Character name: Sly
Link: http://www.intothebeyond.org/t47-sly-the-apothecary-remastered
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Link: http://www.intothebeyond.org/t47-sly-the-apothecary-remastered
- Timepiece:
- Name: Timepiece
Type: Pocket watch (Weapon/Item)
Appearance: A silver and gold pocketwatch no bigger than the palm of one’s hand. It has very delicate and intrinsic designs all over the outer portions of the lid, with a sapphire eye of a dragon in the centre that can freely move on its own.
Upon opening the lid, an image akin to the astronomical clock would shoot out across the room and generate a very surreal aura, as if the room the timepiece is in has suddenly turned into a giant clock, with all the citizens inside the room being inside it to see its mechanisms. The insides of the timepieces have a very unique structure and set up of different components, including those that are typical inside any timepiece (gears, pivots etc.) and those that are not (marbles, tracks, mirrors and light sources). Every part works in synergy to tell more than just time, including the position of the moon, the constellations and location of the wielder on a planet.
Materials: Generally silver and gold, but with steel parts and gears.
Thickness: N/A
Purpose: Serves to manifest any desires that the wielder wants in a clockwork fashion. Can be used as a weapon or an item.
Abilities:
Manifestation- Spoiler:
Despite its physical appearance, the timepiece possessed around 10million individual components that make up its clockwork. This includes gears, plates, pivots, supports and strings. Its key ability is knowing what the wielder needs or wants in any given situation and manifest them using its own pieces, building and structuring them like it was some gigantic 3D puzzle. The bigger or more complex the structure is, the more pieces it requires.
For the sake of simplicity, any structure the wielder makes will require a set amount of Pieces from a pool of 100 Pieces. Small or simple structures take up less pieces compared to larger or more complex structures. An example includes Sly’s signature weapon, the rapier, which would take no more than 10 each. A sidesword, his secondary weapon, would take 15.
In addition to the 100 pool of “true” pieces, wielders of this timepiece can improvise with “false” pieces to allow them to make even more structures or gigantic ones that would otherwise be impossible with the 10million starting pieces. These pieces are stored inside the structures that gained them, and they are earned if the structure absorbs any impact against it without breaking. That momentum from the impact is converted to pieces. For example, a light attack like a punch or a stab would store 2 pieces, a heavy attack like a finisher move would store 5. Examples for ranged weapons include projectile power equivalent to a pistol round storing 2 per round, a rifle 5 per round, and sniper 10 per round.
Six Spirits
The weapons of the timepiece.
The timepiece is enchanted in such a manner that it is possessed by spiritual entities. Sly may harness the powers of those spirits, as they will provide the structures with different special properties that may give them an edge. However, only one spirit may be active each time. One way to work around this is to activate one spirit, drop a special structure somewhere, then change spirit and create another structure. Therefore the wielder will have two structures of different special properties.
Each Spirit manifests as one of 6 available weapons. Each weapon has their unique set of abilities, as well as a common ability to Totem Summon. When using any of these abilities, no pieces will be gained on impact. Furthermore, if the wielder Totem Summons, they turn their weapon into a summoning totem that requires a set amount of post to fully summon its Spirit. As such, they will lose their ability to use that weapon until the summon is destroyed.
Each spirit have unique properties and abilities for the wielder. There are a total of six entities, and therefore, weapons.
After the event with I̧̨͜n̡͡sa͏͝ņ̸͜i̧͡t͢͜ý destroying Xastristan, Sly’s timepiece was crushed and malfunctioned, leaving behind some irreparable damage, and since then he was unable to utilise this item any further until he discovers a sixth spirit: Zen.- Apotheosis:
~With pride his antlers towered the trees he gave to man, with shame his wings wilted to the wind of war~
Apotheosis represents the ascension aspect of Sly’s timepiece. It is paired with Zen. After the I̧̨͜n̡͡sa͏͝ņ̸͜i̧͡t͢͜ý event, both weapons became crucial bridges that would lead to the other weapons. Apotheosis is named after the Peryton spirit that possessed this weapon. It appears as a white and transparent rapier with intertwining green and brown branches over the hilt and forte of the blade. Activation burns 100 pieces. Upon activation, Apotheosis appears as a bulky sword that slowly splits into up to 10 identical floating rapiers, appearing as Sly’s “wings”. They can also stick to the ground, where the branches would grow and root themselves for further use. These blades are as durable as an ordinary rapier and were controlled telepathically. They are versatile, being able to fulfil many roles, but not all of them at once. This mode can also temporarily grant Sly the ability to fly, but no further than 20ft up where he lifted off, no further than 100ft and no longer than 1 post. These blades can move as fast as how one would swing a very light sword or a stick.
