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 Yuma

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Jun Tomoshibi
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PostSubject: Yuma    Sun Jan 24, 2016 8:22 pm

Serion Template

Basic Information

Name: Yuma
Age: 11 years old
True Age: 3 years of age
Sex: Appears and identifies as male

Personality: A very young Serion, he was built specifically for the incursions into Earth. Despite being so young, he is mostly mature...sometimes stating things like "how annoying" with a duck face, but that's it. He was also designed a type of prototype for advanced dimensional storage uses, which gives him a very real fear of somehow being made obsolete...a natural fear of death.

None the less, he's calm about most things, letting actions speak for him, and is well reasoned. He's not exactly arrogant, but won't shy from bragging about certain achievements, such as surviving against a human named Sojourner.

Also due to his young age, he's lightly afraid of taking command of a unit or things like that. He's a follower, not a leader, at least so far. He gets unsure and nervous when it comes to making decisions as a leader and often chokes. You can say he has a bit of hero worship for Model X and Rathia. He's not even afraid of her either, though finds it kinda funny that others are.

Likes: Working with others, being needed, not being a boss
Fears: Being obsolete, being a boss, being turned into scrap

Character Appearance



Height: 5 feet.
Weight: 100 lbs.
Physical Traits:

Yuma:
 

Clothing: When not in combat mode, civilian clothing. Combat mode is above.
Accessories: N/A

Fighting Style

General Fighting Style: Created to be a kind of all-rounder supporter, Yuma can scout or spy, frontline fighter, or part of a firing team. As a result, he is often on loan to other sections. He's a fast and nimble fighter, balanced between melee combat, ranged combat, and immobilizing an enemy. As a result, his armor isn't particularly strong, and his attacks/abilities are often highly draining, especially the Penta subsets and composite bullets. As a result, he prefers shorter fights, though that doesn't mean he won't go the long route if it suits the need. He's more tactical than strategic.

However, when push comes to shove, he becomes more reckless and starts to lose track of how much heat he's producing.

Strengths: Speed/mobility, very powerful energy core. Can detect Reiatsu, but is average in it.
Weaknesses: Armor is like a weak hierro, abilities takes up a lot of energy, particularly his stronger stuff, hence the need for a powerful energy core.

Weapons and abilites


Note: Some abilities have the Double, Triple, Quadre, Penta subsets. They are enhanced subsets, sometimes with their own cooldowns, which only applies to that specific subset. Certain abilities can be layered with each other. These will be specified.

Ability/weapon Name: Core Disguise
Description: To disguise his Serion origin, Yuma can disguise his energy signature to feeling like an advent human's. This includes changing the wavelengths to make him feel like someone else. This deactivates in battle. Only thing he can do about his appearance is change outfits, but that is all.

Ability/weapon Name: Connection
Description: Yuma can create a very private network with other Serion, allowing for quick and easy sharing of sensory data (kinda like Pain from Naruto), and in rare cases a select few of his abilities. While not unhackable, it will take the likes of Serena, Alex, and Gaige a long time to access it...to the point where it wouldn't even be worth it...unless they've seen/detected it and analyzed at min. 6 times and in between and just did a lot of hacking stuff. However, Yuma is known for changing things around and updating its security.

Those listed as making use of Dimension Storage can be shared if Yuma gives explicit permission. Also, the user's energy is used, not Yuma's. So a Serion with low power is unlikely to be given permission to use them.

Ability/weapon  Name: Scorpion
Description: Typically a short sword/dagger, this energy sword can be created anywhere on Yuma's body and in a variety of shapes. He can even use it as a ranged attack from beneath the ground or through other objects, called mole claws, which has a 20 yard range (though not through any reiatsu stuff, just around them, he also can't throw the energy swords). While still connected to Yuma, it is completely malleable. Up to 6 different blades can be emitted, each as strong as zanpakutou.

