Last edited by Sabin on 29/11/20, 11:57 pm; edited 5 times in total
Last edited by Sabin on 29/11/20, 11:57 pm; edited 5 times in total
Last edited by Sabin on 22/01/22, 01:01 pm; edited 1 time in total
Last edited by Sabin on 18/01/23, 01:29 pm; edited 10 times in total
[center][b]Trick Shooter[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Ranger
[b]Type:[/b] Supplementary
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] The user must load a special projectile with a modification for it to curve.
[b]Scaling:[/b] Unpredictable: For 10 stamina, the user's shot becomes so unpredictable that the basic five senses would be unable to keep up with it's trajectory if the target does not have a sensory ability or trait that's higher than C-Tier. For every 10 stamina scaling, the sensory deprivation increases, capping at A-tier.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2 Posts
[b]Cost:[/b] 20 Stamina
[b]Description:[/b]
[list]
After loading a modified projectile before firing, it starts to gain a curve. This makes the trajectory of the projectile unpredictable in regards to how it would move and where exactly it would land. At this state, the projectile(s) that's used in conjunction with this ability can curve once in a single post to avoid techniques and/or obstacles. This ability can be used alongside other Ranger-based abilities or basic shots. When sustained, this ability can be used again in the next shot. [/list]
[center][b]Lethal Aim[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Ranger
[b]Type:[/b] Offensive
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] The user must aim before firing.
[b]Scaling:[/b] Power: For every 10 stamina paid, the user can increase the ability damage of this ability by 1 rank. This caps at A-Tier ability damage.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2 Posts
[b]Cost:[/b] 20 Stamina
[b]Description:[/b]
[list]
The user aim at a vital point at the target before firing a projectile in the direction, with the projectile traveling as far as 40 meters. This initially does C-tier ability piercing damage upon contact.[/list]
[center][b]Explosive Shot[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Ranger
[b]Type:[/b] Offensive
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] The user sets the charge for the explosive, either manually or through magical means. Afterward, the projectile is fired in the targeted area.
[b]Scaling:[/b] Power: For every 10 stamina paid, the user can increase the ability damage of this ability by 1 rank. This caps at A-Tier ability damage.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2 Posts
[b]Cost:[/b] 20 Stamina
[b]Description:[/b]
[list]
After setting up the projectile to explode, the user fires the projectile that travels as far as 40 meters. Upon making contact with something, it explodes into a 25-meter aoe in diameter that deals C rank ability explosive damage. Upon sustaining, the user can fire another projectile with a set charge. [/list]
[center][b]Tar Net[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Ranger
[b]Type:[/b] Supplementary
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] The user must load a special projectile with a modification that releases Tar on impact.
[b]Scaling:[/b] Jammed- For an additional 10 stamina, the user can change the target of the limits to immobilize items/weapons instead of the inflicted's limbs. Upon a confirmed hit, the user gets to choose.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3 Posts
[b]Cost:[/b] 30 Stamina
[b]Description:[/b]
[list]After loading a modified projectile before firing, the user can release this shot from up to 70 meters away. Upon contact, this ability explodes into a 30-meter spread, unleashing an immobilizing tar that can immobilize up to three limbs for three posts. This ability can be used alongside other archer-based abilities or basic shots. When sustained, this ability can be used again in the next shot. [/list]
[center][b]Double Tap[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Ranger
[b]Type:[/b] Supplementary
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] User's ammo will be used as a substitute. Can only be used for pure ranger or ranger/hybrid-based abilities if applicable.
[b]Scaling:[/b] Chainlink: For an additional 10 Stamina, the user can increase their hit distribution to A-tier levels, allowing them to distribute a total of eight hits for this ability.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3 Posts
[b]Cost:[/b] 30 Stamina
[b]Description:[/b]
[list]This is a unique marksmanship method that Sabin utilizes on his own. The purpose of this ability is to serve as a "sum" modifier, it's to be paired with another archery ability. By sacrificing projectile ammo, "Double Tap" will serve as an additional scale outside of the technique, allowing that ability to fire off additional projectile(s) with no penalty. For the next three posts, the number of hits that this ability can distribute is (4) among a total of 3 abilities. This number resets once sustained, the total pool of hits utilized is taken out of the user's ammo limit for the thread. [/list]
[center][b]Enviormental Awareness[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Ranger
[b]Type:[/b] Supplementary
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] User must study the area for a brief moment.
[b]Scaling:[/b] Infowars: For an additional 10 Stamina, the user can increase the rank of processed information to "A-tier".
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3 Posts
[b]Cost:[/b] 30 Stamina
[b]Description:[/b]
[list]Being a Ranger means that you must fully be aware of your environment in the sense of what's contained within it, as well as be aware of the potential changes that it may experience while you're there. This ability allows the user to heighten their senses towards the environment around them. With this, they can adjust quickly to the terrain and obtain additional useful information about the area they normally would not possess like hidden passageways, enemies, barely noticeable changes, etc. In an unmodded thread, the max range for this is 100 meters. In a modded thread, this covers the immediate area (thread), information can be transferred via proxy post or pm's depending on sensitivity as something worthy of "B-tier information". Outside of sustain, this ability can last for three posts. [/list]
[center][b]Concussion Shot[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Ranger
[b]Type:[/b] Supplementary
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] The user must load a special projectile with a modification
[b]Scaling:[/b] Cripple: For an additional 10 Stamina each, the user can increase the number of posts the status effects last for by 1.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3 Posts
[b]Cost:[/b] 30 Stamina
[b]Description:[/b]
[list]After loading a modified projectile before firing, the user can release this shot from up to 70 meters away. Upon contact, this ability unleashes a loud bang and a flash of light, attempting to hinder both the eyes and ears consecutively, spreading as far as 30 meters from the point of contact. This translates to two separate status effects, casting Blind and stun for two posts. This ability can be used alongside other archer-based abilities or basic shots. When sustained, this ability can be used again in the next shot. [/list]
[center][b]Double Impact[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Ranger
[b]Type:[/b] Damage
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] The user loads two projectiles at the same time before firing
[b]Scaling:[/b] Damage: For an additional 10 Stamina each, the user can increase the number of this ability by an additional rank. This caps at A-tier
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3 Posts
[b]Cost:[/b] 30 Stamina
[b]Description:[/b]
[list]Loading two projectiles at once, both of them are fired at a target. Each projectile deals C-tier ability damage, being able to travel as 100 meters. This ability can be used alongside other archer-based abilities or basic shots. When sustained, this ability can be used again in the next shot. [/list]
Last edited by Sabin on 27/07/23, 10:19 pm; edited 7 times in total
Last edited by Sabin on 26/01/23, 11:14 pm; edited 4 times in total
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