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Baixin's Starting Abilities[COM]

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1 Baixin's Starting Abilities[COM] on 04/06/17, 09:23 pm

Baixin

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D-Tier
D-Tier
Feinted Front
Tier: D-Tier
Class: Assassin
Type: Offensive
Range: Short 1-3m
Requirements/Drawbacks:The initial lunge/first strike creates a risky opening on the user, allowing the opponent a free attack provided they are quick enough. User must be wielding a dagger or knife. For damage to be successful, the feint must not be interrupted, as the dagger will not be in position for the strike.
Scaling: Damage
Sustain:0
Cool Down: 2 turns
Cost: 10 stamina minimum, 10 additional for each tier of damage added
Description:

    The user will lunge up to 3 meters towards the target with aim to slash at the upper body(chest and shoulders), and then firmly plants their feet amidst the slash. The user then flips the dagger/knife in their hand to face backwards, and returns their arm in the opposite direction to stab the target in the lower torso's side. The first strike is intended as a feint.



Diagonal Slash
Tier: D-Tier
Class: Assassin
Type: Offensive
Range: Close
Requirements/Drawbacks:User must be standing, and have free use of their armed hand, and be able to swing it from their waist upwards.
Scaling: Damage
Sustain:0
Cool Down:1
Cost: 10 stamina, 10 additional per damage tier added
Description:

    The user tightens their grip on their weapon, holding it at an angle from their waist, and swipes it upwards diagonally, aiming for a slash across the opponents body.


Displacing Kick
Tier: D-Tier
Class: Assassin
Type: supplementary
Range: Close
Requirements/Drawbacks: The user must be able to use their legs. Opponent must be standing. Opponent must be within range of a kick and there must be room to kick. If there is an obstacle blocking the path this will be unsuccessful.
Scaling: Upgrades tier of "attack".
Sustain: 0
Cool Down: 1
Cost: 10 Stamina, 10 for each tier added.
Description:

    The user turns their body to the side and rears their forward leg up and aims a kick at the medial side of a target's knee, aiming to disrupt their balance and bring the target to the ground. If the kick lands and the "damage" tier is not nullified, the blow is effective.


Tear Gas Bomb
Tier: D-Tier
Class: Assassin
Type: Supplementary
Range:Medium 2-10m
Requirements/Drawbacks: The user must have a free hand. Bomb has a delay of 3 seconds before it goes off.
Scaling: Range
Sustain: 0
Cool Down: 1
Cost: 10 stamina, 10 additional stamina for each 5m added to the range of the throw.Description:

    After pulling a small bomb from a place hidden within their clothing, the user pulls the respective arm across their body and throws the sphere at a target location. When the bomb goes off, a tear gas covers a 5m radius, irritating the eyes of those within range and causing them to tear up, making it difficult for them to see. The gas dissipates after one post while the effect subsides after two.


Intoxicating Knives
Tier: C-Tier
Class: Assassin
Type: Offensive
Range: Medium
Requirements/Drawbacks:User must have available throwing knives to use, as well as a free able hand to throw the knife.
Scaling: Number of knives thrown
Sustain: 0
Cool Down: 1
Cost: 20 Stamina, 10 additional for each additional knife thrown.
Description:

    Pulling a pre-poisoned knife or knives from his person, the user accurately throws them at a target's torso. These daggers deal D-Tier damage, as well as cause the target to bear symptoms identical to being intoxicated. These effects begin one post after being hit, and dissipate one post after beginning, one additional for each "dose" of daggers that hit.



Last edited by Baixin on 08/07/17, 08:05 pm; edited 7 times in total

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2 Re: Baixin's Starting Abilities[COM] on 06/06/17, 02:51 am

Baixin

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D-Tier
D-Tier
Finished; also if possible, a question: Will the items for the appropriate ability need to be purchased?

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3 Re: Baixin's Starting Abilities[COM] on 07/06/17, 06:30 am

First of all, you're going to need more to your requirements than needs to be wielding blank. And it's pretty obvious they need to be in range for the ability to have any effect... It's great that you added drawbacks, but keep in mind they are not required. Overall, your requirements just aren't detailed enough in the areas we're looking for.

