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Vodarara's Stash

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1 Vodarara's Stash on 06/08/16, 04:11 pm

Vodarara

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A-Tier



Last edited by Vodarara on 14/02/18, 03:52 pm; edited 4 times in total


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2 Re: Vodarara's Stash on 06/08/16, 04:12 pm

Vodarara

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A-Tier
A-Tier
Name: Vodarara (Imuchakk Name), Kynan (Real-Name)
Country Affiliation: Imuchakk
Race: Human
Tier: A
Class: Ranger
Age + Birthdate: Mid/Late Twenties (Birth Date Unknown)
Gender: Male
Sexuality: Heterosexual

Personality:
Vodarara is a rather quiet person most of the time, though this isn’t down to him being mute or not wishing to talk but rather he observes and listens and only tends to talk when something is directed to him or to pass along information when he believes is necessary.

Vodarara is very willing to talk on anything as he doesn’t find anything to be taboo and tends to also be very blunt and blind towards things that others may not like due to his heavy amount of isolation from other beings.

The huntsman doesn’t trust others easily, trust must be earned and forged with each other, he tends to avoid letting his guard down as it leaves, him open to show weak spots that leave him vulnerable to attack, Vodarara however does have a tendency however to regard people by his respect of their traits, for example Asisiak, his respect for her is high due to the many positive traits she shows, her ability to lead her pack and the incredible power and strength, she displays.

Though Vodarara isolates himself from others, he does believe there is strength in the pack as well as in the wolf, thus Vodarara sees himself as a lone wolf, one that has no pack, though he doesn’t actively seek to join a pack, in addition to not actively pursuing those ends, he doesn’t actively avoid being moved towards that though due to his caution in trusting others it is a hard end to reach.

As a person Vodarara does not seek revenge against creatures but only wishes to carry on with his aspiration of being at one with the wilds and hunting what is necessary, he doesn’t seek power over other things and doesn’t see other creatures as beneath him and views everything else as equal within a greater sphere.

Likes:
The Wilds: Vodarara prefers being within and at one with the wilds and nature, preferring to me immersed around the plains, the forests and mountains, being able to hear the sounds of many creatures around him, it is the place he makes his homes and finds himself feeling more capable.

Not Being Wasteful: Vodarara likes to observe others and himself not being wasteful, he views it as a disgrace to see people wasting things that could be used for it only to be thrown out to rot, though in places close to the wild something rotting wouldn't phase him, in the cities of Reim for example it was more prevalent for something to be wasted especially by the wealthy on his one occasion there.
Dislikes:
Hot Weather: Vodarara (Kynan) is more acclimatised to cold locations, he detests hot places they are rather uncomfortable for him and also force you to don less clothing which causes him to feel slightly odd though it releases him from some restrictions caused by the weight of furs.

Cities: Vodarara (Kynan) also has problems with towns but cities are a major dislike for him the bustle of people cramped shoulder to shoulder, you have no space to yourself, the air’s stench lacks the beautiful scents of the wilds.
Vodarara's main issue is with high population density, which causes him far less issues when passing through the villages of Imuchakk.

Aspirations:-Maintaining the Balance of Imuchakk, Becoming one with nature
Vodarara doesn’t have ambitions for himself, rather he seeks to maintain the balance between the flora and fauna, that are native to Imuchakk, he aims to hunt down a eliminate within reason creatures that pose damage to the ecosystem, while hunting to keep himself alive carefully, aiming to take only what he can make use of and any extra is normally given away or stored for long term use.

Vodarara seeks to become at one with nature, feeling its pains and its growth and understanding the route, it takes it having it guide his fate.

Phobias/fears: Women Especially the Red haired variety:
Vodarara’s fear is primarily generated of the Fanalis, this fear however is generated towards their females, though it doesn’t cause him to flee or panic in terror, it puts him further on edge, thus it causes him to prefer to keep his distance from them, likewise it makes him somewhat misbalanced from unknown humanoid females tending for him to keep some distance, depending on the situation.

This phobia has its roots in his early history in old memories in his subconscious relating to the power of physical strength, he once observed the raw power of a female fanalis, their ability to demolish creatures with ease and become stronger even when wounded.
Though Vodarara himself didn’t make contact with the Fanalis themselves, he fears the risk of making contact and the hidden power that some females seem to have, such proof is seen by him in humanoids like Asisiak, Chieftain of the Imuchakk, her ability to dislocate his shoulder with ease after his capture and the power of old memories shown in a dream of another Fanalis female.


Face-Claim: (Unknown)
Hair Color:Grey/Silver (Formerly Black/Dark Brown)
Eye Color: Grey (outer) and Hazel (inner)
Height: 155.7528 (5,11)
Weight: 66kg
Appearance:
Rukh Alignment: White Ruhk
Special Features: His Eye colouration which seems to become more grey when cold and more hazel when in hot temperatures
History:
Early Life - Prior to Roleplaying:
Kynan doesn’t remember much of his childhood, wilders don’t normally have long childhoods as most are from nomadic tribes that move around often. Following herds of animals to be able to keep a steady supply of meat and to follow them to water holes.

He remembers having to leave, not really why but that there was no home to go back to.

From that day forth he was in the wilds, using what he could find and make to keep himself alive, with just the clothing he wore and the items in his pack.

The knife, the blade the most important item of your kit it is what allows you to do so much, be it to make a make-shift arrow head when you don’t have access to flints, To skin the hide and cut the meat of the prey you slay and if necessary your last resort when you have to fight at close quarters.

Kynan has always found himself being a soloist, living by himself, tracking, hunting, gathering and cooking.

He had to survive by his own hand and no one else’s, his own ability is what kept him alive and he has no one to look at to rely on.

