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neverahero ([personal profile] neverahero) wrote2013-04-25 11:43 pm

Skills And Abilities: Nightmare Realm

Zero possesses experience gained over hundreds of battles, over many years. As a Reploid, Zero can push himself harder and longer than any normal human, and is far more resilent to damage than one too. Likewise, because he is a Reploid, he can survive in far more brutal conditions than any human: extreme heat, cold, pressure (or lack thereof), and even the vacuum of space. As well, he does not need to breathe, eat, or drink, though he may need time to occasionally rest and recharge. He is more than capable of defeating enemies that significantly outclass him in power, such as the legendary reploid Omega, by fighting intelligently and reading the flow of battle. Even without his experience, he remains a formidable weapon of war in his own right. His body is constructed from a durable, lightweight and flexible metal alloy, presumably either Ceratanium or Titanium-X. He is also equipped with an Emergency Acceleration System, or a short-range boost dash, that moves fast enough to leave behind afterimages. This dash boost of his is a key figure in his combat style, either for offense or defensive purposes. Finally, his weapons may accept certain elemental chips that Zero is equipped with, which bestow the ability to deal damage via Fire, Lightning, and Ice. These chips can be activated virtually at will, but have a very obvious tell: Zero's reactive armor will change color to reflect which element he is equipped with: Red is non-elemental, Orange is Fire, Blue is Ice, and Yellow is Lightning.

Below are a list and description of the weapons and skills Zero will be equipped with for the endless wars between Cosmos and Chaos.

Weapons: Z-Buster, Z-Saber, Z-Knuckle, Shield Boomerang, Chain Rod

Z-Buster: Also referred to as the Buster Shot, The Z-Buster is a handheld plasma blaster, heavily modified from the Resistance's standard issue weapon. Though the standard issue weapon is obsolete compared against Neo Arcadian weapons, the modifications given to this particular model by Cerveau have given it a considerable power boost. Using one of Zero's Z-Saber weapons as its magazine, it gained considerable stopping power and the ability to unleash charged blasts. As well, as the Z-Saber appears to have virtually unlimited power, the ammunition capacity of the Z-Buster is nearly unlimited.

It possesses three modes of fire: semi-automatic and two distinct levels of charge. Semi-automatic yellow shots are weak but accurate and can be fired rapidly. The first level of charge can be squeezed off with only about a second of energy buildup. This green blast is relatively small but can punch through armor and will keep traveling through a destroyed foe, and is about two to three times more potent than a standard semi-auto shot. The second level of charge takes a handful of seconds to obtain, but launches a much more powerful and larger blast of plasma that will pierce most armor and deal considerable damage, especially for a handheld portable weapon. Though not capable of destroying larger or more well armored foes in a single shot, it is certainly capable of dealing considerable damage.

Additionally, the Z-Buster is modified to accept elemental chips, which allows its level two charged shot to take on the properties of Fire, Ice, or Lightning. This function, combined with Zero's own unique abilities, can allow him to utilize his EX Skills, which create further variation in the operation of the Z-Buster.

The Z-Buster possesses a handful of weaknesses. First of all, it is handheld, and can be disarmed. Second of all, while the level two charged shot is powerful and capable of great versatility, it takes a little time for him to prepare it. Additionally, the Z-Buster will begin to glow with built up energy to indicate he is preparing his attack. Finally, unless the V-Shot Skill is active, the Z-Buster makes for a poor melee combat weapon.


Z-Saber: Zero's trademark and go-to weapon, the Z-Saber is a hand-held energy sword that is capable of cutting through armor materials like Ceratanium (an advanced titanium alloy) or steel. For purposes of RP, the Z-Saber's ability to cleave through metals with great ease is mostly nullified, turning it into effectively a weapon suited for a fighting game. Zero actually has at least two of these weapons, and though he is capable of dual-wielding them with ease, he typically prefers utilizing one at a time.

The Z-Saber is of unusual construction and has virtually limitless energy, capable of powering other weapons, such as Zero's Z-Buster. Additionally, its design inspired both the creation of the Shield Boomerang and Chain Rod, two weapons Cerveau devised and equipped Zero with.

The Z-Saber provides a very versatile fighting weapon for Zero. Not only is Zero already a highly-accomplished swordsman with virtually unsurpassed fighting ability in his world, the Z-Saber is a competent weapon in its own right. Lightweight, easy to handle, and powerful, this weapon lends itself to fearsome combination attacks that Zero strings together with ease. Not only does it function like one would expect a sword to, like the Z-Buster, the Z-Saber is capable of gathering a charge. The charge attack on the Z-Saber unleashes a mighty but short-ranged shockwave that hits in front of and above Zero. This shockwave is the most powerful single-strike attack in Zero's main arsenal barring the use of an EX Burst. Also like the Z-Buster, this shockwave can apply elemental damage in either Fire, Lightning, or Ice, though normal slashes from the saber do not gain this property.

Moreover, Zero himself has developed lethal techniques from studying the fighting styles of his opponents, which are made clear in his EX Skills that utilize the Saber. These skills are how Zero applies elemental damage to non-charged attacks from the Saber, though many are seen used without an element as well.

The Z-Saber has few notable weaknesses. Its most obvious weakness is its range, as it is almost entirely a melee weapon. However, the shockwave attack has reach of a few yards, and the Mirage Blade skill gives him an effective range of up to about medium range. About the only notable way the Z-Saber can be countered is by keeping quite a safe distance or by disarming him somehow.

