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Initial Abilities

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1Initial Abilities Empty Initial Abilities 12/09/14, 02:08 pm

Tsuka

Tsuka
D-Tier
D-Tier

Name: Ghost Step
Tier: D
Cost: 10 Stamina
Weapon Type: Body
Class: Supplementary
Range: 5m
Duration: 1 Post
Cool-Down: 2 Post
Description: This is a foot technique that Tsuka has learned through his encounters. More used as a dodge Tsuka is capable of moving at an intense speed (10m/s) in order to gain some ground in between himself and his enemy.

Name: Sheathed-to-Parry
Tier: C
Cost: 20 Stamina
Weapon Type: Wakizashi
Class: Defensive
Range: Close
Duration: 1 Post
Cool-Down: 3 Post
Description: A parry-technique, this is a sleight of hand trick of Tsuka to unsheathe his blade and defend against an attack in almost an instant. The blade moves at 15m/s. Can parry up to 1 B-Tier/2 C-Tier/4 D-Tier

Name: Five-Point Jab
Tier: D
Cost: 10
Weapon Type: Body
Class: Offensive
Range: Close
Duration: 1 Post
Cool-Down: 2 Post
Description: Once again relying on his specialty in sleight-of-hand Tsuka is able to deliver a rapid series of punches. Total of five strikes he will seek to land them anywhere he can intending to overwhelm and disorient his opponent. Strikes move at 10m/s and do not stack.

Name: Disarming Strike
Tier: D
Cost: 10 Stamina
Weapon Type: Body
Class: Supplementary
Range: Close
Duration: 1 Post
Cool-Down: 2 Post
Description: A useful technique and also a skill coming from his sleight-of-hand abilities. Tsuka uses a precise pressure-point strike that moves at 10m/s. This technique may be used on up to 5 hands. The pressure point forces the fingers to open up and having any hand-held object drop from the hand(s) to the ground beneath them.

Name: Anticipated Interception
Tier: D
Cost: 10 Stamina
Weapon Type: Body
Class: Defense
Range: Close
Duration: 1 Post
Cool-Down: 2 Post
Description: Using his hands he is able to redirect a physical attack into a different direction. Tsuka is capable of moving at 10m/s and is able to redirect 1 C-Rank/2 D-Rank. This skill does not apply to magic techniques that are intangible.



Last edited by Tsuka on 14/09/14, 09:00 am; edited 3 times in total

2Initial Abilities Empty Re: Initial Abilities 12/09/14, 03:19 pm

Ariella Negri

Ariella Negri
Ω-Tier
Ω-Tier

Ghost Step: How far does he travel? Also, this would be considered supplementary, as it is dodging and attack, not blocking or parrying it.

Sheathed-to-Parry: Just change the range to “close” and add what tier of attack it can parry

Iron Lungs: I am not sure this is possible for someone of the strength class, I will discuss with the other mods to be sure. Regardless, the stamina cost would be 10/5, not 10 on third post. The duration would be 1-3 posts with the cool down being 2-4 posts.

Disarming Strike: Change this to “individuals using one handed weapons. Add the speed at which the action moves. This is not offensive, as it does not deal damage, it would be supplementary. Remove the part about being intended for magicians. What does he do with the weapon he disarms? Does he drop it, hold it, or throw it away? If it is being thrown away from them, how far away?

Focus: You cannot gain both strength AND speed for this action. You would also not focus you magoi, as you cannot use your magoi until B-tier.

3Initial Abilities Empty Re: Initial Abilities 13/09/14, 12:16 pm

Tsuka

Tsuka
D-Tier
D-Tier

Alterations have been completed as you requested.
Thanks~

4Initial Abilities Empty Re: Initial Abilities 13/09/14, 12:59 pm

Duquin

Duquin
A-Tier
A-Tier

Ghost Step
-Keep in mind that due to the speed buff rules found in the ability guidelines, this ability does not mean you can run or sprint at 10m/s. Instead of a constant speed buff, supplementary dodging moves like this are considered instant, short bursts of speed. So it would be a single step and there would be no control over your trajectory while going from point A to point B.

Sheathed-to-Parry
-Please don't use flavor text as the main part of your description and then add the values as if they are side notes. The following sentence is what I'm talking about:
The blade is expected to move at an incredible speed (10m/s) and most of the time is too fast for a normal eye to catch.
This line should just say "the blade moves at 10m/s" and if you want to claim it is too fast for a normal eye to catch you can do so in RP. Although no player characters are "normal" so it's not like they'd be unable to catch your movements.

Iron Lungs
-This falls into the category of body manipulation which is part of a future planned specialization. Staff is having a meeting on Sunday which will cover a lot of things and I hope to get body manipulation on the list of stuff we get addressed during the meeting. For now, please replace this ability with something else.

