dangerous
- Condensed air: Fires a pressurized air bullet. 2 bullets per turn
- Charge time
- No turns: 30 mph hits like a normal punch.
- 1 turn: 35 mph hits like a punch from a professional boxer.
- 2 turns: 45 mph Hits like a baseball bat to the area inflected
- 3 turns: 55 mph dents steel.
- Slash bullet: creates a concentrated slashing whirlwind with an area of 6 inches. 2 bullets per turn
- Charge time
- No charge: 30mph Minor cuts and scrapes
- 1 turns: 40mph bleeding wounds mild wounds nothing serious.
- 2 turns: 50 mph More serious cuts nothing life-threatening
- 4 turns: 55 mph steal cutting deep wounds not life threatening but highly damaging
- Close range moves: Moves that can only be used at close range and have a low range of attack.
- Wind claw: Generates bursts of cutting winds at the speed of the punches the individual throws.
- No charge: Minor scrapes and cuts.
- 1 turn: Bleeding wounds mild not serious.
- 2 turns: More serious cuts may require some form of first aid.
- 3 turns: Deep cuts may require stitches.
- 5 turns: Steel cutting.
- Wind fist: Generates a burst of wind pressurized wind at the speed the user punches with a range of 10 feet
- No charge: Like being hit by a professional boxer.
- 2 turns: like being hit by a baseball bat or other blunt object of relative strength.
- 3 turns: Enough to send someone even when blocking sliding back
- 4 turns: Strong enough to break bones.
- 5 turns: Strong enough to dent steel.
- 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
- 2 turns to charge
- 2 turns: Deep cuts
- 3 turns: requires stitches.
- weaknesses:
- Everything requires a charge or its week.
- Jonny is not immune to his own mines.
- His wind carries the hue and color of his outfit meaning it can be seen and avoided.
- 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