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Sabin's Abilities Volume 2

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1Sabin's Abilities Volume 2 Empty Sabin's Abilities Volume 2 05/05/22, 10:35 am

Sabin

Sabin
β-Tier
β-Tier





Twin Dragon Strike
Tier: B
Class: Assassian
Type: Offensive
Range: Short
Requirements/Drawbacks: The user must take a specific crouching stance before unleashing the attack. A weapon must be used in the involvement of these attacks.
Scaling: Power- For every 10 additional stamina paid, the damage is increased by an additional tier (Capping at A-Tier).
Sustain: 0
Cool Down: 3 Posts
Cost: 30 Stamina
Description:
Using assassin-based martial arts, the user does two well-placed strikes at the target, with each strike dealing C-tier ability damage.





Hunter Gatherer - Magoi MRE
Tier: B
Class: Ranger
Type: Supplementary
Range: Long
Requirements/Drawbacks: The profession "Culinary Survivalist" is needed to use this ability. The gathering of materials has to be plausible depending on the current environment that this ability is used. The user cannot be in active combat in order to forage for materials. This version of the MRE can only be used once per thread.
Scaling: Sum- For 10 additional stamina, the number of MREs that can be created through the use of this ability increases by 1.
Sustain: 0
Cool Down: 3 Posts
Cost: 30 Stamina
Description: Within 100 meters from his current location, Sabin will gather edible food either through foraging or fresh/recent kills from applicable monsters in the area. These materials will be used to make a single B-tier mundane MRE food item based on the Culinary Survivalist profession to recover Magoi of the same value. MREs created in this manner follow the same rules of the profession and cannot be consumed while actively in combat. When sustained, another additional set of MREs can be created.





Hunter Gatherer - Stamina MRE
Tier: B
Class: Ranger
Type: Supplementary
Range: Long
Requirements/Drawbacks: The profession "Culinary Survivalist" is needed to use this ability. The gathering of materials has to be plausible depending on the current environment that this ability is used. The user cannot be in active combat in order to forage for materials. This version of the MRE can only be used once per thread.
Scaling: Sum- For 10 additional stamina, the number of MREs that can be created through the use of this ability increases by 1.
Sustain: 0
Cool Down: 3 Posts
Cost: 30 Stamina
Description: Within 100 meters from his current location, Sabin will gather edible food either through foraging or fresh/recent kills from applicable monsters in the area. These materials will be used to make a single B-tier mundane MRE food item based on the Culinary Survivalist profession to recover Stamina (Nutritionist Perk) of the same value. MREs created in this manner follow the same rules of the profession and cannot be consumed while actively in combat. When sustained, another additional set of MREs can be created.




Name: Uranium Venom
Class: Assassin
Tier: B-Tier
Type: Supplementary
Range: Close
Requirements/Drawbacks:  Must have Tartarus affiliation (non-visa) to obtain this poison.
Scaling: Deteriorate - For every additional 10 stamina, Sabin can increase the dosage, increasing the durability deterioration by an additional -100.
Sustain: 0
Cool Down: 3 posts
Cost: 30 Stamina
Description:

With the use of this ability, the user can produce a specialized holder vial full of Uranium Venom, a specific radiation-based fog liquid that's considered poison to items/materials that degrade them over time. Regardless of where the target was hit or exposed, the contents of the poison explode into a 15-meter green fog that attacks the integrity of the item/weapon's durability in range by inflicting C-tier ability damage each post for the next three posts. With how fog liquid works, its original form is liquid until it is stationary when exposed to air.  If exposed repeatedly, the degraded count resets. However, if not exposed repeatedly and three post time runs out, the poison will subside. Application of the vial usage is left to the capabilities of the user (Ex- a trick weapon meant for shooting them, tying them to an arrow, etc. If an item/weapon is broken this way, it will remain unusable until fixed. This ability by itself can be stored as a vial item slot for an appropriate "vial weapon" that will be treated as "Uranium Venom", with the poison value depending on the scaling. If used in this way, a vial can be created once per turn and will stay slotted within the appropriate weapon until used.