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Apotheosis can fulfil multiple purposes, such as defending or attacking, but despite being 10 blades in total, they are no better than what Mirage or Nemesis can do. In some situations, it would have been better off for Sly to transition one of the blades into other spirits. Furthermore, it is more of a supplementary weapon, being able to support Sly’s attack or defence and should remain as such. Sly can also take one of the 10 blades in his hand if he needs a weapon to hold onto. Additionally, Apotheosis can be used to help Sly reposition from one place to another fairly quickly, although he can only dash the one time until Apotheosis hits something. Overall, Apotheosis is a good well-rounded weapon. It can play an offensive or defensive role. It can fight in melee or ranged combat. It can supplement other active weapons. It is basically the jack of all trades.
Totem summon
Upon summoning Apotheosis, the weapon takes the form of a white, green and brown clockwork Peryton with branch-like antlers that sprout leaves and flowers. Apotheosis has detachable wings that split into a number of rapiers and are controlled in the same manner as how Sly controls them. Additionally, when he dashes, Apotheosis’ body dissipates into many flower petals that float to and past enemies, slicing them before reforming near another of his blade. Apotheosis is very sturdy, requiring a number of hits enough to level a building to destroy him. Summon lasts for up to 10 posts.
Cost: Always 100 pieces.
Weak summon: Totem is half Sly’s height and possesses one pair of large white wings on its side. When the summon is complete without disturbance, Apotheosis appears as a horse with two makeshift wings. As such, he cannot fly at this state. His wings can only form 4 rapiers in total.
Totem Duration: 1 post.
Medium summon: Totem is up to Sly’s shoulders and possesses two pairs of large white wings on its side. When the summon is complete without disturbance, Apotheosis becomes a Pegasus with four ‘real’ wings. His wings can form a total of 8 rapiers.
Totem Duration: 2 posts.
Full summon: Totem is up to Sly’s height and possesses three pairs of large white wings on its side. When the summon is complete without disturbance, Apotheosis becomes a large Peryton and has six wings in total. His wings can form a total of 12 rapiers.
Totem Duration: 3 posts.
Transition
Changes one of the Apotheosis’ blades into that of another Spirit (Mirage, Nemesis, Pulse or Spade). The structure will be granted new abilities but will lose Apotheosis’ abilities. Only one blade can be upgraded at a time.
Cost: 10 pieces
Duration: End of the post
Cooldown: 0 posts
Whispering blades
Sly detaches the floating rapiers and they will hone in towards his enemies from all directions. If the blades miss, or once they have cut through an enemy, they will become transparent and reposition before turning white again, and the whole process repeats.
Cost: 20 pieces per post
Cooldown: 3 posts
Blade dash
Holding onto one of the Apotheosis blades, Sly concentrates on a distant Apotheosis blade and quickly dashes to it, the two blades merging together in the end. If Sly hits an enemy or a target in his path, he can dash again. If Sly missed his target or nothing was in between, Sly cannot dash again until he did hit something with Apotheosis.
Cost: 5 pieces
Cooldown: 4 posts (0.5 if he strikes his intended target midway in his dash)
- Zen [~Destruction Event Ability~]:
~Swim above the white sands she gifts them her water, she gifts her children, and she gifts herself~
Zen represents the charity aspect of Sly’s timepiece. It is paired with Apotheosis. After the I̧̨͜n̡͡sa͏͝ņ̸͜i̧͡t͢͜ý event, both weapons became crucial bridges that would lead to the other weapons. Zen is a Koi dragon spirit that possessed this weapon. She appears as a white and gold smallsword (less length than a rapier) that emits azure light along its length similar to rippling waters. The loops of the guard ends in wave-like patterns, with one of them holding a small blue orb in its curl. Activation burns 100 pieces, in which case, the blade multiplies itself into 10 identical smallswords. As oppose to Apotheosis, these small swords cluster together, forming a ‘school of fishes’ and levitating in the air. On Sly’s mental command, the blades can separate from one another and fling themselves in any direction. Range of telepathy is 60ft and the furthest he can throw one mentally is 120ft at a straight line.
