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Grimm Abilities

Apr 12th, 2020
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  1. RWBY enemy power ideas:
  2.  
  3. Debuffs:
  4. Distort view: Your vision is flipped upsidedown, may or may not be mirrored, is inverted in colour and may be distorted in other ways.
  5. Elaboration: All people in range, and all people looking at it. Get flipped+mirrored+inverted hue/luminosity vision. - Ancient tier.
  6.  
  7. Scramble: All of your movement inputs are randomly shuffed... Try to blink your left eye lid and you might instead contract your right bicep, try to contract your hamstrings and you might move your left index finger, etc.
  8. As neurotoxin, an attack that inflicts this for some time: Unique
  9. Owl's eye contact: High Unique
  10. As a wide scale debuff: Catastrophe
  11.  
  12. Quad-burn: All actions are four times as exhausting.
  13. Rank - Unique
  14.  
  15. Quad-rest: Your time perception is accelerated by four times. Run towards a tree and you might blitz yourself when you crash into it before you have processed the distance you have ran!
  16. As a wide scale debuff: Catastrophe
  17. As a poison: Unique
  18. Ranged conditional power: High unique
  19.  
  20. Aura null: All auras in range are instantaneously exhausted. (Does not affect semblance, it's proven that you can use your semblance without your aura)
  21. High Ancient tier, right away
  22. low Ancient as a touch.
  23. Catastrophe, really big AOE.
  24.  
  25. Semblance null: All semblances in range are nulled for 24 hours. (Does not affect aura.)
  26. High ancient tier right away
  27. Low ancient as a touch.
  28. Catastrophe, really big AOE.
  29.  
  30.  
  31.  
  32. Buffs and ally powers:
  33. Cooldown teleport: All grimm in range are granted an ability that lets them teleport a few meters, once every few seconds.
  34. Unique at minimum
  35.  
  36. Cooldown select-intang: All grimm in range are granted an ability that lets them turn selectively intangible for a few seconds, once every few minutes: They can touch you, you can't touch them.
  37. Unique at minimum
  38.  
  39. True flight: Even in a vacuum and immobilised otherwise, all Grimm in range can fly proportionate to how fast they can move on foot.
  40. Unique at minimum
  41.  
  42. Projector shield: Not the same vein as a regular horde buff, but the source of this buff can project long ranged lasers onto the buffed Grimm, enveloping a chosen few in shields that are as durable as the user of the beam. This means to kill the surrounding horde of Grimm, you have to simultaneously attack more Grimm than the user can protect at the same time.
  43. High unique, if not, low ancient
  44.  
  45. Beam: All grimm in range are given a ten meter beam attack that's as strong as two physical strikes from them. It's a mouth laser.
  46. Ancient at minimum
  47.  
  48. Explosion: All grimm in range explode when killed. The damage dealt by the explosion cannot harm other Grimm, but does damage to everything else proportionate to three physical strikes, dropping off with distance until it eventually can't be felt.
  49. At least unique as a small bomb.
  50. At least ancient as a big bomb.
  51.  
  52. Group teleport: Once every 10 minutes, 100 Grimm in a circle can be teleported a few kilometers, casted by the user.
  53. Ancient at minimum
  54.  
  55.  
  56. Poison: All damage from grimm is poisonous, but it must break through the aura to deal poison. Once inflicted, it is not incurable nor does it kill instantly, but you can expect it to kill you proportionately to your blood flow... Starting from a few hours, then give or take. Killing the source of the buff causes the poison to vanish.
  57. Unique at minimum. Higher with stronger poison.
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