Ability/weapon  Name: Anchor
Description: Through physical contact, Yuma can expel nanites that soon expand and become weights. A few aren't that much of a problem unless used as the subsets, but quite a few will weigh someone down or hinder their mobility. Of course, the stronger the target, the more it would take. They ignore energy shields (physical ones will block...water will royally screw this ability up). The weights can be destroyed and flake off skin with minimal irritation, but that's it. But if kept whole and try to take them off...you may peel some skin/armor off. Oh, and yes, they can appear on weapons as well, though won't peel anything off if you keep most of the weight intact, but will be quite frustrating. One that is implanted through physical contact creates 4 weights, which characters of average strength will have no problem dealing with and can be used multiple times per post. 8 they might to start to feel it, 12 they certainly will start feeling it, and it snowballs from there. Note that is in comparison to the same tier as him, so someone of dramatically higher tier will need more weights before they'll feel it, even if they're physically weak. Likewise, it will take fewer weights to immobilize someone of dramatically lesser tier than him.

May be combined with Imprint, Bolt, and Bolt Viper. Bolt makes it a ranged attack and fires a barrage of 24 beams (Bolt Viper, same thing, just gives it erratic behavior/moves how he predetermines it, BV is = Bolt). Each weight is a hexagonal cylinder and is about the size of a pop/soda can. Bolt's version doubles it where you get a weight on both sides, although they're individual weights (Making Bolt's version have a total of 48 weights...if all of them hit which is extremely unlikely even on someone just standing there and is 8 feet tall and fairly bulky). Only one Anchor/Anchor Subtype can be used per post.

When someone powers up or flares up their power, any durability increases on the subsets goes away, and the normal ones become weaker than they already are. On spiritual beings, these do have enough of a reiatsu shielding to stop them from corroding and falling off, even on their weapons, for a short time (3 posts?) and then then start weakening and crumbling (2 posts for them to completely disappear from them.).

Double: increases the durability of the weights, making them tougher to break or cut through. Durability increase is by 20%.
Triple: doubles the size of the weights, making each one heavier (Bolt's version gets a one post cooldown)
Quadre: doubles the size again and also increases the durability (by 10%) (2 post cd normally, Bolt's gets 3 post cd.)
Penta: triples the size, there are only two (four for Bolt and BV) maximum, but is doubled the weight of a full Bolt barrage with the Quadre version. They are also a little bit tougher to break (another 10%). Bolt's version only fires two beams. 4 post cd normally, Bolt's has 5.

Note: This ability makes use of Dimensional Storage.

Ability/weapon Name: Chain
Description: An orange seal appears and fires out a chain to ensnare an opponent. When broken or cut apart, has a tendency to disintegrate. Can be layered with Imprint. Normal Chain can have up to three additional seals on each chain to increase durability (10% per seal, 30% total). Though does start to incur a cooldown after the first seal, 1 post per seal after the first. 15? total Chains (this includes normal and subtypes and only applies to ones Yuma sets down himself) may be active at once (this does not apply to those that are Imprinted, but not activated yet, and can't be activated if 15 are in use already).

When used with Imprint, it is actually connected to whatever it got imprinted on similar to Anchor. So if broken, mild irritation at most and flakes off, but if pulled out...be prepared to lose some skin/armor. Individual chains can connect and link together to create a longer chain, but becomes a single one so he can't make a six seal chain. Normal Chain length is 35 yards. Normal Chain and its subsets can be used in the same post. Chain can be placed on objects (not people except with Imprint) and not be activated right away, but must be activated within 3 posts of being placed or else completely corrode away.

Double: Durability increased by 10%, length is 45 yards. Three seals allowed
Triple: Length is 55 yards. Three Seals allowed. 1 post cd. 5 smaller chains from the main one starts to wrap around the target. Those are easier to break than the main one.
Quadre: Durability is increased by 15%, length is 65 yards, shoots out a single spike into the ground/building/object from about the middle of the chain. 2 seals allowed, 2 post cooldown.
Penta: Durability is increased by 20%, 2 seals are allowed on it and length is 75 yards, two spikes can be shot out into the ground/building/object. 3 post cooldown.

Note: Makes use of Dimensional Storage

Ability/weapon Name: Grasshopper
Description: Similar to Bound, it forces a jump on whoever lands on it. However, it would only be like being thrown unless the user pushes off from it. Up to 6 to 8 platforms can be active at once. Can be embedded into the ground, but nothing like imprint.

Ability/weapon  Name: Shield
Description: A green seal appears and creates a shield. It blocks up to a cero's worth of damage for first use in a post, blocks 2 bala's worth second time if used in the same post, and if used a third time in the same post, blocks a single bala's worth. His reach to create shields for allies is within eyesight and 100 yards. None of the subset shields can be used at the same time or with this one or each other. Can be layered with an Imprint/Anchor or Imprint/Chain combos for any of them. 1 post cooldown no matter what.

