Board Thread:Off Topic/@comment-24993958-20151118083252/@comment-26860953-20151201072530

VedranTheII wrote: Feel a bit bad to call it quits, up tempo sounds like it would fit right in a fighting game…since in those, blocks, misses and hits are clearly defined and coded... That was my initial approach to how it worked, and it would undoubtedly fit into that type of game.

VedranTheII wrote: Can’t we avoid all this debate of technicalities by just having the semblance increase speed when the user gets hit but decrease when the user lands hits?

Here we go, a heavily modified and I think balanced approach to up-tempo that works off of established mechanics in the RWBYverse. The name might not fit anymore, but the concept is similar.

-Name: Up-tempo

-User(s):

-Type: Physical

-Purpose: Offensive

-Short description: User’s speed is inversely proportional to their remaining aura percentage, and can perform a series of blinks, which improve in general with aura depletion.

-Visual effect: A semibreve would appear in the user’s eyes at 50% aura, changing to a minim at 25%, a crotchet at 12.5%

-Range: Personal

-General limitations: Speed increase caps when at 10% aura.

-Passive ability: The user’s speed is inversely proportional to their remaining aura level, following (% of remaining aura) = (100/speed multiplier) see this graph and copy/paste this formula: y=\left(\frac{100}{x}\right)

-Active ability: The user can perform a series of rapd, short-range blinks. The number of blinks and range of each blink increases with the depletion of aura.

-Limits: Initial blink is 1.5m range and can perform 4 blinks per series. Increases by ½ a metre and 1 blink at each of the following aura levels: 50%, 25%, and 12.5%.



-Dust interaction: N/A

-Notes: Kind of like Yang's semblance, except replace strength with speed.