There have been only a few memorable moments in his life, the most brain sticking one was observing downwind of someone with red hair easily crushing anything in their path, a beast so powerful it could crush a man without issue, the creature that could ensnare a man without even using strength…. A woman.

Kynan doesn’t celebrate his time of birth, what’s the point in throwing a fancy party, it’s just a pointless waste of resources and it’s just another day of existence, like any other day, you haven’t aged a year you have only aged a day.

He hunts the wilds, observing the unusual creatures that pass through the wilderness, blundering through it with no care for the world. Those who don’t understand or don’t respect where they are because they have a nice stone hut, they neglect and mistreat the less “civilized” areas. The area’s that are free from there indulgence.

Since these times, Vodarara has been involved with a number of things.

He was in one way forced into the Imuchakk, a Clan of Large Blue Haired Humanoids, though he doesn't show them any hostility but rather respect their leader brought him into their number with the offer to join or be ejected after his capture during a hunt of a creature known as a Rampaging Unicorn, though he was happy that they indulged in all the items of the creature, he also gained his bow from this event, slowly chiselled from the horn of the creature he killed, In addition to gaining his name, "Vodarara".

He also became involved in the appearance of two large towers that appeared in Imuchakk, one which forged a large storm around it which he ventured within an Imuchakk-Human halfblood named Tai, though he never discovered the end of it, falling in a crevasse and managing to escape it sometime late.
In addition to this, he aided with the discovery of another dungeon that had rose in Imuchakk after the triggering of a massive avalanche.

He also at this time seeked to gather information on supplies that could assist the Imuchakk on avoiding the hunting of there standard ground prey, passing this along to Asisiak, though the situation stabilised before it was needed, he has since felt that he is being regularly tracked and observed.

Vodarara has also gained an ally, a unique rabbit wolf hybrid though Vodarara doesn't understand how it came into existence, the creature seems to have now taken him as its mother and stubbornly refuses to leave.

The Huntsman also had an encounter with a creature far more ancient that anything he had ever seen before, the creature had stirred up creatures that should have been left to rest and aimed to level everything that stood in its way, it couldn't be reasoned with and met its death at the hands of Vodarara, Tai and Lili alongside the assistance in the event by other Imuchakk, before Vodarara dissipated into the wilds once again.

Role-Play Sample:
A blizzard blew, this was the type of weather you didn’t travel or go out in, the snap of the cold and the weight of the snow would slowly sap your strength and drain you down in till you collapsed to your knees, the creatures would find shelter anywhere they could.

Kynan had acquired himself a small cave enough to get out of the gusts of wind and the snow. The cave was rather dry, better than being in a moist cave. The rocky outcrops from where rocks had sat on each other to make such a shelter, but a shelter was a shelter as long as it kept you from the worst of the weather it did its job.

Enough space to keep a small fire to provide some warmth.

All you could do here was check and maintain your equipment. Be it repairing your boots with leather from animals, or sharpening your knife.

You would deal with anything you could while you couldn’t be outside. Kynan found himself preparing more arrows using feathers, branches and flints to make makeshift arrows as long as they were sharp they could puncture hide that’s how you lived in these parts.



Last edited by Vodarara on 05/09/16, 05:15 am; edited 1 time in total


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3 Re: Vodarara's Stash on 06/08/16, 04:12 pm

Vodarara

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A-Tier
A-Tier
Classes
Primary: Ranger - A tier
Secondary: Assassin - B tier
Tertiary: Beast Tamer - D Tier

Racial Traits

Human Physiology:
Trait Name: Human Physiology
Trait Tier: -
Trait Requirement: Human Race
Trait Description: The character possesses a human body with all its faults and advantages. An adaptable, albeit fragile, race which has the highest affinity for magoi.
Trait Effect:

  • Player can deal D-tier damage with their strength alone and move at average speeds.
  • Earn an additional 3,000 huang for completing jobs.
  • Earn a single custom Magic Weapon for your Primary Class once you reach B-rank.


Traits

Nimble Fingers:

Trait Name: Nimble Fingers
Trait Tier: D
Trait Requirement: -  
Trait Description: Through years of training, the character has obtained deft hand and finger work allowing them a speed and accuracy with fine motor skills a cut above the average person.
Trait Effect: Can swiftly tie knots or retrieve items on your person in an instant.
Perfect Balance:
Trait Name: Perfect Balance
Trait Tier: C
Trait Requirement: Must have a Physical Combat Class
Trait Description: Being nimble and flexible are valuable traits, but they aren't very useful without the balance to use them properly. The character with this trait is very in tune with their sense of balance allowing them to almost always land on their feet, perform advanced acrobatics, and balance on even the smallest of footholds.
Trait Effect: Can perform advanced flips and other acrobatics without the use of abilities. Can balance on almost any footing/surface.
Eagle Eye:
Trait Name: Eagle Eye
Trait Tier: A
Trait Requirement: Must be a Ranged Combat Class
Trait Description: The are of long range combat has refined the character's vision to a level beyond compare. They can see across great distances with fine detail and are keen in spatial awareness.
Trait Effect: Can see even small details about characters and objects even from long range. Always knows the exact distance between themselves and objects in their point of view.
Exceptional Speed:
Trait Name: Exceptional Speed
Trait Tier: C
Trait Requirement: Must be Human or a Magician with a secondary combat class.  
Trait Description: Through excessive training, the character has reached a level of speed that exceeds the average human.
Trait Effect: The character can now sprint as fast as a horse and can maintain these speeds for several minutes. At this level they are equal to a D-tier fanalis in speed.
Exceptional Strength:
Trait Name: Exceptional Strength
Trait Tier: D
Trait Requirement: Must be Human or a Magician with a secondary combat class.  
Trait Description: Through extensive training, the character has exceeded the traditional limits of strength for their race.
Trait Effect: The character can now lift their own body weight with ease.
Cold Tolerant:
Trait Name: Cold Tolerant
Trait Tier: D
Trait Requirement: Long Term Exposure to Cold Regions
Trait Description: Those who have experience the freezing cold for much of their lifetime tend to build up strong tolerances to it, though they tend to be more uncomfortable in hot climates.
Trait Effect: Cold based status effects such as freezing or slowing via frost or cooled blood have their durations reduced by 1 post. If the effect duration is only one post then the effect lasts only for an instant before breaking or fading.
Family Of Companions:
Trait Name: Family Of Companions
Trait Tier: C
Trait Requirement: Beast Tamer
Trait Description: The Beast Tamer has grown the number of companions/beasts they can work with actively in the field.
Trait Effect: The Beast Tamer may bring an additional D tier creature into a thread.


