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The Achilles Arts

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1 The Achilles Arts on 11/03/16, 12:58 am

The Resistance (Achilles Arts)
Tier: B
Class: Warrior
Type: Defense
Range: Close
Requirements/Drawbacks: The hands and legs have to be free and movable. Would only redirect body and blunt attacks
Scaling: Defence
Sustain: 0
Cool Down: 3
Cost: 30 stamina
Description:

    The user uses their hands and feet in order to push away the attack. They would either use there palms or a kick in order to push away an attack.  They need to be at least 0.4m away from the attack and would block up to B Tier damage. The user is simply blocking physical attacks like kicks and punches.


The Snappers (Achilles Arts)
Tier: B
Class: Warrior
Type: Offensive
Range: Close
Requirements/Drawbacks: The user has to charge his attack and his feet has to be movable.
Scaling: Hits
Sustain: 0
Cool Down: 3
Cost: 30 stamina
Description:

    Val holds his leg in a 45 degree angle. When he releases it, the attack hit the chest with the instep dealing C Tier damage. The rebound of the attack would allow Val to easily kick once more. The user will proceed with a kick to the face and dealing C Tier damage even if the chest attack does not land.


The Charger (Achilles Arts)
Tier: B
Class: Warrior
Type: Offensive
Range: Close
Requirements/Drawbacks: The user has to go in one direction towards there designated target. The user also needs to have there hands free from holding anything. Also, the user needs to be able to deal B Tier damage naturally.
Scaling: Offensive
Sustain: 0
Cool Down: 3
Cost: 30 stamina
Description:

    The user uses their hands and feet in order to attack. At first, the user runs at the opponent with their arms spread out. The user will try to hit the opponent in the face with a quick straight jab for C Tier damage. The hand would still be near the face of the target as Val attempts to grab him by the back of the head and push it down to collide with a knee that would be worth C Tier damage.  



The Hook Snap (Achilles Arts)
Tier: B
Class: Warrior
Type: Offensive
Range: Close
Requirements/Drawbacks: You have to make sure your legs are able to be used and they have to be in good condition. The user also have to draw back my leg once more so they could go into the second kick. The user is also required to pivot the move the foot for actual force and to properly hit the target.
Scaling: Offensive
Sustain: 0
Cool Down: 3
Cost: 30 stamina
Description:

    The user uses their feet in this technique and this technique uses two kicks. The user turns his hips and charges his legs to do a hook kick to the neck of the target. This attack is worth C Tier. Right afterward, the leg is still in the air and is ready for a roundhouse kick to the side of the head. The roundhouse kick would be worth another C Tier.


The Jumper (Achilles Arts)
Tier: B
Class: Warrior
Type: Supplementary
Range: Close
Requirements/Drawbacks: The hands and legs have to be free and movable. The legs would also have to be in very good condition. Also, when landing from the jump, you may receive damage.
Scaling: Supplementary
Sustain: 0
Cool Down: 3
Cost: 30 stamina
Description:

    The user has to bend their legs and swing their arms upwards as they jump. The user is able to jump in any direction and can jump up to 5 meters.


The Great Wall (Achilles Arts)
Tier: B
Class: Warrior
Type: Defense
Range: Close
Requirements/Drawbacks: The hands and legs have to be free and movable. He also needs to make sure he has enough energy to do this. Also, the warrior is required to break the ground first and use some time of material in order to conduct the magoi. If the material holding up the wall breaks off, the defense of the Great Wall starts to weaken. This ability can't protect attacks coming from above. Also, the user needs to be able to deal B Tier damage naturally.
Scaling: Defense (Magoi Manip)
Sustain: 0
Cool Down: 3
Cost: 30 stamina
Description:

    The user has to bend their legs and spreads out his arms with the back straight. The user smashes the ground beneath them and surrounds magoi around himself so the debri of the rock forms a dome around him. The circular dome is around 6 meters, can only hold up to two people and can protect up to B Tier damage. It surrounds most of the directions around the body.



Last edited by Val Achilles on 01/01/18, 09:25 am; edited 14 times in total


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2 Re: The Achilles Arts on 18/03/16, 03:57 pm

Bump the post
BTW the last skill is like the Kamehameha


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3 Re: The Achilles Arts on 18/03/16, 09:06 pm

Merrze

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The Snappers (Achilles Arts): You need to list how many kicks this has, and it's slightly awkwardly written so can you  please try and it word it slightly better.

The Jumper (The Achilles Arts): For this it has to fit in the range of a certain ability rank, so 1-5m or 5-10m etc.

The Force (The Achilles Arts): Something like this is reserved for strength magic.


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4 Re: The Achilles Arts on 18/03/16, 10:27 pm

Alright that should be fixed now. BUMP IT UP!


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5 Re: The Achilles Arts on 19/03/16, 07:23 am

in the future, please refrain from putting up more than 5 abilities for approval per thread.