Name: Chenonbyl Scurge
Class: Assassin
Tier: B-Tier
Type: Supplementary
Range: Close
Requirements/Drawbacks:  Must have Tartarus affiliation (non-visa) to obtain this poison.
Scaling: Delay- For every additional 10 stamina, Sabin can increase the dosage, increasing the anticipated cooldown by 1 post.
Sustain: 0
Cool Down: 3 posts
Cost: 30 Stamina
Description:

With the use of this ability, the user can produce a specialized holder vial full of Chenonbyl Scurge, a specific radiation-based poison that specifically bolsters the targets fatigue. Regardless of where the target was hit or exposed, for the next three posts, the contents of the poison will increase any ability (s) that currently reaches cooldown by 3 posts. If the ability in question does not have a cooldown, it's new cooldown will be 3 posts if the user does not sustain before the poison subsides. If exposed repeatedly, the time of being poisoned resets but currently affected cooldowns do not. However, if not exposed repeatedly and three post time runs out, the poison will subside. Application of the vial usage is left to the capabilities of the user (Ex- a trick weapon meant for shooting them, tying them to an arrow, etc. If an item/weapon is broken this way, it will remain unusable until fixed. This ability by itself can be stored as a vial item slot for an appropriate "vial weapon" that will be treated as "Chernobyl Scurge", with the poison value depending on the scaling. If used in this way, a vial can be created once per turn and will stay slotted within the appropriate weapon until used.






Last edited by Sabin on 03/02/23, 02:15 am; edited 5 times in total

2Sabin's Abilities Volume 2 Empty Re: Sabin's Abilities Volume 2 12/12/22, 12:34 am

Zion

Zion
A-Tier
A-Tier

Semtex:
-I notice your list code seems to be missing an end tag on the description.
-What are the specifics of where the charge, sticky, and not sticky parts of the ball are located relative to each other? The way its described it sounds like the entire thing is stick but then you wouldn't be able to handle it.
-How does the ball expand from 2in to 6in?
-There is no mechanism to trigger it at will as the bomb isn't a part of your body or anything, you would need to do something to trigger it from afar like shooting it with an arrow, but if it can be triggered like that it probably needs the drawback that it can  be triggered by receiving an attack.
-You won't be able to make these to be stored as mundane items. They are treated the same way as the explosive tip of a ranger ability would. You can still use as many as your stamina/sustains allow.
-This ability will need a duration for when the bombs either detonate on their own or become inert as lighting the charge would be considered the start of this ability.


Battering Ram/Scorpio Shooter:
-These straddle the line between ability and equipment a bit too far into the equipment side. Ranger's access to siege weapons means equipment and siege related abilities would be abilities tied to siege weapons.
-Alternative to buying these as equipment, you can restructure the abilities into building them out of materials in the environment or brought with you. These would be purely supplementary and the resulting constructs would then act like equipment, but as equipment they would not do ability damage unless you made an ability for operating that specific siege weapon.
-Lastly, the two weapons were both a bit small to be considered siege weapons. The Scorpio is a bit more reasonable as a defensive siege weapon to be fired from the ramparts. But it certainly wouldn't be large enough to fire bolts large enough really do damage in a siege. The battering ram is really more like a pile driver based on description though. It lacks the size and weight to really be called a battering arm.

Twin Dragon Strike:
-Needing a target in mind is a given for most abilities. You need something specific that you must do or achieve before execution. Like taking a certain stance or performing a simple motion.
-There needs to be a logical reason for why this strike can be used both unarmed or with a weapon. Like the strike itself being a chop with the meat of the hand that can easily be substituted with the butt of a weapon handle.

Hunter Gatherer:
-Add, "if time allows" to the requirements. You wont always be conveniently right next to a berry bush so all the foraging this ability takes probably wont be something you could do in the middle of a fight.
-You should also add a restriction on how much you can recover from your own gathered food as otherwise you'd be able to have infinite magoi/stamina given you're able to rest.
-Your perk lets you make food items that restore stamina, but the food that restores stamiand and the food that restore magoi should be different abilities as those are essentially different meals.

Uranium Venom:
-Just like with the bombs, you can't create a mundane item. Unless like with the siege weapons you drop the aspect of coating stuff and make the ability solely about crafting a vial of the poison. Otherwise, you need to treat the ability as though you already have vials on you and use them to coat something.
-The requirements don't make sense as you list only your own weapon types as applicable targets. But coating your own weapons will cause them to degrade. The goal is surely to coat your enemies equipment in the stuff.