Profession

Primary Profession
Related Specialization: Ranger
Profession Title: Wilder
Description: A wilder tends to be focused on survival in their native environment, for Vodarara that environment is Imuchakk, The Key to Wilders is their Survival Techniques, knowing their environment as if it was an extension of themselves.
Profession Perks:

  • Environment Knowledge - Vodarara's knowledge of the land and environment of Imuchakk is one of his key attributes, he knows routes that many others don't know as well as the dangers that are prevalent in areas.
  • Environmental Sleeper - It is possible for the Wilder to rest in their preferred area (Imuchakk) as if they had C tier Resting equipment.
  • Survival Repatriation - The Wilder may spend time to repair non-magical equipment in their possession bringing them up to usable condition but breakable under D tier damage during a thread (It will still need to be repaired after the thread).



Secondary Profession
Profession Title: Hunter Gatherer
Description: Hunter Gatherers use their abilities track down fauna effectively or to gather and find suitable flora for themselves to consume and make use of.
Profession Perks:

  • Hunting and Gathering - The hunter gatherer is able to procure food supplies either through hunting of prey or flora and prepare that into D Tier Food (Word count of 250 required per portion)
  • Predator - The Hunter Gatherer is a proficient tracker and hunter, making use of their environment to hunt their prey and to keep on its track over great distances and frames of time (weather permitting) while making their presence hard to detect and discover. PLOT USE ONLY



Last edited by Vodarara on 21/02/17, 03:22 pm; edited 26 times in total


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4 Re: Vodarara's Stash on 06/08/16, 04:13 pm

Vodarara

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A-Tier
A-Tier
Ranger Techniques and Arrows


Legacy Technique & Arrow Designs (A tier):
Reactive Head (Covering):

Reactive Head (Covering)
Tier: A
Class: Ranger, Bow
Type: Defensive
Range: Long
Requirements/Drawbacks: While taking the Shot the user must be Stationary, during this time they are preparing their shot such as notching the arrow and drawing back the string as well as acquiring the target.
Scaling: Range
Sustain: 0
Cool Down: 4
Cost: 40 Stamina
Description:

    This Arrow relies as much on the arrowhead as it does its user, when airborne and at speed the arrowhead builds up a small area of pressure fluctuation that can disrupt the stability of what it passed close or through, its hardened head is designed to be precisely used as a instrument to deflect or drive a large amount of force into weapons on impact. Due to its specific design its maximum effective range is around 50 metres for its target.

Code:

Code:
[center][b]Reactive Head (Covering)[/b][/center]
[b]Tier:[/b] A
[b]Class:[/b] Ranger, Bow
[b]Type:[/b] Defensive
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] While taking the Shot the user must be Stationary, during this time they are preparing their shot such as notching the arrow and drawing back the string as well as acquiring the target.
[b]Scaling:[/b] Range
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 40 Stamina
[b]Description:[/b]
[list]
This Arrow relies as much on the arrowhead as it does its user, when airborne and at speed the arrowhead builds up a small area of pressure fluctuation that can disrupt the stability of what it passed close or through, its hardened head is designed to be precisely used as a instrument to deflect or drive a large amount of force into weapons on impact. Due to its specific design its maximum effective range is around 50 metres for its target.[/list]

Pin-Point Shot:

Pin-Point Shot
Tier: A
Class: Ranger
Type: Offensive
Range: Long
Requirements/Drawbacks: Pin-Point Shot requires the Hunter to be stationary, notched an arrow and drawing back the string, they focus on aiming for their target location with precision (requires Eagle Eye)
Scaling: Hits
Sustain: 0
Cool Down: 4
Cost: 40
Description:

    This Pin-Point Shoot uses a very fine arrowhead, the arrow has a good weight to it to drive it home, but the key comes down to its deployment its feather pulled back tighter than other arrows, it is used to exploit gaps in protective scales or to target sensitive areas or organs with the aim to cause fatal blow by finding those weak-points.It has a maximum effective range of 50 Metres.

Code:

Code:
[center][b]Pin-Point Shot[/b][/center]
[b]Tier:[/b] A
[b]Class:[/b] Ranger
[b]Type:[/b] Offensive
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] Pin-Point Shot requires the Hunter to be stationary, notched an arrow and drawing back the string, they focus on aiming for their target location with precision (requires Eagle Eye)
[b]Scaling:[/b] Hits
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 40
[b]Description: [/b]
[list]
This Pin-Point Shoot uses a very fine arrowhead, the arrow has a good weight to it to drive it home, but the key comes down to its deployment its feather pulled back tighter than other arrows, it is used to exploit gaps in protective scales or to target sensitive areas or organs with the aim to cause fatal blow by finding those weak-points.It has a maximum effective range of 50 Metres.[/list]

Webbing Head:

Webbing Head
Tier: A
Class: Ranger
Type: Supplementry (AoE)
Range: Long
Requirements/Drawbacks: This Arrows fuse is set to trigger the reaction after a brief delay. It must then be notched and launched.