The Snappers (Achilles Arts): This needs a weapon type

The Great Wall (The Achilles Arts): You have this listed as Offensive when it should be Defensive. You also have the weapon type listed as Hands instead of Feet.


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6 Re: The Achilles Arts on 19/03/16, 01:12 pm

bump again should be good
BTW really sorry about that i was just in a roll of ideas ^-^


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7 Re: The Achilles Arts on 19/03/16, 01:56 pm

The Great Wall : You need to change the class from offensive to defensive since it is defensive skill ^^


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8 Re: The Achilles Arts on 19/03/16, 01:59 pm

bump again


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9 Re: The Achilles Arts on 19/03/16, 02:10 pm



Approved for training~
I changed the magoi cost for "The Hook", please check it again next time ^^

Code:
[b]Name:[/b] The Resistance (Achilles Arts)
[b]Tier:[/b] B
[b]Cost:[/b] 30/15 magoi and stamina
[b]Weapon Type:[/b] Body
[b]Class:[/b] Defensive
[b]Range:[/b] Close
[b]Cool-Down:[/b] 5
[b]Deascription:[/b] The user uses his hands and feet to redirect body and blunt attacks at the speed of 20m/s. It blocks up to A Tier Damage.

[b]Name:[/b] The Snappers (Achilles Arts)
[b]Tier:[/b] B
[b]Cost:[/b] 30/15 stamina
[b]Weapon Type:[/b] Feet
[b]Class:[/b] Offensive
[b]Range:[/b] Close
[b]Cool-Down:[/b] 5
[b]Description:[/b] The user grabs his leg in a weird angle toward an opponent. The user loads and attacks with 2 kicks using the toe at 20m/s. Both kicks usually either go to the head, body, or a combination of the 2. This deals C Tier damage for every kick and B Tier damage in total.

[b]Name:[/b] The Charger (Achilles Arts)
[b]Tier:[/b] B
[b]Cost:[/b] 30/15 stamina
[b]Weapon Type:[/b] Arms
[b]Class:[/b] Offensive
[b]Range:[/b] Close
[b]Cool-Down:[/b] 5 posts +1
[b]Description:[/b] The uses his palm the hit the person at 20m/s. He then tries to land an elbow as well. Both attacks are C Tier Damage or B Tier Damage if all attacks hit.

[b]Name:[/b] The Hook Snap (Achilles Arts)
[b]Tier:[/b] B
[b]Cost:[/b] 30/15 stamina
[b]Weapon Type:[/b] Legs
[b]Class:[/b] Offensive
[b]Range:[/b] Close
[b]Cool-Down:[/b] 5 posts +1
[b]Description:[/b] The user uses his legs to hook kick to the head at 20m/s. Then, right after that, the user does a roundhouse kick either at the head or body at 20m/s. This does C Tier Damage on every attack or B Tier Damage in total.

[b]Name:[/b] The Jumper (The Achilles Arts)
[b]Tier:[/b] B
[b]Cost:[/b] 30/15
[b]Weapon Type:[/b] Body
[b]Class:[/b] Supplementary
[b]Range:[/b] Close
[b]Cool-Down:[/b] 5 posts or sustain+1
[b]Description:[/b] The user pushes off the ground with great strength, allowing them to jump 5-10 meters in a  trajectory which can go in all directions at 20m/s. Should one of the user's feet collide with a solid surface, they are able to repeat this movement one more time.

[b]Name:[/b] The Great Wall (The Achilles Arts)
[b]Tier:[/b] B
[b]Cost:[/b] 30/15
[b]Weapon Type:[/b] Feet
[b]Class:[/b] Defensive/ Magoi Manip
[b]Range:[/b] 20m
[b]Cool-Down:[/b] 10 posts +1
[b]Description:[/b] The user generates magoi on his feet and hits the ground in such a way that the rocks and materials from the ground makes a 1-5m diameter dome around the user at 20m/s. This blocks up to A Tier damage.


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10 Re: The Achilles Arts on 01/04/16, 06:39 pm

Resistance, Charger, Great Wall, and the Jumper approved via voucher:

http://magiworld.forumotion.com/t2277p150-ability-vouchers#33846

Add to vault. Please keep in mind these will NOT be able to be used in the Dungeon, as you posted in the Gate topic before posting for the voucher (a disclaimer was posted in the opening post, warning you to finish everything before posting in the gate)
Code:
[b]Name:[/b] The Resistance (Achilles Arts)
[b]Tier:[/b] B
[b]Cost:[/b] 30/15 magoi and stamina
[b]Weapon Type:[/b] Body
[b]Class:[/b] Defensive
[b]Range:[/b] Close
[b]Cool-Down:[/b] 5
[b]Deascription:[/b] The user uses his hands and feet to redirect body and blunt attacks at the speed of 20m/s. It blocks up to A Tier Damage.