Only the normal one can be shared through Dimensional Storage, the others are exclusively Yuma's.

Double: Blocks two cero's worth of damage the first time used in a post, drops to a cero's worth if used in the same post. 3 post cd
Triple: Creates a hand held shield that lasts 2 posts in duration, but 4 post cd. Can block multiple cero leveled attacks, and weakens others that are stronger than that by a cero's worth, while also able to guard against soul bound weapons.
Quadre: Blocks up to a Gran Rey cero first time, Cero second time in the same post, two bala's worth a third time, a single bala's worth of damage a fourth time. 5 post cd.
Penta: On his arms, legs, or shoulders (two max), he creates an "ultimate shield". It will block a zanpakutou strike easily and withstand a hado 96 leveled attack. However, the shields are small, just big enough to cover their respective parts. It is also very energy consuming. 6 post cd.

Ability/weapon  Name: Bound
Description: A platform that launches whoever touches it at great speed, typically double their normal speed. This platform is a single use one, unlike Grasshopper, and disappears immediately after use. Can be layered with Boost. 1 per post may be used for all Bound subsets, but unlike shield, multiple subsets can be used at the same time, but only up to 3 or else it becomes too draining, which their CDs also stack. Also unlike Grasshopper, Yuma can decide who can use it.

Double: Launches are 10% stronger than normal Bound.
Triple: Launches are 25% stronger than normal Bound. 1 post cd
Quadre: Launches are 50% stronger than normal Bound. 2 post cd.
Penta: Launches are double the strength of Normal Bound. 3 post cd.

Ability/weapon  Name: Boost
Description: Doubles the power of a physical attack for a single use. Can be layered with Bound. Only one Boost type can be used per post, so no multiple subtypes. Yuma can enhance allies with this ability given they're robotic/Serion (which includes prosthetic limbs on certain humans), within eyesight, and within 100 yards. A blue aura often indicates this.

Double: Is 40% stronger than normal Boost. 1 post cd.
Triple: Is 60% stronger than normal Boost. 2 post cd.
Quadre: Is 80% stronger than a normal Boost. 3 post cd.
Penta: Is Double the power of a normal Boost. 4 post cd. Blue markings often appear on the body for this.

Ability/weapon Name: Bolt
Description: A ranged attack ability. A blue seal appears and fires varying types of munitions. Standard Bolt munitions are bala strength and fires in barrages of 12, but cannot increase the barrages at all. Or decrease. Other munitions are as follows:

Asteroid: a 6 shooter blast, this ammunition type is highly destructive, able to blast chunks out of metal and flesh. Each bullet is as strong as cero. 4 post cd. It is sure to cause significant strain on shields and armors if they withstand them.

Meteoria: Not to be confused with Alexi's dark spell, has a destructive power of a cero with an AoE of 10 yards per bullet. 10 bullets are fired at once, often with overlapping AoEs. 6 post cd. Is also 60% the speed of a cero.

Viper: Can be combined with Anchor (sacrificing bullet number and actual damage for a trickier utility), these weak, but highly penetrative bullets moves in a predetermined path in accordance to the user's will. Often used for precise strikes or strikes from all around. Cannot make sharp turns, although it may appear they could due to their often erratic movements. This barrage comes in groups of 48. (hado 1-ish strength each). Their movements are often erratic until the last moment to make it hard to guess where they're aiming. 1 post cd

Hound: This type of ammo fires in groups of 15. A "smart" bullet, this one homes in on the target and will actively try to avoid allies and civilians. It can turn 50% sharper than Viper, but sharp turns is still a weakness. It can still be fooled into hitting allies/civilians if not enough time is given to fully avoid them (4 yards min. is needed to avoid them). Total power is that of a cero (take power of a cero, divide by 15, and that's how strong each bullet is), and will move 150 yards before losing steam. 1 post cd

Composite bullets: These combine two ammunition types and combines them. All of these are the only combinations that can be made. They also require one post charge time, their cooldowns the same as both individual bullet types combined plus one to two more dependent on the combo's strengthened merits, will be specified. Using two to all three combos is highly exhausting and comes with limitations. Particularly when combining with several Quadre/Penta subsets of other abilities before starting to charge them and after they fired (a post after).