When being scaled the direction of the wind must be taken into account as this is launching the arrow in a way that its contents are spread over a wider area.
Scaling: AoE
Sustain: 0
Cool Down: 4
Cost: 40
Description:

    This arrowhead contains a concoction of ingredients, when the light explosives behind them are triggered, the rapidly setting mixture spreads over a 3 metre forward radius. The sticky mixture then hardens after brief contact with the open air binding what it touches in place requiring B-tier force to break free. The fuse itself is a chemical fuse, if it is triggered it can't be quenched though the arrow could still be discarded and detonate.  Its maximum effective range is around 40 metres.The webbing is a Creamy Green Ichor that starts off sticky but rapidly hardens, while not being flammable.

Code:

Code:
[center][b]Webbing Head[/b][/center]
[b]Tier:[/b] A
[b]Class:[/b] Ranger
[b]Type:[/b] Supplementry (AoE)
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] This Arrows fuse is set to trigger the reaction after a brief delay. It must then be notched and launched.

When being scaled the direction of the wind must be taken into account as this is launching the arrow in a way that its contents are spread over a wider area.
[b]Scaling:[/b] AoE
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 40
[b]Description:[/b]
[list]
This arrowhead contains a concoction of ingredients, when the light explosives behind them are triggered, the rapidly setting mixture spreads over a 3 metre forward radius. The sticky mixture then hardens after brief contact with the open air binding what it touches in place requiring B-tier force to break free. The fuse itself is a chemical fuse, if it is triggered it can't be quenched though the arrow could still be discarded and detonate.  Its maximum effective range is around 40 metres.The webbing is a Creamy Green Ichor that starts off sticky but rapidly hardens, while not being flammable.[/list]


B Tier Techniques & Arrows:

Shrieker:

Shrieker
Tier: B
Class: Ranger
Type: Supplementary
Range: Long
Requirements/Drawbacks: The Trigger source must be triggered, to fire down range it must be notched to the bow string and the Launched, at this time the hunter will be stationary.
Scaling: Hits
Sustain: 0
Cool Down: 3
Cost: 30
Description:

    The detonation arc of the Shrieker is a cone from its head, it releases a high frequency range sonic sequel that can deafen those near it for the short term, its sonic waves can delay or disrupt living targets by causing deafness, nausea or loss of balance for 3 posts. If triggered but not launched it can still be used in hand or discarded and still detonate, the arc of effect has a 2 metre range. The arrow can be launched to an effective range of 40 metres.

Code:

Code:
[center][b]Shrieker[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Ranger
[b]Type:[/b] Supplementary
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] The Trigger source must be triggered, to fire down range it must be notched to the bow string and the Launched, at this time the hunter will be stationary.
[b]Scaling:[/b] Hits
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30
[b]Description:[/b]
[list]
The detonation arc of the Shrieker is a cone from its head, it releases a high frequency range sonic sequel that can deafen those near it for the short term, its sonic waves can delay or disrupt living targets by causing deafness, nausea or loss of balance for 3 posts. If triggered but not launched it can still be used in hand or discarded and still detonate, the arc of effect has a 2 metre range. The arrow can be launched to an effective range of 40 metres.[/list]

Harpoon:

Harpoon
Tier: B
Class: Ranger
Type: Offensive/Supplementry
Range: Long
Requirements/Drawbacks: This arrow can only be used once per thread and must be notched when launched.
Scaling: Damage
Sustain: 0
Cool Down: Once Per Thread
Cost: 30 Stamina
Description:

    This arrows head is designed to latch into what it hits,  with a 10 metres, Rampaging Unicorn Hair Rope that is attached to the huntsmans bow, the arrow is attached to the bow itself for quick retrieval.The Rope requires C tier damage to sever or two turns of focused work to unlatch it and Deals C tier damage on impact.

Code:

Code:
[center][b]Harpoon[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Ranger
[b]Type:[/b] Offensive/Supplementry
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] This arrow can only be used once per thread and must be notched when launched.
[b]Scaling:[/b] Damage
[b]Sustain:[/b] 0
[b]Cool Down:[/b] Once Per Thread
[b]Cost:[/b] 30 Stamina
[b]Description:[/b]
[list]
This arrows head is designed to latch into what it hits,  with a 10 metres, Rampaging Unicorn Hair Rope that is attached to the huntsmans bow, the arrow is attached to the bow itself for quick retrieval.The Rope requires C tier damage to sever or two turns of focused work to unlatch it and Deals C tier damage on impact.[/list]

Hamper:

Hamper
Tier: B
Class: Ranger
Type: Supplementry
Range: Long
Requirements/Drawbacks: The ranger will be stationary taking aim, the arrow much be notched and launched.
Scaling: Range
Sustain: 0
Cool Down: 3
Cost: 30
Description:

    Taking high precision on the target, the arrow shot is that causes nerve failure in the region it lands in as its head shatters shards on venom infused bone into their blood system, the disabling effects can last up to 3 turns. The huntsman can be effectively accurate with this shot from up to 40 metres away.