Chain Rod: The Chain Rod is a mixture of physical and energy weapon. It is effectively a retractable hand-held chain that alternates physical and energy links to maintain a charge over substantial reach. At its tip is a beam-bladed speartip, which is capable of lodging into armor, walls, and soft targets. The chain itself is rarely used as a weapon, relying more on the tip, but it possesses enough strength to hold Zero's weight regardless of its length. When lodged into a soft target or an enemy, the target is often left immobile or stunned unless substantially well armored (like a boss enemy). This stun effect is often used so that Zero can make use of the Chain Rod's single EX Skill. The Chain Rod utilizes the same technology in the Z-Saber in that it can be charged, and unleash an elemental attack. Zero's charged attack with the Chain Rod is spinning the chain around in front of him which creates a whirlwind dervish of energy. This attack is less powerful than the Z-Saber Shockwave but can be maintained longer.

The damage the Chain Rod can deal is actually fairly poor, but its ability to lodge into targets makes it a great utility weapon. Zero has used the Chain Rod to latch onto the shields of some enemies, and then yank them right from their grip. Another feature is that the tip can latch into walls, so Zero can use it like a makeshift grappling hook or Hookshot, or even swing from it like a rope. As such, Zero primarily uses it as a method of locomotion and escape.

The weaknesses of the Chain Rod are relatively numerous: Poor damage, difficult to hit with, difficulty to hit targets at long and point blank ranges, and it can be disarmed. The Chain Rod works most effectively at medium range combat as a weapon, but Zero prefers to use it for its utility, not its power.

Shield Boomerang: An energy shield mounted in Zero's glove that can block and reflect basic projectiles fired at him. Powerful attacks and magic are generally unaffected by the shield and will find their way through the round energy field. Keeping the shield activated builds its charge, and when fully charged, Zero can throw it at his foes, similar to Captain America throwing his own shield. The Shield Boomerang will lash out through medium range and then fly back to Zero's glove just as fast. The damage of the shield boomerang is relatively low, but it can make for a surprising attack and may hit twice if the foe is unlucky enough to get struck on the way out and back. It also can carry an elemental charge in a pinch, though Zero rarely relies on the Shield Boomerang as an offensive tool.

The Boomerang's weakness is that powerful attacks will still find a way through it, and that it only works on ranged attacks. Offensively, it's primarily a surprise weapon.

Z-Knuckle: The Z-Knuckle is a weapon mounted inside both of Zero's palms. When activated, a bright glowing Z appears in them, to show that they are ready to use. The Z-Knuckle significantly boosts Zero's unarmed strike abilities, giving him greater strength and power than normal. Using the Z-Knuckle, Zero can punch and palm-strike for considerable damage, and charge up the weapons for significantly stronger single punches. When used against some enemies, he can use it to rip away weapons or armor off his foes, and utilize them himself; effectively, this means the Z-Knuckle is potentially strong enough for Zero to rip apart armored machines with his bare hands while it is active. If the weapon or item becomes depleted, damaged, or no longer desired, Zero can use the Z-Knuckle to throw the object at an enemy for additional damage.

The Z-Knuckle cannot be utilized to buff any weapon Zero is in possession of, nor can it carry an elemental charge. Its weaknesses are obvious: it is an extremely-close ranged weapon either used in grapples or in situations where Zero's other weapons are not appropriate or unavailable. The Z-Knuckle also has no EX Skills associated with it.


EX SKILLS:

Time Stopper: (Non-Elemental) Utilizing a charged shot from his Z-Buster, this shot damages and temporarily paralyzes a foe on contact, leaving them open to attack. The paralysis does not last terribly long, and may not work at all on a strong enough opponent.

Reflect Laser: (Non-Elemental) A charged attack from the Z-Buster, this laser beam pierces through foes and continues going, and bounces off surfaces until its strength disappates.

Burst Shot: (Fire) A charged Z-Buster shot that engulfs foes in flame and explodes into fire on impact.

V Shot: (Lightning) This skill causes Zero to fire two shots in a V formation with every pull of the trigger from the Z-Buster. Charged Shots will also fork in this manner, but will always be Lightning Elemental. This skill is more effective at short range, and much less effective at long range.

Blizzard Arrow: (Ice) A charged shot from the Z-Buster that produces three shards of ice that fly forward.

Gale Attack: (Non-Elemental) A dashing Z-Saber thrust that can hit multiple times and proves effective against armored targets. Must be used while Zero activates his dash.

Split Heavens: (Non-Elemental or Fire) A rising jump Z-Saber slash from the ground, effective against airborne enemies. If desired, this attack may contain the fire element, and if so, the blade will turn orange and leave a flaming trail.

Saber Smash: (Non-Elemental or Lightning) A downward aerial thrust, where Zero slams his Z-Saber into the ground, or into his target, below. May be non-elemental, or enhanced with the Lightning element, which turns the blade yellow, and sends out two electric sparks along the ground on impact.

Mirage Blade: (Non-Elemental or Ice) A broad swing of Zero's Z-Saber on the ground that sends a crescent-shaped shockwave forward. The shockwave can be imbued with Ice Element as well.

Shield Sweep: (Non-Elemental or Lightning) A charged Shield Boomerang attack where Zero throws the shield boomerang along the ground like a wheel. It peels out along the ground for a fair distance before looping back around in an upward arc toward Zero. Can be imubed with Lightning, and if it is, the shield leaves very visible sparks in its wake.

Energy Chain: (Non-Elemental) If the Chain Rod's spiked tip manages to impale itself into an enemy, Zero may use it to drain the target's energy, replenishing his own in the process. This attack will only work so long as the Chain Rod is both embedded in a target and being wielded by Zero. Separation on either side terminates the effect.

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