All Too Human
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Rambles, Rants, and Musings

June 19th, 2016

6/19/2016

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In continuing the trend of me working on Red Hood Rider at work, today, I made a decision regarding the time that Gary gets his power-up. (This being an incredibly notable event.) In the original script, this single event was enough that Gary, instantly, is able to mystically overpower all the enemies, to showcase that, yes, he is significantly more of a badass all of a sudden.

Aside from this being a cliche, and also not the most realistic, it just didn't make sense. How was his power increase suddenly enough to instantly turn the tide in the battle? I didn't actually envision the details of the fight, because I couldn't think of them; nothing made sense.

So, I've made a script revision, which I really love.
Gary's power-up is good and all, but while he's considerably stronger and his new techniques have been unlocked (he gets to demonstrate some of them), he's not an instant expert, so he can't singlehandedly turn the tides of the battle. (He acknowledges this, but says: "...Yet." He notes that he should be able to, with practice, especially since "tide of the battle", via wordplay, falls under the jurisdiction of Water.)

Instead, while he does put on an impressive initial hint at what he'll soon become, he decides that with this extra power unlocked, he should have mastery of something he was already close to mastering, that he had practiced before, but that he was having trouble with, because something was blocking it from working, which he now thinks won't be a problem with anymore.

"Hannah, I think it's about time to show why our tokens have their names."

At this point, Gary and Hannah both touch Sally. "Aegis Shield ready."
"Shining armor, ready."
(Both) "Special synchronize:
Gaia's Wrath!"

Gaia's wrath has a different effect on each of the three. It's a special synchronization move, of the three 'natural' elements: water to drink, air to breathe, earth to create, all as life. The three, by coincidence, also have one of the closest friendships, and their partnership is therefore on par with a fire-ice duo, only theirs is a trio.

The effect on each is different. Gary, in one of the only two instances of this (the other being Sentinel Mode), creates a suit of armor. This one's heavier than the Sentinel armor, because it's the full garb of a stereotypical European Knight: head to toe, with the visor over the eyes, and everything.

From this, he uses his newfound powers to make many copies of himself. Not illusions. Proper copies of himself. Each is in the same armor, which is nearly-invincible. Using a combination of water and soundwaves (shockwaves), Gary's fists (his only weapon in this form) enhance his punches. If any clone is punctured badly enough to be dispelled...well, there's plenty more.

Hannah's staff becomes a shield. I actually drew a picture of it, but scanning it's a pain, so have a crude MS Paint drawing in its place:
...Or I WOULD, if weebly wasn't SCREWING ME OVER again and refusing to upload it even though it has not once had trouble uploading a file before and this was literally just a 200x200 small little PNG drawing which should have been absolutely no issue whatsoever for weebly to handle!
*grumble, grumble*

...Since it won't upload, it's basically a curved, nine-pointed star. Uh...how to explain it. Hmm. You know the Klingon symbol? See how two of the three points kinda-sorta have a curve to them? Well, imagine all three of those as exactly the same size, curving exactly the same way, in about the same angle as the biohazard symbol. (Three go the same way. So imagine what the biohazard symbol would look like if the three points going the opposite direction were gone, and it was just three going the same direction.)

But that's only three points. Well, apply recursion twice (well, once and a half, since true recursion would be 12 I believe): in the three spaces between the three curved points, there are three smaller curved points, curved in the same direction. Six. And then, continuing the rotation the same direction (I drew it with the points facing clockwise), you get three even smaller points between the medium-points and the large points, for nine total.

Basically, you know those windmill toys? (The link I gave was for the points pointing counterclockwise.) Each point is shaped like that, with three large, three medium, and three small, all symmetrical to each other, equally spaced, equally distanced. Really neat, really cool image. Well, that should give you a good idea of what the shield looks like; it's a spiral-shaped SHIELD, which she actually has on her arm. (There's tangible yellow wind in the gaps, so it ends up being sort-of like a round shield.)

As for what her powers actually are...it focuses entirely on the defensive half of her powers. In this case, it allows her to, over a VAST area, control her powers simultaneously (meaning, no need for direct touch or even close proximity; she has an area of effect covering the entire battlefield). All civilians become invisible. If harm comes close, they're instantly teleported away somewhere safer. If that somehow fails, they become indestructible, and failing that, intangible.

Furthermore, she demonstrates the true danger in facing her. Hannah's main threat as a combatant is not in her vast array of offensive abilities, although they are very formidable. The true strength Hannah has is that she can debuff enemies, in this case, removing ALL shielding from foes, effectively diminishing their defenses down to human levels.

As for Sally? She's the 'wrath': just a boost in attack power and physical strength. When she's using this technique, though, she happens to be royally pissed off, so very justifiably, the fight would tip to their favor...especially given they have the aid of an eldritch abomination on their side.

It's pointed out that the enemy has an eldritch abomination as well, but multiple factors mean that a 'strategic retreat' is advised anyway. One, they lost their leverage (the civilians). Two, their defenses are down to human levels and the only reason the riders aren't killing them with their super-enhanced abilities is because they're morally obligated to hold back enough to not kill. Three, in spite of having this massive offense advantage, the riders' defenses are still at top-notch levels.

Four, while they had previously thought that they could puncture through said defenses, if the technique could have been broken, it would have already been broken. (This is because the eldritch abomination fighting with them is more of an assassin, specializing in offing opponents in 1-on-1 fights.) Five, not all eldritch abominations are created equal, and they wager that in a fight between the two...theirs is much weaker than the one supporting the riders.

The others are quick to follow once this has been pointed out.
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    rBree2

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