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Zen is similar to Apotheosis in that it can fulfil multiple purposes but also suffers the same drawbacks – a jack of all trades that won’t outshine any of the other 4 Spirits. As to whether it is more superior to Apotheosis than not, it depends on circumstances. While Apotheosis’ Wing formation allows close-ranged attack and defending, Zen cannot provide the same benefits without much difficulty, as her blades do not trail behind one another (they all act independently). However, this allows Zen to have a greater range than Apotheosis, up to 120 ft. However, if any of these blades leave Sly’s telepathic range of 60ft, they cannot be controlled until he walks into range once again. Compared to Apotheosis, Zen does not provide any mobility benefits.
Totem summon
Upon summoning Zen, the weapon takes the form of a white, gold and azure clockwork eastern dragon with a long flowing mane across her spine, ending in a tuff of bristles at the tip of her tail. Coiled in her tail is her blue orb, which she uses as the source of her innate magic and flood the area around her in a strange aura – whose only effect is to make its occupants feel like they are submerged underwater. Using her orb, she creates a school of large Koi fishes, fulfilling the same purpose as her smallswords from her weapon form, but she can call back 'flung' fishes beyond her telekinetic range beside her rather than having to move in range. Additionally, she heals her allies. Zen is rather fragile, and can take up to 2 bone-shattering attacks to destroy. Summon lasts for up to 10 posts.
Cost: Always 100 pieces.
Weak summon: Totem is half Sly’s height and possesses a pair of antler-like horns and a tail coiled around its base. When the summon is complete without disturbance, Zen appears as a Koi fish with an elongated body, and the blue orb stuck to her tailfin. She can form 4 Koi fishes at most, and can heal allies every 5 posts. Healing potency can seal small cuts and staunch bleeding, heal 1st degree burns and severe bruising, but cannot do any further.
Toten duration: 1 post.
Medium summon: Totem is up to Sly’s shoulders and possesses a pair of antler-like horns and a tail coiled around its base. When the summon is complete without disturbance, Zen becomes a sea serpent with a mane along her spine, and her head becomes more draconic. She can form up to 8 Koi fishes, and can heal allies every 5 posts. Healing potency can seal open flesh wounds, heal 2nd degree burns and crushed organs as well as bruises, but cannot do any further.
Totem duration: 2 posts
Full summon: Totem is up to Sly’s height and possesses a pair of antler-like horns and a tail coiled around its base. When the summon is complete without disturbance, Zen becomes a large eastern dragon. She can form up to 12 Koi fishes, and can heal allies every 5 posts. Healing potency can seal ruptured organs and flesh wounds, heal 4th degree burns and broken bones, but cannot do further.
Totem duration: 3 posts
Transition
Changes one of the Zen’ blades into that of another Spirit (Mirage, Nemesis, Pulse or Spade). The structure will be granted new abilities but will lose Zen’ abilities. Only one blade can be upgraded at a time.
Cost: 10 pieces
Duration: End of the post
Cooldown: 0 posts
Gift of water
Empowers an ally with water, surrounding them in a water veil. Their next attack will be enhanced with highly pressurised water, jetting out as a powerful stream for up to 120ft (thrusts, gunshots or any straight-line abilities), an arc for up to 60ft (swings, shotgun blast or AoE abilities affecting a cone in front of them) or a ripple for up to 30ft (ground slam, shockwave or circle AoE abilities)
Cost: 2 Zen smallswords
Duration: 3 posts
Cooldown: 5 posts.
- Mirage:
~Howl under the gaze of her blue moon, with the shield of the mother who couldn’t protect~
Mirage is one of six weapons, a melee weapon representing the defensive aspect of Sly’s timepiece. It is paired with Nemesis. The pieces are blue in colour, adorned with silver markings that are imbued with magic. This weapon is named after the water wolf spirit that possessed this weapon. When materialised, Mirage takes a slightly different form compared to the other weapons, in that it resembles a sidesword than a rapier. This means Mirage is much more durable than the other weapons, capable of blocking powerful blows that would otherwise shatter it if it were any normal weapon. It is very hard to break Mirage, as it is, according to Sly, the most durable of all his weapons. Mirage takes on the alias, “Perfect Guardian”.
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Mirage is perhaps the best weapon for Sly in the early phases of his development. It provides an early shield that can block many forms of attacks for a brief period of time before counter-attacking, allowing Sly to shoot his shields after casting them, towards his opponents. If landed, the shield provides him some space, as well as a small window of opportunity for him to capitalise the dazed state of his enemies. As such, Sly is among those characters who can take on marksmen early using only a sword.