Hopefully, I'm not making you feel discouraged or upset. Requirements aren't always easy to make, especially if you aren't a magician (we magicians have it easy xD). It's something you develop over time. If you have any questions or are confused about the requirements, please feel free to ask~. One thing I've found helpful is looking at other approved abilities.

Divided Front

  • Tiers don't exactly work that way. By that, I mean two B-Tier attacks equal an A-Tier attack.

  • There is no need for the damage calculation part. But make sure you clarify that this attack deals C-Tier in total and each slash deals D-Tier damage. Just a little note that applies to the rest of your abilities actually. Please specify the damage this ability deals ^^.


Reinforced Parry

  • Unfortunately, only Warriors can parry x_x


Dislodging Kick

  • Oftly specific time lol. But seriously, in a fight, 1.5 seconds takes way too much time. You'd be on the floor with your ass thoroughly beaten by then. From how you're describing it, it sounds like either a side, back, or roundhouse, which definitely doesn't take a second to execute. In 1.5 seconds I could probably fit all three kicks.

  • Just so you know, martial arts is more of a Warrior sort of thing. You're fine to go on with this ability, but any sort of fancy martial arts thing you're planning should probably be put on pause until you have a warrior class.

  • You might want to fix the code for 'scaling'.


Obscuring Smoke Bomb

  • I'm not sure if you mean 'a second' literally or you are using the expression. I'm taking it as literal - even if you were using the expression, it still may cause some confusion - so I'd honestly just take out the 'takes a second to'. It is honestly unnecessary.

  • There is no need to put a limit to the scaling.

  • 20cm is a bit... small, don't you think? Abilities like these usually have a radius closer to 3m.


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4 Re: Baixin's Starting Abilities[COM] on 07/06/17, 09:50 am

Baixin

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D-Tier
D-Tier
I see. Most of these abilities were actually taken with other approved abilities in consideration, but perhaps my lack of experience in putting combat into smaller broken movements caused my take on them to be odd. I'm used to free form with stats helping our characters understand how they clash(directly and indirectly) against eachother, as well as an understanding of what they are physically capable of. What would probably help me more is to read a combat post, perhaps one of the dungeons, to see examples of combat it self here, both npc and pvp, along with application of abilities and their restrictions.

Divided Front: I understand, and I also dont understand. I saw that C+C=B, but I'm not sure what was the issue here. The idea of the calculation part was to show that the main attack is the second, but later I ended up adding the word "feint" in, I'll remove the [twohits] factor and turn it into a singular hit, leaving the feint move in there I suppose.

Reinforced Parry: Ah, oh well, I'll switch this to... a specified dodge/placement ability.

Dislodging kick: I didnt really see it as martial arts, but more of the gritty way an assassin might hope to debilitate someone, this character wasn't planned to perform any type of martial arts.

Smoke Bomb: The idea was a simple method to obscure vision of a target briefly without obscuring the user's vision of them, but I think going the smoke bomb route was improper; changing this to a short lasting tear gas or some sort should be more acceptable yes?

I'll get to reading the combat log and fixing things around this evening.

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5 Re: Baixin's Starting Abilities[COM] on 07/06/17, 01:33 pm

Divided Front

  • Feints wouldn't deal any damage. They'd just be faints. I mean, that isn't to say you couldn't make it deal damage, but if you're making it two hits, to be most effective you would ideally want the two hits to add up to whatever the damage would be. (ie. 2 C-Tier attacks for a B-Tier ability)


Dislodging kick

  • This is really just a basic martial arts skill. If you've got a big guy attacking you and you know the knee is easy to attack, go for it. (It is actually recommended that you do since the knee is a fantastic weak point to exploit. Just don't go for it unless you're in danger.)

    Any of your basic actions (ie. punching, kicking) can probably be classified as martial arts especially if it is a part of an ability. Mind you, my assassin does have one or two martial art techniques up her sleeve. I think basic martial art moves are fine since they're more common sense than anything else pft. But I mean, it is sort of hard to not consider this martial art, especially since abilities are things you train and hone. These aren't just random kicks you throw out. These are deliberate moves.


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6 Re: Baixin's Starting Abilities[COM] on 08/07/17, 08:06 pm

Baixin

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D-Tier
D-Tier
Completed.

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7 Re: Baixin's Starting Abilities[COM] on 09/07/17, 10:45 am

Make sure you specify damage.


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