[b]Name:[/b] The Charger (Achilles Arts)
[b]Tier:[/b] B
[b]Cost:[/b] 30/15 stamina
[b]Weapon Type:[/b] Arms
[b]Class:[/b] Offensive
[b]Range:[/b] Close
[b]Cool-Down:[/b] 5 posts +1
[b]Description:[/b] The uses his palm the hit the person at 20m/s. He then tries to land an elbow as well. Both attacks are C Tier Damage or B Tier Damage if all attacks hit.

[b]Name:[/b] The Jumper (The Achilles Arts)
[b]Tier:[/b] B
[b]Cost:[/b] 30/15
[b]Weapon Type:[/b] Body
[b]Class:[/b] Supplementary
[b]Range:[/b] Close
[b]Cool-Down:[/b] 5 posts or sustain+1
[b]Description:[/b] The user pushes off the ground with great strength, allowing them to jump 5-10 meters in a  trajectory which can go in all directions at 20m/s. Should one of the user's feet collide with a solid surface, they are able to repeat this movement one more time.

[b]Name:[/b] The Great Wall (The Achilles Arts)
[b]Tier:[/b] B
[b]Cost:[/b] 30/15
[b]Weapon Type:[/b] Feet
[b]Class:[/b] Defensive/ Magoi Manip
[b]Range:[/b] 20m
[b]Cool-Down:[/b] 10 posts +1
[b]Description:[/b] The user generates magoi on his feet and hits the ground in such a way that the rocks and materials from the ground makes a 1-5m diameter dome around the user at 20m/s. This blocks up to A Tier damage.


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11 Re: The Achilles Arts on 17/08/16, 08:05 pm

I am reforming these abilities so stay tuned.


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12 Re: The Achilles Arts on 23/12/17, 10:17 pm

Bump it up! The format is a bit off but I will fix that later


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13 Re: The Achilles Arts on 24/12/17, 11:02 am

My bad, I changed the title. I have finished my abilities and I am bumping once more


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14 Re: The Achilles Arts on 24/12/17, 06:52 pm

Merrze

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The Resistance: Since you're pushing away an attack you have to signify exactly what you're doing. Because you wouldn't be able to push away all attacks. If you want to direct physical things you can say that. But mostly all you would be able to do is hit their arms or knock the attacking weapon. You wouldn't be able to knock away all attacks so make sure to specify what you would knock away, or what you're looking to knock away.

The Snappers: By the looks of it you're trying to kick your opponent in the chest then bring your foot up and kick them in the face. If so you can just say you kick your opponent in the chest and if it lands you attempt to kick them in the face with each kick doing C-tier damage.

The Hook Snap: With your ability here it seems you're going straight into another kick but this time to the head. If you did that you would have to draw your leg back so you could go into another kick. But if you're foot stays in the same spot after the first kick it would be hard to hit your target without having to move your leg first, maybe add that into your requirements.

The Jumper: You need to convert the measurement into metric.

The Great Wall: You wouldn't be able to create a dome of magoi, you'd need something physical to channel it through.


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15 Re: The Achilles Arts on 29/12/17, 09:59 am

Bump!


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16 Re: The Achilles Arts on 01/01/18, 07:29 am

Ariel

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The Resistance
Description | This ability may only block up to B-Tier damage.
Description | You need to choose between disarming and blocking. I mean, I really don't see how you would disarm in the first place considering this ability is only supposed to defend against punches and things like that as far as I can tell.

The Snappers
Requirements/Drawbacks | There isn't any need for that drawback. (The damage dealt if you perform this ability three times+).
Description | I would take out 'if the chest attack lands' so even if your first kick doesn't land, you can still kick again for C-Tier damage.

The Charger
Requirements/Drawbacks | I'm afraid I can't count this as a sufficient requirement.

The Hook Snap
Description | As far as I can tell, this is simply just a roundhouse kick to the head.

The Jumper
Requirements/Drawbacks | Again, there isn't any need for this drawback dealing damage. Unless you do something like - landing on unsteady feet/ground may cause the user to stumble and fall, dealing D-Tier damage to the self.

The Great Wall
Description | You need to state the damage which this ability can protect up to.
Description | Unless Diana or the other mods say otherwise, this ability may not defend from attacks from above.
Description | You should probably make it 5m or 6m considering you want it to fit two people inside it.


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17 Re: The Achilles Arts on 01/01/18, 09:34 am

Bump! Regarding The Hook Snap I specified that there were two kicks in the move.


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18 Re: The Achilles Arts on 01/01/18, 11:07 am

Ariel

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See, the thing about The Hook Snap is that it is practically just a roundhouse kick because there are no intervals. When you enact it in battle, it just flows together, causing it to basically just be a roundhouse.


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