Code:

Code:
[center][b]Hamper[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Ranger
[b]Type:[/b] Supplementry
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] The ranger will be stationary taking aim, the arrow much be notched and launched.
[b]Scaling:[/b] Range
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30
[b]Description:[/b]
[list]
Taking high precision on the target, the arrow shot is that causes nerve failure in the region it lands in as its head shatters shards on venom infused bone into their blood system, the disabling effects can last up to 3 turns. The huntsman can be effectively accurate with this shot from up to 40 metres away.[/list]


C Tier Techniques & Arrows:
Flash Flare:

Flash Flare
Tier: C
Class: Ranger
Type: Supplementary
Range: Long
Requirements/Drawbacks: The reactants must be initially triggered gauging the time it will take for the target to arrive, to launch it, it would need to be notched and drawn back which would require a stationary bowman.

Scaling: Range
Sustain: 0
Cool Down: 2
Cost: 20 Stamina
Description:

    This arrowheads chemical reaction causes a 1 metre flash of light burn of light that lasts two turns in addition to a loud bang, the affects of this arrow is that it can cause temporary blindness and disorientation to those that it lands near to. The arrow can be launched accurately up to 40 metres.

Code:

Code:
[center][b]Flash Flare[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Ranger
[b]Type:[/b] Supplementary
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] The reactants must be initially triggered gauging the time it will take for the target to arrive, to launch it, it would need to be notched and drawn back which would require a stationary bowman.

[b]Scaling:[/b] Range
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2
[b]Cost:[/b] 20 Stamina
[b]Description:[/b]
[list]
This arrowheads chemical reaction causes a 1 metre flash of light burn of light that lasts two turns in addition to a loud bang, the affects of this arrow is that it can cause temporary blindness and disorientation to those that it lands near to. The arrow can be launched accurately up to 40 metres.[/list]

Ability 2:
//
Code:
//

Ability 3:
//
Code:
//


D Tier Arrows & Techniques:
Hide Presence:

Hide Presence
Tier: D
Class: Ranger
Type: Supplementary
Range: Self
Requirements/Drawbacks: The huntsman must be stationary as concentrating on slowing down his breathing and minor body movements.
Scaling: Duration
Sustain: 0
Cool Down: 1
Cost: 10 Stamina
Description:

    The huntsman finds himself some cover and begins to reduce their bodies rate of function, decreasing their heart rate and breathing rate, doing so allows the to begin masking their presence from those around them, it could be combined with finding cover to help make them harder to detect.

Code:

Code:
[center][b]Hide Presence[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Ranger
[b]Type:[/b] Supplementary
[b]Range:[/b] Self
[b]Requirements/Drawbacks:[/b] The huntsman must be stationary as concentrating on slowing down his breathing and minor body movements.
[b]Scaling:[/b] Duration
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10 Stamina
[b]Description:[/b]
[list]
The huntsman finds himself some cover and begins to reduce their bodies rate of function, decreasing their heart rate and breathing rate, doing so allows the to begin masking their presence from those around them, it could be combined with finding cover to help make them harder to detect.[/list]

Feeling the Earth:

Feeling the Earth
Tier: D
Class: Ranger
Type: Supplementary
Range: Long
Requirements/Drawbacks: The Huntsman must be stationary and down feeling the earth, either with their ear or hand pushed against the ground.
Scaling: Range
Sustain: 0
Cool Down: 1
Cost: 10
Description:

    The huntsman feels the earth, looking for micro-vibrations of moving creatures across its surface, these can be movements such as simple muscle movements that send small tremors through the earth.Such movements allow the hunter to gather the location of their prey, allowing them to judge their distance and position within a 20 metre range.

Code:

Code:
[center][b]Feeling the Earth[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Ranger
[b]Type:[/b] Supplementary
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] The Huntsman must be stationary and down feeling the earth, either with their ear or hand pushed against the ground.
[b]Scaling:[/b] Range
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10
[b]Description:[/b]
[list]
The huntsman feels the earth, looking for micro-vibrations of moving creatures across its surface, these can be movements such as simple muscle movements that send small tremors through the earth.Such movements allow the hunter to gather the location of their prey, allowing them to judge their distance and position within a 20 metre range.[/list]

Quick Shot:

Quick Shot
Tier: D
Class: Ranger
Type: Offensive
Range: Long
Requirements/Drawbacks: The arrow must be notched and the string drawn back partially.
Scaling: Hits
Sustain: 0
Cool Down: 1
Cost: 10
Description:

    This method for shooting arrows is designed for firing arrows at close range on a target at 20 metres or closer, this shot requires only a minor draw back on the string to project the arrow over the short range and normally only involves minor aiming. Each shot deals D-tier damage.

Code:

Code:
[center][b]Quick Shot[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Ranger
[b]Type:[/b] Offensive
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] The arrow must be notched and the string drawn back partially.
[b]Scaling:[/b] Hits
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10
[b]Description:[/b]
[list]
This method for shooting arrows is designed for firing arrows at close range on a target at 20 metres or closer, this shot requires only a minor draw back on the string to project the arrow over the short range and normally only involves minor aiming. Each shot deals D-tier damage.[/list]



Last edited by Vodarara on 09/12/16, 02:55 pm; edited 4 times in total


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5 Re: Vodarara's Stash on 06/08/16, 04:13 pm

Vodarara

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Assassin Bomblets, Strikes & Mobility


Mobility:
Dash:
Dash:

Dash
Tier: D
Class: Assassin
Type: Supplementry
Range: Self
Requirements/Drawbacks: Needs to be able to make a footing
Scaling: Range
Sustain: 0
Cool Down: 1
Cost: 10
Description:

    Vodarara makes a quick dash over 5 metres, increasing his speed while on the move, he may move his profile depending on what he needs at the time.

