"For every problem, a solution." - Wade
Name: Wade Ame
Arena Title: The Tidecaller
Height: 5'8
Weight: 140 lbs
Fitness:
-Cardio | Average
-Flexability | Exceptional
-Respitory | Average
-Upper Torso | Exceptional
-Midsection | Good
-Legs / Lower body | Good
Fighting Style Emphasis: Almost exclusively relies on elemental abilities, mental acuity.
Training/Speciality: Aikido, Kyusho-jutsu (H2H style based around pressure points)
Martial Art / Weapon / Magic
Major: Magic | Water Elemental
Moderate: Martial Art | Kyusho-Jutsu
Minor: Martial Art | Aikido
Skill Slots:
|{x}| Elemental Senses (Water) | Passive / Active
As an elemental, Wade's powers are intimately connected to his senses. Wade is always aware of any concentrations of water in his immediate vicinity. He can use this to detect the water in a person's body to know their general direction but not precise location. The detail with which he can sense others is increased with higher humidity or saturation levels, and lowered with decreased moisture in the air. By concentrating, Wade can heighten his senses of the body's internal systems. This allows him to see the channels within the body. This allows him to see the flow of energy within the body, including magical energy or spiritual/chi energy.
The Active lasts for 1 post, and has 2 post cooldown.
|{x}| Slippery Mind | Passive
Wade's remarkable intelligence and sharp mind allows him advanced protection against mental attacks, including illusions and psionic intrusions against his mind. This is a 50% reduction in effect - any "damage" from a mental source that targets his body or mind directly is reduced, and the duration of non-damaging abilities (such as illusions or other sensory status affects) are similarly reduced.
|{x}| Fragile Body | Passive
Wade's focus being primarily magical and mental, his physical defenses are lacking. He is vulnerable to pretty much all forms of physical damage (+25% effectiveness) and a sufficient amount of pain can interrupt his concentration on any of his Active abilities.
|{x}| Water Manipulation | Active
Wade controls and manipulates the water around him. Every individual use of Water Manipulation requires a water source. Usually, this will be through waterskins he carries, but if needed he can draw from the moisture in the air, though it makes the effect cost more energy. If there is a large water source nearby such as a fountain, this will decrease the energy needed. Wade can re-use a water source from a previous WM. Wade can use this ability to control water to his will, including phase shifts (ice to water, water to steam, etc). This is an extremely versatile skill, as with his control he can create a wall of ice, a blast of steam or a bubble of water. Being his primary form of combat, he is as comfortable and seasoned with his water abilities as a warrior is with his sword; thus, it requires no specific cooldown or cost for basic attacks, but large-scale attacks require either charging before hand, or drain him afterwards.
Note Wade can perceive, but cannot manipulate the water contained inside of a living organism's body. Because bloodbending is bullshit. (Although if exposed through a wound, he can potentially use blood as a source for his water attacks due to its high water concentration).
|{x}| Move Like Water | Active
By focusing all of his concentration and energy on evasion, Wade begins to move with almost preternatural reflexes to avoid physical attack. He is granted a temporary, but substantial increase in his senses, awareness, and reflexes as well as his balance and flexibility. However, Wade cannot attack in any way, and cannot use any Active abilities other than Elemental Senses - this trance-like state focuses entirely on his surroundings and avoiding harm. This is a mental ability and can only avoid physical attacks - it grants no protection against psychic or magical attacks that cannot normally be "dodged" - and grants him no special defensive capabilities if he fails to avoid the attack. This is not an auto-dodge, Wade still has to have some possible way to avoid getting hit, it just grants him the awareness and reflexes to do so.
Lasts for 1 post, 3 post cooldown after.
|{x}| Chi Strike | Active
After Wade uses "Elemental Sense (Water) - Active", he can use his awareness of his opponent's energy channels to temporarily shut down their use. Wade uses a pressure point strike on an opponent, if it lands, the point of the strike destabilizes the energy channels within the body. This causes a numbing sensation in the affected region and restricts the victim from using physical or (non-psychic) meta abilities from the limb that is affected. Due to the way the channels flow, a Chi Strike shuts down from the point of contact out to the extremity - a strike to the forearm will effect the forearm, wrist and hand, but not the elbow, upper arm or shoulder.This strike does not work against medium or heavy armor, but can pierce through cloth armor due to the thickness - even if the cloth is durable.
This only limits abilities that require energy from the user's body, such as chi/ki or spiritual magic, and does not limit psychic energy or energy that is not channeled or expressed through the body.
This ability lasts for the opponent's next post, then the channel restabilizes and can be used normally. It cannot be used again without first using Elemental Senses - Active.
|{x}| Elemental Afterburn | Stressed
Wade can only use this ability when he's in dire straits - depending on the nature of the fight this is under 1/3 "health" or after receiving after 2 Serious Injuries or 4 Minor/Moderate injuries. This technique effectively disables all of the "safety valves" on his abilities, letting him use his elemental powers to their fullest effect. This has pros and cons.
Benefit While active, Element Afterburn allows Wade to use his Active powers at full effect for the duration, ignoring the usual cooldowns. He can also use Move Like Water without its normal restrictions against attacking. He can ignore pain for the purpose of using his abilities(although still limited by the physical injury - he can't punch someone if he gets his hand cut off) and fortifies his mental defenses, allowing him to see through all but the most powerful illusions and mental effects.
Cons While active, Wade is unaware of new injury to his body, and often will end up hurting himself more. He loses any ability to hold back or restrain his powers and is incapable of rational thought beyond Kill Or Die. Afterwards he temporarily loses all of his powers:
Elemental Afterburn lasts for 3 posts maximum, each one draining more of his energy as it continues. When he ends it, or after 3 posts, Wade enters an Elemental Lockout, and cannot use any of his elemental passive or active abilities (retaining only his mental resistance) for the next 3 posts, regardless of the duration of the ability. He also becomes aware of and feels all of his injuries, and if he does push himself through all 3 posts, he is rendered unconscious after the ability ends.
Equipment Slots:
|{x}| Waterskin - A water distribution system that works like an oversized CamelBak (tm) water pack. When full it contains approx 8 liters of water distributed across his waist and torso. The waterskin contains tubing that runs to his hands and feet, allowing him to 'spray' water from any limb.
|{x}| Light Armor Cloth robes provide little protection against attacks; the fabric is thick and absorbent, allowing it to be soaked with water to give Wade a layer of water around his body
|{x}| Light Armor Woven leather trousers beneath the robe, provides basic lower body protection without restriction movement
|{x}| Light Armor Water-treated gloves that protect his forearms