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 Eschers intel techs

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Escher
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PostSubject: Eschers intel techs    Thu Mar 10, 2011 12:02 am

Name: Ocultar Púa (hiding barb)
Release: Primary
Description: This tech is a non-projectile based version of Escozor Disparo. The black, foot long spike rise out of the palm of Eschers hand to be used as a quick, short ranged melee weapon if need be. It is retractable and incredibly sharp at the tip making peircing quite effective.Its composition however is similar to that of a sealed zanpakuto making it easy to be cut in higher forms (ie 1 level higher in power gap system). If broken, an additional 3 posts are added to the cooldown for regeneration. while this tech is active Escozor Disparo cannot be used, only after the spike has been retracted into the skin can it be used.
Duration:6 posts max
Cooldown:twice the amount of the duration (max of 12) (normal cooldown +3 if broken)


Last edited by Escher on Fri Apr 01, 2011 3:28 pm; edited 3 times in total
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PostSubject: Re: Eschers intel techs    Fri Apr 01, 2011 2:46 pm

Given the simplicity of the technique, I'd be personally okay with making this a 6 post duration and 8 post max cooldown.

However, there's a few issues. Because of this being compared to its ranged counterpart, the power would then also be equivalent to a level 65 kido. Since that is a relatively "simple" and somewhat medium level of kido power, the boast of the melee capabilities in regards to strength and defense would have to be lowered. Or, you could bump up the power, and compare its density to an unreleased zanpakuto and increase the cooldown time to 12 posts.
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PostSubject: Re: Eschers intel techs    Fri Apr 01, 2011 3:01 pm

how about the power of a level 45-50? if not what range are you looking for?

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PostSubject: Re: Eschers intel techs    Fri Apr 01, 2011 3:09 pm

I was referring to the mention that the weapon has a dense property to it. For the level (65 kido) that would have to be lowered. or you could simply up the power and compare the density to an unreleased zanpakuto for simplification and do the increases in cooldown time per my first post.
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PostSubject: Re: Eschers intel techs    Fri Apr 01, 2011 3:23 pm

edited, good to go?

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PostSubject: Re: Eschers intel techs    Fri Apr 01, 2011 3:25 pm

ONE more thing. Just how much of a gap is required for the weapon to be broken? Since it's compared now to a sealed zan, equal leveled individuals cannot break it with blunt force. I'd recommend a one gap in power being the required (since we can compare canon bleach to the recommendation). Make that note, and you're approved.
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PostSubject: Re: Eschers intel techs    Fri Apr 01, 2011 3:28 pm

Clarified XD

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PostSubject: Re: Eschers intel techs    Fri Apr 01, 2011 3:29 pm

Outstanding. Why yes, I am an in depth grader! TOUGH IT OUT!!! *rageface*

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*shifty eyes*

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Approved. Razz
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PostSubject: Re: Eschers intel techs    Fri Apr 01, 2011 4:45 pm

ah but you failed! when we add intel techs we add them directly into the weapons template of that person, then delete this topic. No big for not knowing,Now you know though XD.

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