Code:

Code:
[spoiler="Dash"]
[center][b]Dash[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Assassin
[b]Type:[/b] Supplementry
[b]Range:[/b] Self
[b]Requirements/Drawbacks:[/b] Needs to be able to make a footing
[b]Scaling:[/b] Range
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10
[b]Description:[/b]
[list]
Vodarara makes a quick dash over 5 metres, increasing his speed while on the move, he may move his profile depending on what he needs at the time.[/list]
[/spoiler]

Ability 2:
//
Code:
//

Ability 3:
//
Code:
//


Bomblets:
Spore Dosed Bomblet:

Spore Dosed Bomblet
Tier: D
Class: Assassin
Type: Supplementary
Range: Medium
Requirements/Drawbacks: The bomblet must first have its reaction triggered by crushing part of the shell, in addition the spores must be breathed in to begin their affects.
Scaling: Hits (Number of Bombs)
Sustain: 0
Cool Down: 2
Cost: 10 Stamina
Description:

    These Bomblets are constructed of a number of varying fragility of bone shells, the internal shell contains a mixture of low level reactants that cause a small explosion that scatter dried mushroom spores over a metres diameter.These spores can cause short term muscle relaxation and numbness for 1 turn, it can be thrown up to 5 metres.

Code:

Code:
[center][b]Spore Dosed Bomblet[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Assassin
[b]Type:[/b] Supplementary
[b]Range:[/b] Medium
[b]Requirements/Drawbacks:[/b] The bomblet must first have its reaction triggered by crushing part of the shell, in addition the spores must be breathed in to begin their affects.
[b]Scaling:[/b] Hits (Number of Bombs)
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2
[b]Cost:[/b] 10 Stamina
[b]Description:[/b]
[list]
These Bomblets are constructed of a number of varying fragility of bone shells, the internal shell contains a mixture of low level reactants that cause a small explosion that scatter dried mushroom spores over a metres diameter.These spores can cause short term muscle relaxation and numbness for 1 turn, it can be thrown up to 5 metres.[/list]

Smoke Bomblet:

Smoke Bomblet
Tier: D
Class: Assassin
Type: Supplementary
Range: Medium
Requirements/Drawbacks: The bomblets reactants must be triggered by crushing a shell layer.
Scaling: Hits (Number of Bombs)
Sustain: 0
Cool Down: 2
Cost: 10 Stamina
Description:

    This bomblet releases 2 metre plume (diameter) of smoke. The smoke spreads quickly and then slowly begins to dispers over two turns, as this bomblets reactants react with each other it lets off a grey/white smoke, such a bomblet is used to either provide cover or to simulate fire.For example it could be used on a insect hive to confuse/deter the insect, so that the contents can be collected, it can be set or thrown up to 10 metres. Lasting 2 turns.

Code:

Code:
[center][b]Smoke Bomblet[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Assassin
[b]Type:[/b] Supplementary
[b]Range:[/b] Medium
[b]Requirements/Drawbacks:[/b] The bomblets reactants must be triggered by crushing a shell layer.
[b]Scaling:[/b] Hits (Number of Bombs)
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2
[b]Cost:[/b] 10 Stamina
[b]Description:[/b]
[list]
This bomblet releases 2 metre plume (diameter) of smoke. The smoke spreads quickly and then slowly begins to dispers over two turns, as this bomblets reactants react with each other it lets off a grey/white smoke, such a bomblet is used to either provide cover or to simulate fire.For example it could be used on a insect hive to confuse/deter the insect, so that the contents can be collected, it can be set or thrown up to 10 metres. Lasting 2 turns.[/list]

Ability 3:
//
Code:
//


Strikes:
Quick Throw:

Quick Throw
Tier: D
Class: Assassin
Type: Offensive
Range: Medium
Requirements/Drawbacks: Vodarara makes use of his throwing weapons to make a number of quick attack.
Scaling: Hits
Sustain: 0
Cool Down: 1
Cost: 10
Description:

    Vodarara makes a quick throw at a target, this attack isn't precisely aimed but is generally aimed to hit them at the largest facing of their body at the time that they are thrown, they can be effectively thrown at a maximum of 10 metres away.

Code:

Code:
[center][b]Quick Throw[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Assassin
[b]Type:[/b] Offensive
[b]Range:[/b] Medium
[b]Requirements/Drawbacks:[/b] Vodarara makes use of his throwing weapons to make a number of quick attack.
[b]Scaling:[/b] Hits
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10
[b]Description:[/b]
[list]
Vodarara makes a quick throw at a target, this attack isn't precisely aimed but is generally aimed to hit them at the largest facing of their body at the time that they are thrown, they can be effectively thrown at a maximum of 10 metres away.[/list]

Slash & Dash:

Slash and Dash
Tier: C
Class: Assassin
Type: Offensive/Supplementry
Range: Short
Requirements/Drawbacks: Slash and Dash requires the attacker to be making use of a bladed or clawed weapon and have the ability to move.
Scaling: Hits
Sustain: 0
Cool Down: 2
Cost: 20 Stamina
Description:

    This attack method uses momentum and a weapon to aid with covering or extending the use of movement, being used either help create gaps or to close. The dash can cover up to 5 metres in a given direction, followed or led by an attack by a weapon.