Mirage cannot be solely relied upon due to its poor offensive capabilities. Any other weapon can fill that role easily and Mirage should only be used for defence. The blade edge is not as sharp as the other blades, meaning one swing won’t cut through an enemy but can heavily bruise or crush their bone if Sly swings it hard enough. The shield which Mirage grants also have quite a cooldown, and becomes rather useless without them. Use this opportunity as an opening to attack.
Totem Summon
When Sly summons the spirit Mirage, the weapon will take on the form of a blue and silver clockwork wolf-like creature with longer ears and long, slender body with fur and scales. The body appears silver with blue markings all over her. As a result of this, Sly will not be able to use Mirage as a weapon until the summon dissipates. As well as having a will of its own and same abilities, if Mirage herself blocks an attack, she can convert the momentum into pieces and summon a wolf or two beside her (depending on how big the momentum was). These wolves don’t have any abilities of their own. The summon lasts for up to 10posts.
Cost: Always 100 pieces.
Weak summon: Totem appears as a chess piece-like structure (half Sly’s height) with a crescent moon crown and a pair of long, pointed ears jutting out from either side of the crown. When the summon is complete, Mirage is a large silver wolf with blue markings. Can block attacks with power equalling a pistol round, or 3 heavy blows before shattering.
Totem duration: 1 post.
Medium summon: Totem appears as a chess piece-like structure (up to Sly’s shoulder) with a half-moon crown and a pair of long, pointed ears jutting out from either side of the crown. When the summon is complete, Mirage is a large wolf that developed scales around her legs and parts of her body. Can block attacks with power equalling a rifle round, or 10 heavy blows before shattering.
Totem duration: 2 posts.
Full summon: Totem appears as a chess piece-like structure (Sly’s height) with a full moon crown and a pair of long, pointed ears jutting out from either side of the crown. Mirage takes on her true form as described above. Can block nearly all forms of attack. Really, the only thing that can put her down at this point is perhaps an atom bomb.
Ability
Moon shield
Pointing the weapon forward, Mirage emits a potent blue aura from the tip of the blade that will block all forms of attacks for a brief period of time (5 seconds). The duration of the shield resets every time Mirage blocked something with significant weight or force (such as a thrown pebble). If this is activated while striking an enemy, the enemy would be knocked back and dazed briefly.
Cost: 20 Pieces
Cooldown: 1 post (+1 per use)
Moon Dome
The wielder swings the weapon in an arc in front of them, where Mirage will project the same aura but in a dome around the wielder (radius = 7 metres), protecting them and anyone inside from all forms of non-underground damage for 5 seconds. Again, the duration resets if it blocks something of significant weight or force.
Cost: 60 pieces
Cooldown: 2 posts (+1 per use)
- Nemesis:
~Weep upon their treachery, and on vengeance wings, burn from them what they cherish~
Nemesis is the second of the six weapons, a melee weapon representing the offensive aspect of Sly’s timepiece. It is paired with Mirage. The pieces are red, adorned with gold markings that are imbued with magic. This weapon is named after the phoenix spirit that possessed this weapon. The rapier that Nemesis forms has a narrow blade, and small, fiery wings protrude from both sides of the guard. Nemesis is a ‘glass rapier’ in a sense that it trades its durability for power and its disrupting abilities. However, it breaks so easily that even a simple sword swing to the side of the blade can shatter it. It is therefore a poor weapon of choice when Sly needs to defend himself, and often he will need to switch to Mirage if enemies get too close with their attacks. Nemesis takes on the alias, “Anti-life”.
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Nemesis is the key weapon for Sly in terms of offense in the later phases of his development. The thinness of the blade allows it to impale and pierce through armours well above its tier with ease. Nemesis is a cursed spirit, impregnating the pieces with powerful negating abilities that could cause wounds that were harder to heal, or even cut through pure magic-based attacks. As such, this weapon is great against those who rely upon magic-based abilities such as mana, chakra, ki etc. In addition to being able to hit nerve points and disable certain limbs, Sly can pierce other points, depending on whichever magic system his opponent uses. The effects of such would disable the flow of that energy past that point, and therefore to a limb. However, anyone with immense amounts of energy can overcome it, though with impaired accuracy. As such, Nemesis is not as effective when used at the very start of a battle. Nemesis is an incredibly deadly weapon, capable of killing or crippling enemies from the very first strike.
