Karm

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Revision as of 20:29, 9 March 2014 by Karmeleaux (Talk | contribs) (Created page with "==Description== ===Physical=== *Karm. What are you, stupid? ===Mental=== * Apathetic, surprising I know. ===Musical=== *Probably funk, as you said, bouncy, bass heavy. ==P...")

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Description

Physical

  • Karm. What are you, stupid?

Mental

  • Apathetic, surprising I know.

Musical

  • Probably funk, as you said, bouncy, bass heavy.

Playstyle

General Feel

  • As you said, blue. Gameplay is flexible (fluid ah ah), Karm is all about manipulating momentum. Additionally, Karm is supposed to be able to shrug off a lot of damage that would be fatal to others due to the majority of his body being nonorganic, but if he is hit right he goes down easy. So, low health, but a good way to mitigate it.

Passive

Wanna try to explicitly establish a positive and a negative for each.

  • Negative: Karm (probably) has the lowest health in the game.
  • Positive: Karm is able to sacrifice his special blocks to mitigate damage.

Block

  • Karm has blocks representing his abilities as a Water Zero, in my head a sort of blue/teal ying-yang deal, curvy, cool colors, you know. Karm is able to passively use them to block attacks. Additionally, Karm is able to match his special blocks, which then 'fall' to the center of the board and stay there, activated. These allow a strong defense against any abilities that travel through boards, as well as playing off of any abilities of his that build off of having a lot of active sets.

Spells

Trying to come up with one purely physical, one purely mental, and one mix for every character, just to make sure each has one.

  • Physical: 'Sweeping Kick,' a physical attack. Karm is able to rearrange (or destroy?) a small amount of physical blocks on the opponent's board, and does slight direct damage to the target's health.
  • Mental: 'Cool Indifference,' a mental defense. Until his next turn, Karm's mental blocks cannot be targeted or affected by any enemy's spells. Additionally, any matches Karm makes before his next turn are guaranteed to spawn at least one special block on the board.
  • Combination: 'Tidal Wave,' requiring attack of both kinds. At great expense of reserves, Karm expends the special blocks he's built up over time. There are a few possibilities here: They are simply consumed and do damage relative to that (boring but practical), or they travel into an opponent's board and destroy one block per special block (interesting but not terribly damaging, unless it does damage for each opponent's special block it manages to destroy or something). Either way, this is an all or nothing move, it greatly changes the shape of both boards but by sacrificing his sets of special blocks he is much more open to direct damage after doing this.

Feelings about Propositions

  • Feels very cohesive to me, feel it captures the character and translates to gameplay well.

Relationship

Dai

  • Karm's longterm traveling companion and partner in crime both metaphorically and literally, Karm emulates friendship with her perfectly. He shows concern when she appears sad, he feigns worry when she's missing or acting out, and matches wits with her in casual conversation.

Devix

  • One of the few people Karm actively makes an effort to dislike, due to him genociding his people. LET IT GO ALREADY JEEZ

Koray

  • Polite enough to accommodate Karm when he messes up the travel, Karm quickly 'gets used to' him.