3Sabin's Abilities Volume 2 Empty Re: Sabin's Abilities Volume 2 28/12/22, 03:04 pm

Sabin

Sabin
β-Tier
β-Tier

made some fixes

4Sabin's Abilities Volume 2 Empty Re: Sabin's Abilities Volume 2 29/12/22, 08:39 pm

Zion

Zion
A-Tier
A-Tier

Semtex:
-I'm not an explosives expert, but I don't think dynamite works this way. Once dynamite goes its lighting up all at once, I don't think there is a way to only activate a bit of the energy in it to make it expand a little. But what you're trying to do isn't impossible so let's see if we can work this out.

How about you have the ball be filled with a liquid that ignites on contact with the air, when you press the thing, it drops a metal into the ball that reacts with the liquid causing it to turn into a gas. Thus giving you the expansion and maintaining logic for why they go off when attacked since popping the shell means ka-boom.

Twin Dragon Strike:
-What is the specific stance?

Magoi/Stamina MRE:
-You are supposed to use these profession perks for crafting, they do not grant you MREs as an ability. Using the profession as a basis for a food gathering ability can be done, but its gonna need limitations to prevent you from producing unlimited stamina/magoi. Using my own spell to make wine as an example, they are only good for one serving and eating a second serving will provide no benefit. I also only get half back if I drink the wine, but thats cause its made of my own magoi, I don't think you need that limitation here since its foraged.

Urainium Venom
-The requirement you have is good since it uses a special product of the country, but that is sort of like an extra condition. It still needs a requirement of you retrieving it and throwing it or something. It sounds like they might also be triggerable by being attacked.
-The part about using it in conjunction with a trick weapon would be something you can do as a combination without needing it mentioned here as long as the trick weapon mentions the same type of vials. Feel free to leave it in, but I'm just letting you know it wouldn't be required and you could still use them that way.
-You still have the bit about creating a mundane item in at the end.

5Sabin's Abilities Volume 2 Empty Re: Sabin's Abilities Volume 2 03/02/23, 02:15 am

Sabin

Sabin
β-Tier
β-Tier

added a new poison and made my corrections

6Sabin's Abilities Volume 2 Empty Re: Sabin's Abilities Volume 2 03/02/23, 08:46 am

Zion

Zion
A-Tier
A-Tier

You missed the requirements edit on Uranium Venom, the same thing would apply to your new poison. I've taken the liberty of adding something simple to get you the 1/2 without any more hassle. Feel free to DM me if you'd like to change it:

Code:
[center]
[b]Twin Dragon Strike[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Assassian
[b]Type:[/b] Offensive
[b]Range:[/b] Short
[b]Requirements/Drawbacks:[/b] The user must take a specific crouching stance before unleashing the attack. A weapon must be used in the involvement of these attacks.
[b]Scaling:[/b] Power- For every 10 additional stamina paid, the damage is increased by an additional tier (Capping at A-Tier).
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3 Posts
[b]Cost: [/b]30 Stamina
[b]Description:[/b]
Using assassin-based martial arts, the user does two well-placed strikes at the target, with each strike dealing C-tier ability damage.

[hr]


[center][b]Hunter Gatherer - Magoi MRE[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Ranger
[b]Type:[/b] Supplementary
[b]Range:[/b] Long
[b]Requirements/Drawbacks: [/b]The profession "Culinary Survivalist" is needed to use this ability. The gathering of materials has to be plausible depending on the current environment that this ability is used. The user cannot be in active combat in order to forage for materials. This version of the MRE can only be used once per thread.
[b]Scaling:[/b] Sum- For 10 additional stamina, the number of MREs that can be created through the use of this ability increases by 1.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3 Posts
[b]Cost:[/b] 30 Stamina
[b]Description:[/b] Within 100 meters from his current location, Sabin will gather edible food either through foraging or fresh/recent kills from applicable monsters in the area. These materials will be used to make a single B-tier mundane MRE food item based on the Culinary Survivalist profession to recover Magoi of the same value. MREs created in this manner follow the same rules of the profession and cannot be consumed while actively in combat. When sustained, another additional set of MREs can be created.