Nemesis is very fragile that even a strong fist-block against its side is enough to break it, and does not provide a lot of accessible abilities. Because of this setback, Sly cannot use this in just any situation. Nemesis is terrible without proper support, therefore Sly must use it like an opportunist. Find the right moment to activate Nemesis and then perform a crippling blow, then quickly revert back to Mirage.
Overall, when used correctly, Nemesis will become the most powerful of the eight weapons. It will still remain a glass rapier in the late phases, hence it can still easily shatter if Sly is not too careful.
Totem Summon
When Sly fully summons the spirit Nemesis, the weapon will take on the form of a red and gold clockwork phoenix with a long tail. Nemesis can perform a powerful dive or charge at enemies which is near impossible to block due to his abilities. However, he must rest every post between attacks. He can also pluck some of his feathers (up to 5, but only one can be used at a time) to be used by Sly, counting as part of Nemesis’ structures, and therefore turning into rapiers. Summon lasts for 10 posts.
Cost: 100 pieces.
Weak summon: Totem is half Sly’s height, has a sunrise crown and a pair of fiery feathered wings on its side. When summoning is complete, Nemesis is a falcon, small enough to perch on Sly’s shoulder. His rushing attack can pierce through an inch of steel at most, but may shatter in the aftermath.
Totem Duration: 1 post
Medium summon: Totem reaches Sly’s shoulders, has a full sun crown and a pair of fiery feathered wings on its side. When summoning is complete, Nemesis becomes a fully grown falcon with fiery feathers in his wings and tail. His rushing attack can break through a tank at most, but may shatter in the aftermath.
Totem Duration: 2 posts.
Full summon: Totem reaches Sly’s height, has a sunset crown and a pair of fiery feathered wings on its side. When summoning is complete, Nemesis is twice the size of Sly and becomes a clockwork phoenix. His rushing attack can pierce through anything, but depending on what he had pierced, he may shatter in the aftermath.
Abilities
Blinding lunge
Sly lunges forward with Nemesis, charging the weapon up. At the end of the lunge, Nemesis discharges all of the stored energy into a sudden flash of light, blinding anyone unaware and facing directly at the tip of the blade. If Nemesis pierces something, the weapon would instead burn the target with 120oC heat (can leave 2nd/3rd degree burns on a living target).
Cost: 20 pieces
Cooldown: 3 posts.
- Pulse:
~White mantis, black snake. She who weaves, he who slithers.~
Pulse is the fourth of the six weapons, representing the retraction aspect of Sly’s timepiece. It is paired with Spade. Both weapons do not have any abilities. The pieces are purple and white, adorned with lavender markings that are imbued with magic. This weapon is named after a mantis-spider chimera spirit that possessed this weapon, where the top half of the spirit is that of a mantis and the bottom half that of a spider. Pulse takes upon a different form compared to the other weapons, in a sense that it is a dagger with an inbuilt flintlock-like trigger and a bladed gear, spun with a spool of string, attached to the guard.
When Sly thrusts this weapon, the gear is shot forward spinning, unwinding in a straight line at up to 20metres, before spinning back towards the dagger like a yoyo. However, if Sly strikes the gear at one of his structures, he can either pull himself towards it, or pull that structure towards him.
The flintlock mechanism is activated by a small trigger, causing the gear to spin and generate small hiltless daggers collapsed into marbles. Initially, up to six can be generated before the trigger is released and they are fired, but more can be generated if they gained false pieces. Each marble cost 5 pieces, and they fly at half the speed of a pistol bullet. Sly can fire these marbles one at a time in quick succession in a straight line, or form them around him and make them ‘shotgun’ into a point before they spread in a cone (up to 20 metres in total, meaning the ‘midpoint’ can be at up to 10 metres). Additionally, Sly can attach threads into each marble, allowing him to bind targets or retract the marbles, but it will slow them and reduce their maximum travel distance to 10 metres. Sly must reload every time he fires the marbles (1 post).
Despite its appearance, the gear is a rather weak weapon itself. It may look like a buzz saw, but it cannot produce deep lacerations, as it is not their purpose. Rather, its true weapon is its incredibly durable string. Thanks to its retraction properties, Sly can pull himself closer to structures, or he can use the string to bind enemies or set up tripwires and traps to activate some of his structures. However, the gear is sharp enough to cut off thick ropes. The marbles have appalling penetration, only enough to pierce human skin at maximum range. Upon close range, they can only leave small dents on iron armour. Not effective against heavily armoured targets.