When any number of them being charged, Yuma can't use Bolt or its differing munitions, nor Chain and its subsets at the same time during either the charge time or after they're fired the next post. But can start using them again the post after. When charging two or more, only Scorpion and the Normal Shield (none of the subsets) may be used, and his movement/reaction speed is limited as he needs to concentrate a lot harder. When charging three, his actual movement speed is cut in half in addition to the limits previously stated, as well as generating a substantial amount of heat. They are also bombardment style attacks, not all of the bullets are expected to hit a target, even those with AoEs and even if a target is standing still...ok maybe Tomahawk might if Yuma is expecting them to stand still, but that's very unlikely.

Tomahawk: Meteoria and Viper. 10% stronger than a normal Meteoria, 5 yard additional AoE per bullet (15 yard per bullet), 25 bullets total. two additional post cd. Total power per bullet is approx. 1.1 times that of a cero, 9 post cd total (1 from Viper, 6 from Meteoria, plus 2 additional). While faster than Meteoria alone, it is still 30% slower than cero.

Penetrator: Dual Asteroids. 6 bullets, each two ceros in strength. Gains armor piercing ability. (8 post cd total, 4 from each Asteroid). Though is 40% slower than Cero and a range limit of 120 yards due to the sheer weight of the new bullets.

Annihilation:  Asteroid and Meteoria. Each bullet is Gran Rey in power, 8 bullets total, 20 yard blast radius per bullet. One post additional cd (making it 11 post cd). Is half has fast as cero due to the sheer weight of each bullet. They also have a limited range of 80 yards max flight.

Ability/weapon  Name: Imprint
Description: Can be layered with Shield, and combined with Anchor or Chain, this ability can also "imprint" Anchor or Chain through physical touch. It basically saves Anchor or Chain to be activated later in the fight after "marking" someone. Often requires player permission before use. Utilizes nanites for marking and Dimensional storage. Multiple imprints can be made per post.

Note: If multiple Quadre/Penta subsets are used, particularly with a Boost Penta in there, in quick succession and followed by multiple composite bullets, Yuma will overheat the next post after firing and be immobile for two posts, then low power mode for 4 more posts. If working with an allied Serion and connected, that ally can still use any Dimensional Storage weapons so long as permission has been granted beforehand.

In regards to heat, if backed off on the heavy hitters, particularly Anchor Penta, Boost Penta, and Bound Penta as well as the composite bullets, he'll go into low power mode before overheating. However, if using three Pentas, a Triple and Double Subset, plus two composite bullets within three posts of each other, he will generate so much heat he will shut down. Triple subsets and up and the Meteoria and Asteroid ammunition types creates enough heat to warrant worry. The more he is pushed, the more reckless he becomes and starts to do those high risk combos.

Back Drop

Background: Yuma was built by the R&D department in preparation for the assault on Earth and was something of a test bed for new uses of Dimensional Storage capabilities. While successful, they updated him to be a kind of all rounder unit, designed to fill in where needed, though wanted him to pack a particularly powerful ranged capability.

Successful, replicating these proved to be more difficult than anticipated, but have no intentions of dissecting the young and curious Serion to find out why. They left him be to his own devices. Throughout that time, he'd never really fought, and instead just watched. Particularly those in higher positions. Eager to help out, they put him to work. When tested for combat ability, it was determined he be on the Machine Lord's Honor Guard.

While there, he observed and watched Model X and another named Rathia. And gained a bit of hero worship after watching them work and do their missions. He's even been asked to assist them at some points.

After the fight at their outpost with a human named Sojourner, which they didn't know at the time, he was started being sent out to see if anything about it was gonna be made public or anything... (that thread is still ongoing, but is likely to end fairly soon)

Side Notes: Aiming for 2-2 to 2-1
RP Sample:  flower afro elephant king scratch

____________________________________
characters:
 


http://bleacherax.forumotion.com/t1892-jun-s-characters


Last edited by Jun Tomoshibi on Fri Feb 12, 2016 11:58 pm; edited 1 time in total
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Zenke
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PostSubject: Re: Yuma    Thu Feb 04, 2016 12:54 am

Aprroved 2-1

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PostSubject: Re: Yuma    Thu Feb 04, 2016 1:03 am

Seconded. Though I question the necessity of such firepower, especially on a tier 2 character.


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