Code:

Code:
[center][b]Slash and Dash[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Assassin
[b]Type:[/b] Offensive/Supplementry
[b]Range:[/b] Short
[b]Requirements/Drawbacks:[/b] Slash and Dash requires the attacker to be making use of a bladed or clawed weapon and have the ability to move.
[b]Scaling:[/b] Hits
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2
[b]Cost:[/b] 20 Stamina
[b]Description:[/b]
[list]
This attack method uses momentum and a weapon to aid with covering or extending the use of movement, being used either help create gaps or to close. The dash can cover up to 5 metres in a given direction, followed or led by an attack by a weapon.[/list]

Lupine Attack:

Lupine Attack
Tier: B
Class: Assassin
Type: Offensive/Supplementry
Range: Short
Requirements/Drawbacks: The Huntsman must be able to move and have access to something the can use offensively, as well as having a solid footing.
Scaling: Hits
Sustain: 0
Cool Down: 3
Cost: 30
Description:

    This attack consists of a minimum of 2 attempts to hit while on the move, the movement covers up to 8 metres around a target, while moving the attacker makes attempts to strike at their body while moving through, these attacks can be done with any weapons that they have quick to hand.C tier damage dealt.

Code:

Code:
[center][b]Lupine Attack[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Assassin
[b]Type:[/b] Offensive/Supplementry
[b]Range:[/b] Short
[b]Requirements/Drawbacks:[/b] The Huntsman must be able to move and have access to something the can use offensively, as well as having a solid footing.
[b]Scaling:[/b] Hits
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30
[b]Description:[/b]
[list]
This attack consists of a minimum of 2 attempts to hit while on the move, the movement covers up to 8 metres around a target, while moving the attacker makes attempts to strike at their body while moving through, these attacks can be done with any weapons that they have quick to hand.

C tier damage dealt.[/list]



Last edited by Vodarara on 27/12/16, 09:21 am; edited 5 times in total


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6 Re: Vodarara's Stash on 06/08/16, 04:14 pm

Vodarara

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Dom abiltiies



Last edited by Vodarara on 28/08/16, 12:31 pm; edited 1 time in total


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7 Re: Vodarara's Stash on 28/08/16, 12:25 pm

Vodarara

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A Rangers Arsenal
Siyah (Bow):

Name: Siyah
Tier: A
Type: Shortbow/Composite Bow
Appearance: This composite bow is 3ft long and 3 inches at its widest, it has a deep red tinge to it from the horn of the Rampaging Unicorn, with Fir tree wood and sinew to turn it into a composite, which increases the strength of the materials used making the bow more efficient in terms of power and range for its size.
Ammunition Appearance: A mixture of dry bone or treated and hardened wood is used for the main arrow shafts at around 22 inches long
A Hunter Knife - Knife (Hunting Knife):


Name: Bone Hunting Knife
Tier: C
Type: Hunting Knife
Material: Bone
Appearance: The blade of this knife is 14cm in length with a handle of 10cm, the handle is leather wrapped to allow greater purchase of grip in the hand.

The primary job of this hunting knife is the final dispatching of wounded prey and skinning of hides.



Not All That Mundane Weaponry
Kukri - Knife/Bladed Weaponry:

Name: Bone Kukri
Tier: C
Type: Knife
Material: Rampaging Unicorn Bone
Appearance: The Whole Knife is 41 cm (16 in.) in length, the handle being roughly 13cm (5 in.) and the blade roughly 28cm (11 in.). The Blade isn't a solid piece but two fused sheets to help reduce weight. The Blade is normally stored in a Leather Sheath for storage when not deployed.
Clawed Gauntlet:


Name: Clawed Gauntlet
Tier: C
Type: Clawed Armguard
Material: A Ice Warden's Lower Arm
Appearance: The gauntlet has a length of 51cm's embracing in its length with its width being at most 14 cm's, the Huntsmans elbow all the way down to his finger tips of his left arm, the most armouring from the creatures original bone appears to be left around the elbow and the surface of the hand, to provide higher levels of protection to those areas.

It is secured to the arm on the underside by hide straps that thread through a few sets of scales on its underside.
Improvised Weaponry - Thrown Weapons:


Name: Improvised Weaponry
Tier: C
Type: Improvised Throwing Weapons
Material: Knives, Hand Axes, Ice Picks
Appearance: This mirage of throwing weapons are used from Vodarara's spare equipment, to be used in combat to help deter the enemy, they vary in size and length from 4 inches towards 8 to 10 inches in length depending on the item.


The Pack

Shevika:


Name: Shevika
Tier: D
Type: Normal
Species: Rabbit-Wolf Hybrid
Appearance: Shevika has now grown to 91cm (3ft) in height in height and 76cm (2.5ft) in length, though she is still maturing she still carries both rabbit and wolf traits and 3 tails of a 30cm (1ft) each.
Beast Traits: (See the Trait Systems for more info.)

Trait Name: Acute Senses
Trait Tier: D
Trait Requirement: Shevika
Trait Description: Though still maturing, Shevika's adapted rabbit like ears allow her to hear and detect sounds at a greater range and greater detail.
Trait Effect: Allows Shevika to detect small levels of sounds and their direction where they have come from when searching for sounds.

Trait Name: Lupine Speed
Trait Tier: D
Trait Requirement: Shevika
Trait Description: Shevika is able to move at the speed of a wolf and has the stamina to keep it up for a significant amount of time.
Trait Effect: Can move at the speed of a running wolf for hours in a day over bursts of minutes.

Trait Name: Natural Weapons
Trait Tier: D
Trait Requirement: Shevika
Trait Description: Shevika's Teeth and Fangs are capable of dealing C tier damage, if they can clamp down.
Trait Effect: Teeth and Fangs can deal C tier damage if they can clamp down on a target.
Previous Form:

Shevika:


Name: Shevika
Type: Non-Combat Pet
Appearance and personality: Shevika appears to be a small wolf/rabbit hybrid with multiple tails. Shevika is still a puppy and stands about 1 foot tall.
This is a non-combat pet and cannot be used in any type of combat or as a mount!
Owl Chick - Non-Combat Creature:


Name: Head-bound Owl Chick
Type: Non-Combat/Companion Pet
Appearance: The owl chick is around 16 cm tall and fairly plump around the body with dark grey puffy young plumage across its body, its feet are a creamy white with grey talons and its eyes are a piercing yellow.
This is a non-combat pet and cannot be used in any type of combat or as a mount!