Totem Summon
Upon summoning Pulse, the weapon takes the form of a white and purple clockwork mantis-spider beast with a large spool of string stocked inside her. Pulse can quickly set up all forms of traps with her string like a web depending on what Sly needs. The source of these strings is from her spinneret. Her strings are durable, requiring a least a heavy blade strike to sever them. Additionally, Pulse can shoot marbles from her mouth, using her forearms to form a mechanism on her head before spitting them. She can only fire marbles one at a time in quick succession in a straight line. The summon lasts for up to 10 posts.
Cost: 100 pieces.
Weak summon: Totem is half of Sly’s height and has eight ‘legs’ protruding out of its side. When summoning is complete, Pulse appears as a normal mantis around half Sly’s size. She does not have any spinnerets, so she could not use any strings in this form. Pulse can only fire up to 3 marbles.
Totem Duration: 1 post.
Medium summon: Totem is up to Sly’s shoulders and has eight ‘legs’ protruding out of its side. When summoning is complete, Pulse appears as a larger mantis but with a very limited supply of string in her abdomen (can only shoot one thread). Can fire up to 6 marbles.
Totem Duration: 2 posts.
Full summon: Totem is Sly’s height and has eight ‘legs’ protruding out of its side. When summoning is complete, Pulse takes on her true form. She is capable of shooting multiple threads of her string from her spinneret, allowing her to set up traps much more efficiently. Can shoot up to 9 marbles.
Totem Duration: 3 posts.
- Spade:
~She sacrificed, he feasted. She lives on, He dies alone.~
Spade is the final of the six weapons, representing the ranged penetration aspect of Sly’s timepiece. It is paired with Pulse. The pieces are mostly black, adorned with white diamonds and markings that are imbued with magic. This weapon is named after a serpent spirit that possessed this weapon. Spade is different to Pulse in that it can only fire one marble regardless. However, the longer Sly charges it, the more range and power the marble will have, reaching up to 300metres and being able to pierce through several inches of steel. It can be considered a ‘sniper’ portion of Sly’s kit, although the actual weapon will be much better in terms of penetration, range and power of the bullet.
Being able to shoot only one shot before requiring one post to reload means Spade is another definition of a “one shot, one kill” type of weapon. Whenever Sly uses Spade, he must aim his weapon very carefully. Spade does not come with a scope of some sort, meaning Sly’s accuracy at great distances can be terrible. The further the enemy is, the more likely he will miss if he did not construct spade into a sniper rifle structure. Spade is more of a portable sniper rifle for Sly to carry around, but it will always be outclassed by even a very average sniper rifle itself. Like Pulse, Spade takes one post to reload after expending its only marble.
Totem Summon
Upon summoning Spade, the weapon takes the form of a black clockwork serpent with white patterns all over his body. He is able to shoot marbles from his mouth to pierce his targets, but his range and accuracy will depend on the strength of the summoning, as well as his ability to camouflage with the surroundings. The summon lasts for up to 10 posts.
Cost: 100 pieces.
Weak summon: Totem is half of Sly’s height and has a scaly tail curling around its base. When summoning is complete, Spade appears as a normal viper but larger. His range is only 50metres maximum with precise accuracy before it will falter at longer ranges due to him being unable to see any further. Spade cannot camouflage at this summon.
Totem Duration: 1 post.
Medium summon: Totem is up to Sly’s shoulders and has a diamond imbedded at its head in addition to a scaly tail. When summoning is complete, Spade appears as a larger viper with a diamond imbedded at his forehead. His range is increased to 100metres before being unable to see any further. He can camouflage into very dark places, but that’s it.
Totem Duration: 2 posts.
Full summon: Totem is Sly’s full height and has sprouted webbed wings in addition to a diamond on its head and a scaly tail. When summoning is complete, Spade appears as a winged viper. His range is increased to 300metres and is able to camouflage himself into a black smog to reposition.
Totem Duration: 3 posts.
--~Story Event Ability~- Hourglass:
This is the final ability of Sly’s timepiece that extends from the Creation aspect of the device. After having obtained the hourglass from the Temporal Ruins, Sly is able to enter his mind inside the timepiece and simulate all sorts of different worlds inside it. These worlds can contain a number of elements, and as such, can breed a new selection of clockwork creatures to inspire him for future purposes.
