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Jahingir's Starters

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2Jahingir's Starters Empty Re: Jahingir's Starters 18/10/14, 10:19 pm

Ariella Negri

Ariella Negri
Ω-Tier
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First, Class is either offensive, supplementary or defensive, this will need to be changed on all skills.

Get Lifted: if you are using your arms to hit their weapon, you would take damage as well. Cooldown for C-tier spells is 3 posts. Blocking will always go by clashing rules, see the "ability vs ability" portion of the abilities guidelines.

The Spin: This would be considered offensive/defensive, which we do not allow. You can parry or do damage, not both. Maybe consider making this a strictly parry move and pair it with an offensive move.

Dance with me: This must be sword or fist, not both, I believe. Since the description mentions him using the sword, I would suggest having this as a sword move.

Deez' Kneez': A grapple would be considered a supplementary move (which does no damage). A D-tier spell can only be Offensive, Supplementary or Defensive, not a combination. Please choose to either grapple or offensive. If you choose offensive, please list amount of damage dealt.

Sleight of Hand: Just a side note on this one. Keep in mind this could only parry a total of C-tier damage, not 5 C-tier attacks.

3Jahingir's Starters Empty Re: Jahingir's Starters 18/10/14, 11:58 pm

Vardreth

Vardreth
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Alrighty, lets roll up our sleeves and see what we've got :D.


Get Lifted:

Above are four different abilities. The first of which is your original, which I changed just a small bit. The 'Range' of an ability for strength users will always either be 'Close', which uses the length of your weapon, or it will have an amount in meters if you are doing something like throwing your sword (not really advised, but I'm not going to stop you LOL). I made an edit in the ability examples to explain this more clearly.

I removed some of the RP-oriented parts of your ability. What the aim you have for using an ability might change depending on the situation. For example, in real life I practice a martial arts called Shuri-Ryu. Like a majority martial arts, there are things called 'kata', also known as 'Forms'. These Kata are open to interpretation. A movement that might be considered a block could very well be considered an attack in another situation. Therefore, I removed the RP description of why you would use an ability, allowing you to make note of that directly in your RP instead (thus allowing you more creativity with the attack).

As per the Ability Classes section of the rules found on this link, any ability that has 2 classes actually has each function work on a tier lower for effectiveness on an ability. This 'reduction' of effectiveness is due to you splitting up your attention between multiple different effects while using the same energy for your ability. Since it is possible you didn't realize this, I created 3 of what should be passable abilities using your intentions as the base for it; an Offensive/Supplementary ability, an Offensive ability and a Supplementary ability. Feel free to choose any of these, or to make a completely new ability with the knowledge you now have.

Also, keep in mind that for 'duration', it simply means how long throughout does the technique last. Instant means things like sword slashes, while 1 post means things like a flurry of different blows/attacks, or a grapple. Sustain is something that can be either, depending on the situation of what the ability does, and can be used again in a new post at half the cost.



The Spin:

Any basic attacks that you make should be done through RP. If it isn't a part of your ability, then you shouldn't add it in there. The reason this is important is because an ability automatically overpowers any non-ability attacks/movements. Therefore, anything covered in an ability must be directly related to the ability itself. How you had it before would make it a offensvie/defensive/supplementary ability, which is we're unable to do. Also, since this is a D-Tier ability, you cannot have 2 classes of ability types in it.

This is why I provided the choices between the supplementary only or the defensive only.




Dance with me~:

I'm pretty sure the edit I made is what you wanted to do with the ability. Just remember that you do not need to put RP stuff in the abilities you post for approval, and you'll be just fine. Changed your cooldown to reflect the correct cooldown. Changed your range to reflect the correct range for the ability as well. Just keep in mind that you cannot breakdance at 10m/s, as that would be considered a magoi manipulation technique. Hitting the ground initially and standing up at 10m/s is perfectly fine, though.





Deez' Kneez':


The original ability was more of an offensive oriented ability. I threw in something I think you might like, as well, in the edit. You can keep it or have it removed, whichever you prefer (its the sustain thing). Made other edits like I mentioned earlier for other abilities in regards to RP focus being placed in the ability, as well as range information and correct cooldown.

I also made a copy of the ability as a Supplementary ability, which will allow you to set it up so that you can hold an opponent in place and use your basic attack to land a blow on them. Mind you, you holding them in place only counts for their head, so they would still be able to use their techniques to clash with follow up attacks of yours. This should only really truly be relevant in pvp situations (which there isn't a ton of). Otherwise, until A-Tier, you write out how your enemies fight as well, so it's up to you how effective your techniques are.