Accursed Magic Items
A Frozen Tear:


Name: Frozen Tear
Tier: B
Type: Charm
Magic Type: Dry Ice [Heat+Ice]
Appearance: A 7 cm charm in the shape of a frozen teardrop.
Function:

  • The charm can be held as if it were the hilt/handle to a weapon. Then, by feeding magoi into it, the user can produce a B-tier dagger 20cm long made of dry ice. This dagger has the same durability of any other weapon of its tier and has a 1 post cool down if broken. Wounds made by the dagger suffer from minor frostbite on top of lacerations. 10 Magoi to activate | 5 to sustain


Shimmer Scale Cloak:


Name: Shimmer Scale Cloak
Type: Cloak Liner
Magic Type: Perfect Illusion
Tier: D
Material: Carapace of Mutated Skitterbugs
Appearance: The Carapace of the Skitterbugs itself is slightly purple in nature, when in the light it slightly shimmers with colours of a rainbow when light touches it, the carapace itself is used an additional Liner, Vodarara can run inside his cloak's after adjustments were made.
4ft (122 cm) Long by two and a half foot (76 cm) wide
Function:

  • Phantom Mirage - Feeding magoi into the cloak causes an illusory copy of the user to appear 5m away in a location of their choosing. The copy will mimic the users movements and sounds, even their voice. It can interact with the world physically, but only with D-tier force. 10 Magoi to activate | 5 to sustain.


Stalagmite:


Name: Stalagmite
Type: Mounted Crystal
Tier: D Tier
Magic Type: Crystal (Heat+Strength)
Material: Crystal
Appearance: A Single Flat Gem Plate that is built into a Leather Hide Glove, they are deep blue in colouration.
Function:

  • Feeding magoi to the magic tool allows the user to activate a spell by touching their hand to the earth. This will cause five 3m tall, 0.5m wide crystals to rise up from the ground in any spot they choose within 10m of themselves. These crystal pillars deal no damage and have D-tier item durability. Each face of the obelisk-like pillars is finely polished and highly reflective. The crystals can't be seen through. 10 Magoi to activate | 5 magoi to sustain.


Howling Lantern:


Name: Howling Lantern
Tier: D
Type: Magic Item
Magic Type: Storm (Wind+Lightning)
Appearance: The item is a silver lantern that is about 1 meter in height. There is a wolf figure and moons made of glass inserted within the metal. The magic circle is hidden within the lantern on the bottom section.
Cost: 10 magoi | 5 magoi
Function:

  • Lightning Sentry - By feeding magoi into the lantern, a ball of blue lightning will form in the center and it will begin to glow brightly and crackle. The lantern will shoot out the lightning from the center into the rough shape of a blue hound that is about 2 meters in height and 3 in length. The user may move the hound within 10 meters of themselves. However, the hound will only provide light within 5 meters of itself. It may not do damage and will dissipate if attacked.


The Mundane and Other Things

Health Potion x 1  http://magiworld.forumotion.com/t71-potion-of-good-health-20000-huang


x2 (See 2016 and 2017)

Description: A shard of crystallized fate. When broken, it allows the will of the user to somehow influence their fate. Please see the Shard Systems Page for more information.
Amount: 1



Last edited by Vodarara on 27/12/17, 05:55 am; edited 11 times in total


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8 Re: Vodarara's Stash on 28/08/16, 12:25 pm

Vodarara

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Additional Slot History New (Restructure)


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9 Vodarara - Thread Tracker on 07/01/18, 07:50 am

Vodarara

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Vodarara's Topics


Active Topics

Job

Social/Other

__________________________________________________________________________________

Colour Listings:

  • Plot/Special
  • Dungeon Content
  • Jobs
  • Travel
  • Social/Other
  • Training


Thread Archive
All Content in presumed order of occurrence. Presume events noted in Full Voda-Canon to be correct.

Full Voda-Canon Content
The Storm Front Chronicles

  1. The Predator Becomes The Prey (Rampaging Unicorn Battle)
  2. The Wanderer (Becoming a Imuchakk)
  3. A Test of Swimming
  4. Creating An Arsenal
  5. Red Snow
  6. The Storms Gate
  7. Within The Storm Front
  8. Lost to the Storm


The Sent Afar Chronicles

  1. Imuchakk Assets
  2. White Coat
  3. Bear Hunt
  4. A Port Battle
  5. Imuchakk Childcare
  6. Escort Duty
  7. The Return Home


The Snowfall Chronicles

  1. The Return
  2. The Clean Up Afterwards
  3. Pathfinding
  4. Scarlet Hunter
  5. The Wolves that Hunt
  6. Scars and Pups
  7. What Lurks under the Ice
  8. Recovery and Survival


Chronicles : In Search of Aid

  1. Those that Set out
  2. Contracts : That of the Past, That of the Future
  3. Beast Hunt
  4. Seeking Favour
  5. The Arts beyond the Bow
  6. Against Bandits
  7. Note of Intent
  8. The Return
  9. That Which Goes Unspoken


Chronicles : A Hunt Master

  1. 1: The Balance of the Wilds
  2. 2: The Balance of the Wilds
  3. 3: The Balance of the Wilds
  4. 4: The Balance of the Wilds
  5. Smokes and Poisons


Chronicles : The First Legacies

  1. Legacy : Covering
  2. Legacy : Webbing
  3. Legacy : Pin-Point


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