With the hourglass’ ability, Sly is able to manipulate the fabric of time itself, but to a very limited extent. In order to do so, he must create a small enclosed dimension the shape of a dome that can vary in size, up to 15ft in radius. Once the dome is created, anything within its field or touching the borders will be affected by the hourglass’ ability. Only 1 dome can be created at any time and they last up to the end of the same post as creation.
Timestop
Freezes time within the dome, including the affected victims’ perception. This means that from their point of view, once Timestop ends, things around them seemed to have teleported from one place to another. All items holding mass are frozen in place, however they become indestructible until Timestop ends. Energy-based abilities however are unaffected.
Duration: Until end of same post.
Cost: 120 pieces
Cooldown: 2 posts.
Timeslow
Slows time within the dome. Victims caught in the dome will not feel they are going slow, but anyone outside of the dome will see those inside going in slow motion, and those inside the dome will see those outside moving faster. Energy-based abilities are unaffected.
Duration: Until end of same post.
Cost: 60 pieces
Cooldown: 2 posts.
Timefast
Speeds time within the dome. Victims caught in the dome will not feel like they are going fast, but anyone outside of the dome will see those inside moving faster, and those inside the dome will see those outside moving in slow motion. Energy-based abilities are unaffected.
Duration: Until end of same post.
Cost: 60 pieces
Cooldown: 2 posts.
Limitations/Weaknesses:- The timepiece is limited by the number of pieces Sly has. He can never go into a negative number of pieces regardless.
- Additional pieces earned through impact are stored within the impact-absorbing structure. If the structure is destroyed, it will lose all unused pieces it had gathered.
- The timepiece is at its weakest during the early phases of combat, due to the need to gain more pieces for stronger structures. Take advantage of this.
- All timepiece structures suffer from a common weakness to EMPs. Although it would not destroy the timepiece completely, exposure to EMPs will cause all structures to collapse and disable the timepiece for a brief period of time (3 posts). While disabled, Sly will lose access to all the timepiece abilities and will have to consider alternative options.
- Totem summoning is very expensive (100 pieces) and takes away Sly’s ability to use that weapon for the duration of the whole summon, making him weaker for each totem he risks trying to summon.
- Totems are immobile, large and incredibly weak, being destroyed by a simple heavy punch or sword strike. Destroy them quickly to prevent the summon.
- Sly's time manipulation only works by creating his own enclosed dimension. Anyone outside of this dimension is unaffected by can witness the ability's affect safely.
- Only 1 time dome can be created at a time.
- All time domes expire at the end of the same post it is created.
- Those frozen in time are indestructible and cannot be moved until the dome expires.
- Despite the low cooldown on the time domes, they are expensive.
- Apotheosis Limitations and Weaknesses:
- Because Apotheosis splits into 10 rapiers regardless, Sly will immediately lose 100 pieces (which is all of what he’s started with). Because of this, he may not be able to change a blade into another Spirit immediately.
- Every time Sly dashes, he must strike his intended target midway for the cooldown to refresh. Otherwise he will have to endure the painfully long wait before his mobility is restored.
- Because Apotheosis splits into 10 rapiers regardless, Sly will immediately lose 100 pieces (which is all of what he’s started with). Because of this, he may not be able to change a blade into another Spirit immediately.
- Zen Limitations and Weaknesses:
- Zen and her blades are the second most fragile behind Nemesis. A good heavy hit against her would generally destroy her.
- Zen forgoes much of her defence the more spread apart the blades are in exchange for offence against a greater area, if not more dilute. Similarly, her blades are more easier to dodge if they are grouped together.
- 5 post cooldown on each heal meant Zen can only heal twice at most for each Totem summoning.
- Gift of Water will counter fire-based attacks and cancel them, even if it is meant to empower them.
- Sly loses 2 Zen smallswords each time he uses Gift of Water, and the enhanced ally is indicated by a flow of water-like magic around them. Pretty much enemies will know who to look out for.
- Zen and her blades are the second most fragile behind Nemesis. A good heavy hit against her would generally destroy her.
- Mirage Limitations and Weaknesses:
- Mirage’s shields refresh their duration each time they block an attack. Timing attacks apart will bypass Sly’s strongest defence.
- Despite Mirage’s powerful defensive capabilities, the cooldown of her shields increase by 1 post per use. Every use makes him more vulnerable!