[hr]


[center][b]Hunter Gatherer - Stamina MRE[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Ranger
[b]Type:[/b] Supplementary
[b]Range:[/b] Long
[b]Requirements/Drawbacks: [/b]The profession "Culinary Survivalist" is needed to use this ability. The gathering of materials has to be plausible depending on the current environment that this ability is used. The user cannot be in active combat in order to forage for materials. This version of the MRE can only be used once per thread.
[b]Scaling:[/b] Sum- For 10 additional stamina, the number of MREs that can be created through the use of this ability increases by 1.
[b]Sustain: [/b]0
[b]Cool Down:[/b] 3 Posts
[b]Cost: [/b]30 Stamina
[b]Description:[/b] Within 100 meters from his current location, Sabin will gather edible food either through foraging or fresh/recent kills from applicable monsters in the area. These materials will be used to make a single B-tier mundane MRE food item based on the Culinary Survivalist profession to recover Stamina (Nutritionist Perk) of the same value. MREs created in this manner follow the same rules of the profession and cannot be consumed while actively in combat. When sustained, another additional set of MREs can be created.

[hr]

[b]Name:[/b] Uranium Venom
[b]Class: [/b]Assassin
[b]Tier:[/b] B-Tier
[b]Type: [/b]Supplementary
[b]Range:[/b] Close
[b]Requirements/Drawbacks: [/b] Must have Tartarus affiliation (non-visa) to obtain this poison. The user must reach into their back pocket to retrieve a vial.
[b]Scaling: [/b]Deteriorate - For every additional 10 stamina, Sabin can increase the dosage, increasing the durability deterioration by an additional -100.
Sustain: 0
[b]Cool Down: [/b]3 posts
[b]Cost: [/b]30 Stamina
Description:

With the use of this ability, the user can produce a specialized holder vial full of Uranium Venom, a specific radiation-based fog liquid that's considered poison to items/materials that degrade them over time. Regardless of where the target was hit or exposed, the contents of the poison explode into a 15-meter green fog that attacks the integrity of the item/weapon's durability in range by inflicting C-tier ability damage each post for the next three posts. With how fog liquid works, its original form is liquid until it is stationary when exposed to air.  If exposed repeatedly, the degraded count resets. However, if not exposed repeatedly and three post time runs out, the poison will subside. Application of the vial usage is left to the capabilities of the user (Ex- a trick weapon meant for shooting them, tying them to an arrow, etc. If an item/weapon is broken this way, it will remain unusable until fixed. This ability by itself can be stored as a vial item slot for an appropriate "vial weapon" that will be treated as "Uranium Venom", with the poison value depending on the scaling. If used in this way, a vial can be created once per turn and will stay slotted within the appropriate weapon until used.

[hr]

[b]Name:[/b] Chenonbyl Scurge
[b]Class: [/b]Assassin
[b]Tier:[/b] B-Tier
[b]Type: [/b]Supplementary
[b]Range:[/b] Close
[b]Requirements/Drawbacks: [/b] Must have Tartarus affiliation (non-visa) to obtain this poison. The user must flick their wrist to palm a vial from their sleeve.
[b]Scaling: [/b]Delay- For every additional 10 stamina, Sabin can increase the dosage, increasing the anticipated cooldown by 1 post.
Sustain: 0
[b]Cool Down: [/b]3 posts
[b]Cost: [/b]30 Stamina
Description:

With the use of this ability, the user can produce a specialized holder vial full of Chenonbyl Scurge, a specific radiation-based poison that specifically bolsters the targets fatigue. Regardless of where the target was hit or exposed, for the next three posts, the contents of the poison will increase any ability (s) that currently reaches cooldown by 3 posts. If the ability in question does not have a cooldown, it's new cooldown will be 3 posts if the user does not sustain before the poison subsides.  If exposed repeatedly, the time of being poisoned resets but currently affected cooldowns do not. However, if not exposed repeatedly and three post time runs out, the poison will subside. Application of the vial usage is left to the capabilities of the user (Ex- a trick weapon meant for shooting them, tying them to an arrow, etc. If an item/weapon is broken this way, it will remain unusable until fixed. This ability by itself can be stored as a vial item slot for an appropriate "vial weapon" that will be treated as "Chernobyl Scurge", with the poison value depending on the scaling. If used in this way, a vial can be created once per turn and will stay slotted within the appropriate weapon until used.

[hr]

7Sabin's Abilities Volume 2 Empty Re: Sabin's Abilities Volume 2 28/05/23, 07:35 pm

Trently

Trently
A-Tier
A-Tier

2/2 have at it Lagi

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