Sleight of Hand:


Just general stuff was changed with this. You don't actually need to post what kind of stuff you block, normally. We run by the clashing rules for that. The only time you should specify when something can block something else is when you intend for it to clash against a tricky magical spell. Such as a poison cloud or something, in which case you can say something like 'I stomp on the ground with my strength, and the wind generated by the ground breaking up and flying into the air disperses up to C-rank damage of air', which would be either an offensive or supplementary skill (you won't get a defensive bonus from that, since it isn't actually a parry or a block).


Ari mentions that if your ability strikes against a weapon, and your ability is bare-handed/body, that this body part takes damage. What she meant by this is that if you lose in a clash, your body part that was used in that ability will take the damage resulting from that clash. As the systems are written right now, a paper fan has the same durability as an Adamantine Meteorite Grand Hammer of Thor that weights 5 tons (exaggeration warning).

Therefore, no weapon has an inherent advantage against another (regardless of whether it's an actual weapon or your body). I would, however, strongly request that when you defend against an attack bare handed (if you choose that route) you write an interesting and logical way for a bare-handed attack to defend against a weapon. Examples of this would be what are called 2nd or 3rd level defenses in the martial arts world, where you aim closer to the base of their body (such as deflecting a sword slash by swiping their arm to the side), or you could get fancy and hit the blunt side of the blade away from you with a defensive technique.

Just something to keep in mind~

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5Jahingir's Starters Empty Re: Jahingir's Starters 19/10/14, 12:20 am

Vardreth

Vardreth
Ω-Tier
Ω-Tier

Yea, no problem man. I'm happy to help out. I realize that the systems information is a lot to go through, and we all started where you're at when we joined.

That being said, your abilities are ready to be added to your vault~

Code:
[b]Name:[/b] Get Lifted
[b]Tier:[/b] C
[b]Cost:[/b] 20
[b]Weapon Type:[/b]Sword
[b]Class:[/b] Supplementary/Offensive
[b]Range:[/b] Close
[b]Duration:[/b] Instant
[b]Cool-Down:[/b] 3 posts
[b]Description:[/b] Jahangir unleashes his monstrous Fanalis strength mid swing, usually in a downward sword strike. Once the attack lands, it does so with enough force to send whatever it struck, as well as anyone holding the struck item, flying back 5 meters. If the user stops holding the item, only the item in question will fly back. The attack deals D-Rank damage. The speed of this technique is 15 m/s

[b]Name:[/b]The Spin
[b]Tier:[/b] D
[b]Cost:[/b]10
[b]Weapon Type:[/b] Sword
[b]Class:[/b] Defensive
[b]Range:[/b] Close
[b]Duration:[/b] Instant
[b]Cool-Down:[/b] 2 posts
[b]Description:[/b] Jahangir's parry technique is used to deflect an attack with his sword by deflecting it with a spinning motion at the moment of impact. This defends against an attack that deals up to C-Tier damage at 10 m/s.

[b]Name:[/b]Dance with me~
[b]Tier:[/b] D
[b]Cost:[/b]10
[b]Weapon Type:[/b] Body
[b]Class:[/b] Supplementary
[b]Range:[/b] Close
[b]Duration:[/b] Sustain
[b]Cool-Down:[/b] 2 posts or Sustain+1
[b]Description:[/b] Jahangir has trained to be able to perform acrobatic maneuvers while fighting. In this case, to break dance. He retains full manipulation of his blade, and is able to perform abilities and attack even while executing this ability. He can initiate this move and return to a standing position at 10m/s.

[b]Name:[/b] Deez' Kneez'
[b]Tier:[/b] D
[b]Cost:[/b]10
[b]Weapon Type:[/b] Body
[b]Class:[/b] Offensive
[b]Range:[/b] Close
[b]Duration:[/b] Sustain
[b]Cool-Down:[/b] 2 posts or sustain+1
[b]Description:[/b]
Jahangir initiates this close range grapple using his superior Fanalis strength. He grabs the back of his opponents head, forcing their head down and bringing his knee up simultaneously at 10 m/s, dealing D-Tier damage. This ability may be sustained in a subsequent post to plant another knee in his opponent's face.

[b]Name:[/b] Sleight of Hand
[b]Tier:[/b] D
[b]Cost:[/b]10
[b]Weapon Type:[/b] Body
[b]Class:[/b] Defensive
[b]Range:[/b] Close
[b]Duration:[/b] 1 post
[b]Cool-Down:[/b] 2 posts
[b]Description:[/b]
With this technique Jahangir is able to parry damage from up to 5 attacks with his hands at 10m/s, swatting at the incoming attacks, redirecting them away from him. He may continue this against all 5 attacks so long as the added damage from the attacks does not exceed C-Tier damage.

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