Robin's entire arsenal revolves around electricity-based power.
Passive Abilities:
Walking Battery: Robin is constantly producing electrical energy. At the start of a fight, he will begin with 5 electric 'charges', or levels of energy, and recharges 5 charges per full round of combat. The 5 charges are processed at the beginning of each of his posts after the first. I.E. If it is Robin's first turn of combat, he will have 5 charges, not 10. If he uses 3 charges, he will then recharge 5 to have 8 total at the beginning of his second turn. In addition, if Robin does not use any charges during his turn, he overcharges and gains an additional 2 charges that turn.
Static Shock: Robin's electricity also leads him to be naturally shocking to the touch. Robin gains additional passive 'shock' damage whenever he is in contact with the enemy. I.E. If he punches someone in the face, they will be both punched and mildly shocked. This ability passes on to any metal object Robin is holding, such as his machetes. As his electrical charges build up, so does the static around him.
Surge Protector: Robin has some resistance to energy-based attacks and is naturally immune to electrical attacks. Instead, if he comes in contact with an electrically powered device or an electrical attack or power source, he may absorb the electricity from said source and regain charges as a result of doing so. The amount recharged depends on the power of the source; if he drains a cell phone battery, he will only gain 1 charge, but if he is hit with a strong electric blast, he may gain as many as 10 or more.
Lightningrod: Robin's attack Discharge becomes an autohit if the enemy is holding or wearing a considerable amount of metal. A considerable amount would be equivalent to wielding a metal sword or dagger or wearing a piece of metal armor. In addition, attacks may increase in power if they directly strike metal, as it is much more conductive.
Active Abilities and Attacks
Discharge (cost: 1-15 charges): Robin builds up his stored electrical power and fires it as a bolt of electricity. This attack varies wildly in power based on how many Charges Robin decides to dedicate to the attack. 1 charge will result in a weak shock with enough power to perhaps deflect an attack or mildly shock the enemy. 15 charges is a very strong electrical shock capable of lethally electrocuting one or more enemies.
Polar Shield (cost: 3 charges): Robin rapidly polarizes molecules in front of him to create a temporary shield against incoming attacks. Attacks that are blocked by this ability curve away from the shield, usually into the ground. Extremely effective against metal, but very weak against organics-for Robin to affect organic attacks, he must triple his charge output.
Plasma Whips (cost: 4 charges per turn active) Robin uses his electricity to superheat the air, creating two whips made of pure electricity and plasma. He can control these whips as effectively as a normal whip, perhaps more; these whips will cause physical, electrical, and heat-based damage if they connect with an enemy, and are very likely to both shock and burn them.
Supercharge (cost: 3 charges) Robin uses his electricity to greatly increase his speed briefly, allowing him to move nearly faster than the eye can see. Works largely in short bursts, and has a weaker effect for crossing large distances.
Thunder Spear (cost: 3 charges) Robin creates a spear made of pure electricity and flings it at his opponent. Unlike ThunderShock, this attack deals both physical and electrical damage.
Bolt from the Blue (cost: 20 charges) Robin uses the electricity in his body and discharges it into the air, causing a major static buildup in the area. The next turn, lightning will strike the area Robin has discharged into. If Robin himself is struck by the attack, he instantly recharges 15 electrical charges.
Overload: If Robin ever exceeds 25 charges, he immediately is forced to use this attack. All currently stored charges are discharged outwards at once in an all-encompassing electric shockwave that reverberates outwards. Extremely lethal and destructive at close range, but highly damaging at even moderate to greater distances. Such a power surge knocks out most typical electrical devices and equipment in a wide radius. Though incredibly powerful, it runs the risk of burns or permanent physical damage to the wielder. Grows stronger the higher the charge is at time of overload, with greater risk of injury to self.
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