The Character can have a certain amounts of chakrams on them. Less chakrams means more agility, speed and movements.

Size

Chakrams are available in different sizes:

  • small:
    • one finger to throw
    • low durability
    • can’t head shot
  • medium:
    • one hand to handle
    • medium durability
  • big:
    • should use two hands to handle, can use one hand but penalties are applied (less precision or can’t throw as far but can throw faster)
    • high durability
    • possible to one shot with body shot under certain conditions

Durability

If the durability of a chakram is 0, the next hit or bounce it has break the chakram. A broken chakram can’t be used anymore.

Sharpness

  • crazy sharp: sharpness 4
    • Achieved via Whetstone + Wet combo or Max Rope Speed
    • Slices through absolutely anything destructible.
  • very sharp: sharpness 3
  • sharp: sharpness 2
  • toothy: sharpness 1
  • dull: sharpness 0

Abilities

There are some exceptions about durabilities but not written here yet.

  • explosive chakrams: with timer or on impact
  • tracker chakrams: tracks where the chakram is
  • very sharp chakrams:
    • careful for medium chakrams that are boomerang, if the “catch” timing isn’t right, you hurt yourself.
      • Oneshot if headshot.
      • Does a lot of damage on body shot (can kill for big).
      • Depending on surfaces, it will either bounces back and become -2 sharpness, either embed itself in the surface and become -1 sharpness, either slice through and fall on the ground.
      • Can cut in half non-dull & non-very sharp chakrams that are medium sizes when the chakram is of medium size.
  • boomerang chakrams (medium only): if it doesn’t hit anything, it comes back to the thrower.
    • The thrower has to perform a “catch” (tap at the right moment) to get it back.
  • dull chakrams:
    • bounce when thrown on a wall, bounce when thrown on someone (no damage but stun if hit on head), bounce when thrown on boxes and displaces them.
    • Bigger dull chakrams (big > medium > small) breaks smaller ones.
  • sticky chakrams: does little to no damage but stick to whatever surfaces it hits.
    • If a sticky chakrams is on a surface and non-sharp chakrams touches it, it sticks to it.
    • A sticky chakram can’t be recuperated once thrown except with boomerang.
  • embedded rope chakrams: once it lodges itself into or onto a surface, a rope shoot out of the chakram and be climbed
  • attached rope chakrams: when throwing the chakram, a rope attached to it is thrown with it.
    • You can grab the rope at any time (until no more rope) and spin it around yourself with the chakram attached at the end. The more speed it gains, the more damage it does.
    • At a certain speed, all chakrams are upgraded +1 sharpness (dull becomes toothy, toothy becomes sharp, sharp becomes very sharp and very sharp becomes crazy sharp.
  • grabber chakrams: when hitting shape-like pole (legs, poles, flags), this chakram grabs the shape.
    • Only the thrower can remove and take back the chakram from where it grabbed.
    • Grabber chakrams have inherently less durability.
    • In certain conditions, it can grab other chakrams.
  • zero-gravity chakrams: on hit or after a timer, the chakram will continue spinning and keep its sharpness for a certain time (to be defined, but 2-3 seconds).
    • Can be combined with “grabber” property to defend flags or “grab” onto an enemy leg and let him hurt his allies.
  • wet chakrams: harder to grab, make surfaces wet
  • electrified chakrams: stun surfaces (if you have both wet chakrams and electrified chakrams on you, don’t throw wet before unless you want to stun yourself)
  • freezing chakrams: freeze wet surfaces on hit (no matter how large the wet surface is), slow down player on hit.
    • Headshot slow down for longer.
    • Freezing chakrams have the lowest durability no matter their size. Break on hit.

Actions

  • spinning rope:
    • while doing that action, no other action other than slowly moving can be done.
    • When interrupted, you regain movement speed but lose usage of hands (can’t use chakrams) for 2 seconds (may also lose movement precision due to spinning). When voluntarily interrupted (you let go of the rope), you regain movement speed but may lose movement precision due to spinning (to be defined, that sounds awful to play with).
  • whetting:
    • use a whetstone on a chakram
    • +1 sharpness to the chakram
    • -?? durability to the chakram
    • special interactions:
      • break freezing chakrams
      • +2 sharpness for wet chakrams (possible to get crazy sharp with this interaction)

Special objects

  • Rope:
    • can be climbed, be cut shorter, be set on fire, become wet
    • if long enough and frozen, it is considered a pole (can be grabbed)
    • can be attached by default on chakrams
    • can be attached on pole-like shapes
    • can replace a medium/big chakram spot
  • Whetstone:
    • can replace a medium chakram spot
    • can be used to sharpen up to very sharp a chakram in exchange of its durability (+1 sharpness when used for -?? durability )

Inventory

A Character have 16 slots (to be defined) available:

  • a big chakram takes 8 slots
  • a medium chakram takes 4 slot
  • a small chakram take 1 slot

Inspired from 2-Star Chakram User