- Although Mirage herself can mass summon a huge number of spirits, they are incredibly weak defensively and lose their effectiveness if enemies can gain some space from the mass. Area of effect abilities can destroy a large number of them in one attack.
- Mirage’s shields refresh their duration each time they block an attack. Timing attacks apart will bypass Sly’s strongest defence.
- Nemesis Limitations and Weaknesses:
- Despite its incredible offence, Nemesis has incredibly weak defence, with anything as strong as a punch against the side being enough to snap the blade in two. If enemies can dodge a powerful strike from the blade, it usually grants them a small window to counterattack and shatter the blade.
- The blind can easily be countered if the enemy closes or shields their eyes before the lunge happens.
- Summoned Nemesis has high offence but as poor defence as the blade itself. Strike anywhere except the front of these spirits to destroy them.
- Despite its incredible offence, Nemesis has incredibly weak defence, with anything as strong as a punch against the side being enough to snap the blade in two. If enemies can dodge a powerful strike from the blade, it usually grants them a small window to counterattack and shatter the blade.
- Pulse Limitations and Weaknesses:
- Pulse’s range is short. A long distant attack can out-range it and strike Sly.
- The high number of marbles and huge rate of fire comes at an expense: long reload time. Additionally, the range hasn’t changed at all. Use these to your advantage.
- Pulse’s range is short. A long distant attack can out-range it and strike Sly.
- Spade Limitations and Weaknesses:
- Spade only has one shot no matter what before requiring a reload. Putting up an impenetrable defence or a quick dodge would leave Sly wide open if he doesn’t have anything else set up.
- Blademaster: Despite being able to fire off a number of shots a bit more quickly, he is still vulnerable in between firing due to the recoil. As such, he will be required to gain a huge distance before setting off Blademaster Spade, or else his targets could just dodge his shots and immediately close the distance.
- Spade only has one shot no matter what before requiring a reload. Putting up an impenetrable defence or a quick dodge would leave Sly wide open if he doesn’t have anything else set up.
Cost: Free item (excluding event ability)
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- Siren R20 sidesword w/ sonifier:
Type: Sidesword
Appearance:
Materials: The sidesword is made purely of Damascan steel, very strong and sturdy and refined to serve a primary purpose of piercing even through steel armour. The hilt and guard however are adourned with gems or polished stones reminiscent of the undisturbed depths of the sea under the sun. It also has an inbuilt sonifier of sorts in its guard, capable of vibrating the entire blade at varying frequencies.
Thickness: The blade is not very thick, capable of bending towards the flat portion with enough strength without breaking, but it is slightly thicker than a standard rapier.
Purposes: The R20 is a backup weapon for Sly whenever he is disarmed from his timepiece. It is considerably weaker in comparison to his primary weapon, but it still serves its purpose as a sidesword. It is basically an ordinary sidesword made from tougher material, but with an added device - the sonifier.
The sonifier has three settings: Absorb, Neutral and Release.
In Absorb, the sonifier actively takes in the wind and kinetic energy from any motion of the blade and stores it inside the device. Due to this, the R20 would have drastically decreased cutting and piercing power compared to an ordinary sidesword.
In Neutral, the sonifier is turned off and the R20 just acts like an ordinary sidesword.
In Release, the sonifier releases the energy as sound energy in a limited, sustained manner within the blade, causing it to utter different pitches and vibrate at vary frequencies. The more energy it has absorbed, the longer it would vibrate. These sounds are bearable when Sly is not moving the R20, but when he thrusts, the sound waves contract against one another at the front of the blade, forcing a powerful screech. Enemies standing in front of the blade would be stunned by the high pitch. However, this can act as a double-edged sword as Sly is not immune to the sound himself. If he withdrew his R20 too quickly towards him, he would be stunned by its screeches.
The high frequency also causes the blade to vibrate, increasing its cutting power. At its peak frequency, the R20 can cut through 25mm of steel, but this will immediately backfire at Sly as the high pitch will daze him even as he swing the blade away from him. Increasing the frequency will also drain the energy more quickly and put even more stress to Sly's grip as the hilt does not cushion the vibration.
The sonifier can only absorb energy by swinging the blade or striking it against a surface. If none of his is achieved, the energy will either decay or reset to zero.
Cost: Unknown
Last edited by sLy on Mon Sep 10, 2018 6:31 am; edited 22 times in total