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Gi Starting Abillities

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1 Gi Starting Abillities on 17/07/18, 10:04 am

Giruru

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D-Tier
D-Tier
Double Shot
Tier: C
Class: Assassin
Type: Offensive
Range: 3-10 M
Requirements/Drawbacks: Must be Assassin class
Scaling: Power
Sustain: 0  
Cool Down: 2 posts
Cost: 20 stamina
Description:

    The user of this technique grips their weapon while tightening their muscles, reels back, and lungs their weapon at their target. Waiting to see how their opponent reacts they king another weapon at their target. This technique can be used within 3 m or anything past 10 m


Disperse
Tier: D
Class: Assassin
Type: Defensive
Range: 0-3 M
Requirements/Drawbacks: Must be using a spear or staff weapon
Scaling: Deflections
Sustain: 0
Cool Down: 1
Cost: 10 stamina
Description:

    The user spins their weapon rapidly. Dispering things such as single D tier Heat, Water, Strength, and Lightning spells. This includes tangible Magic’s and physical objects. This technique can be used to deflect anything that comes within 3m Range.


Vault Swap
Tier: D
Class: Assassin
Type: Supplementary
Range: 0 m
Requirements/Drawbacks: Must give up something in return
Scaling: Item Tier
Sustain: 0
Cool Down: 1 post
Cost: 10 Stamina
Description:

    This is a technique that stems from nimble fingers. One must first make contact with their target via physical touch, or vice versa. The user then swaps one D tier tiem they have for a item of the same tier that belongs to their target. Due to the nature of the technique it must be used up close and personal


Guard Break
Tier: D
Class: Assassin
Type: Supplementary
Range: 0-1 m
Requirements/Drawbacks: Assassin Class
Scaling: Ability Effect
Sustain: 0
Cool Down: 1 post
Description:

    This technique is for close combat only. It sole purpose is to break a opponents guard. It’s best used against other fighters with bladed weapons. The user of this technique swiftly strikes down or up against a opponents guard causing them to be left open for an attack. Guard Break can be used within 3 m


Message
Tier: D
Class: Assassin
Type: Supplementary
Range: 0-5
Requirements/Drawbacks: Imuchakk
Scaling: Abillity Effect
Sustain: 0
Cool Down: 1
Cost: 10.
Description:

    This technique is used to disorient the opponent. The user, using their massive strength claps their hands together. The result is a sound that rattles the eardrums. This causes targets to become disoriented for a single post. The attack emits out to a maximum 5 m



Last edited by Giruru on 21/07/18, 02:14 am; edited 1 time in total

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2 Re: Gi Starting Abillities on 18/07/18, 01:25 pm

All of your abilities need ranges in the descriptions showing how far you must be from your enemy in order for your attack to land/how far the attack travels. These abilities will not be graded further until that is fixed.


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3 Re: Gi Starting Abillities on 21/07/18, 02:16 am

Giruru

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D-Tier
D-Tier
Edits made

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4 Re: Gi Starting Abillities on 28/07/18, 12:23 am

Merrze

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A-Tier
A-Tier
Most of the ranges need to be fixed for your abilities. We have guidelines for what you should put in each area. For range, it should be listed as Close, Short, Medium or Long. Then you would include the actual lengths of travel in the ability. Ranges are also preset within a certain distance and unless done through scaling they will stay in their range. Please take a look at the ability guidelines for this. Now I will go into further detail for each ability.

Double Shot: Range will need to be fixed for this as stated in the previous paragraph. Requirements will need to be more than just Assassin class, something like getting into position or preparing for the act in some way or another. This ability also needs to include the damage in it's description.

Disperse: Not only does this seem similar to a parry which is warrior only there is no reason as to why it would specifically block magic damage. What you want is to make this supplementary, saying you produce a wind or small force to interact with things like fires or smokes. But doing it any other way would be something akin to a parry if you want to deflect incoming attacks. You would also need to include the tier of what the ability can block if you change it to a normal defense ability. If you wanna go the route of getting rid of gasses and such that would also need a tier cap which would be equivalent for the abilities tier.

Vault Swap: Abilities do not exist for this purpose, you may snatch or break items in a thread but you cannot steal them unless a player has been killed or given consent, if you wanted to make an ability to try and grab something you may but automatically stealing an item by being close and or trying to keep it will not be allowed.

Guard Break:This ability is incredibly vague. You're saying you break a guard by attacking it, which would just be a normal attack. You don't state the use of a specific weapon but you're striking down able to hit something up to 3m away which would need explanation. Furthermore, if you were going for a guard break an attack would achieve the same effect as I stated. It would need a tier amount equivalent to the ability allowing it to break guards of a certain tier, also equivalent to the abilities' tier. At that point, it would be an attack with no need or benefit from trying to make it supplementary.

Message: Immuchak or not this is to strong for a D-tier ability. Something like this would need to be of a higher tier, with the range I would say C-tier at the least. For an ability like this you also need dimensions for the shockwave to comprehend how big it is and how many enemies it can hit. It's also not a very assassin esque ability, if you wanted something easier why not something like a small explosive that you throw near someones head to disorient them.


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