Disarming Strike
-This requires a movement speed for your strike. Should be 10m/s

Focus
-According to the buffing rules, you need magoi manipulation in order to give yourself a passive buff of strength or speed. So this ability needs to change into an actual specific attack.
-This ability can deal C-tier damage once, or once per turn if you give it a sustained cost.

5Initial Abilities Empty Re: Initial Abilities 13/09/14, 01:29 pm

Vardreth

Vardreth
Ω-Tier
Ω-Tier

Ghost Step:
While currently strength's stats list 'range' as an alternate means of 'scale', Yakuroro has ruled that it should not and that scale should currently be used. As such, the maximum distance the dash can be used for is 5 meters.

6Initial Abilities Empty Re: Initial Abilities 13/09/14, 02:07 pm

Tsuka

Tsuka
D-Tier
D-Tier

Le bump

7Initial Abilities Empty Re: Initial Abilities 13/09/14, 03:01 pm

Vardreth

Vardreth
Ω-Tier
Ω-Tier

Your last technique only needs this:
Using his hands he is able to redirect a physical attack into a different direction. Tsuka is capable of moving at 10m/s and is able to redirect 1 C-Rank/2 D-Rank. This skill does not apply to magic techniques that are intangible.


For a buff for one of your techniques:
Your disarming technique doesn't need the rank limiter on it. That kind of rank limiter makes it look like a mixture between a defensive technique and a disarming technique to me. If it's going to be purely supplementary, you could word it like this:

Spoiler:

This would allow you to use it on any hand-held object, opening up its versatility.

On the other hand, you could lock down the versatility and make it a mixture between defensive and supplementary. Ex.:


Spoiler:


I removed the 'disarmed for 1 post' because the character will have to bend over and pick it up, and nothing about this ability forces them to not bend over to pick it up. If you wanted to make it more difficult for a player to re-arm themselves, then you could probably do something like this:


Spoiler:


Just a few ideas, if you want to make such an edit.

8Initial Abilities Empty Re: Initial Abilities 14/09/14, 09:01 am

Tsuka

Tsuka
D-Tier
D-Tier

Thank you for the constructive criticism. I shortened the final technique and changed the disarm to a pure supplementary technique that you recommended.

9Initial Abilities Empty Re: Initial Abilities 14/09/14, 09:13 am

Vardreth

Vardreth
Ω-Tier
Ω-Tier

Alrighty, looks good to me.

Approved~!

Code:
[b]Name:[/b] Ghost Step
[b]Tier:[/b] D
[b]Cost:[/b] 10 Stamina
[b]Weapon Type:[/b] Body
[b]Class:[/b] Supplementary
[b]Range:[/b] 5m
[b]Duration:[/b] 1 Post
[b]Cool-Down:[/b] 2 Post
[b]Description:[/b] This is a foot technique that Tsuka has learned through his encounters. More used as a dodge Tsuka is capable of moving at an intense speed (10m/s) in order to gain some ground in between himself and his enemy.

[b]Name:[/b] Sheathed-to-Parry
[b]Tier:[/b] C
[b]Cost:[/b] 20 Stamina
[b]Weapon Type:[/b] Wakizashi
[b]Class:[/b] Defensive
[b]Range:[/b] Close
[b]Duration:[/b] 1 Post
[b]Cool-Down:[/b] 3 Post
[b]Description:[/b] A parry-technique, this is a sleight of hand trick of Tsuka to unsheathe his blade and defend against an attack in almost an instant. The blade moves at 15m/s. Can parry up to 1 B-Tier/2 C-Tier/4 D-Tier

[b]Name:[/b] Five-Point Jab
[b]Tier:[/b] D
[b]Cost:[/b] 10
[b]Weapon Type:[/b] Body
[b]Class:[/b] Offensive
[b]Range:[/b] Close
[b]Duration:[/b] 1 Post
[b]Cool-Down:[/b] 2 Post
[b]Description:[/b] Once again relying on his specialty in sleight-of-hand Tsuka is able to deliver a rapid series of punches. Total of five strikes he will seek to land them anywhere he can intending to overwhelm and disorient his opponent. Strikes move at 10m/s and do not stack.

[b]Name:[/b] Disarming Strike
[b]Tier:[/b] D
[b]Cost:[/b] 10 Stamina
[b]Weapon Type:[/b] Body
[b]Class:[/b] Supplementary
[b]Range:[/b] Close
[b]Duration:[/b] 1 Post
[b]Cool-Down:[/b] 2 Post
[b]Description:[/b] A useful technique and also a skill coming from his sleight-of-hand abilities. Tsuka uses a precise pressure-point strike that moves at 10m/s. This technique may be used on up to 5 hands. The pressure point forces the fingers to open up and having any hand-held object drop from the hand(s) to the ground beneath them.

[b]Name:[/b] Anticipated Interception
[b]Tier:[/b] D
[b]Cost:[/b] 10 Stamina
[b]Weapon Type:[/b] Body
[b]Class:[/b] Defense
[b]Range:[/b] Close
[b]Duration:[/b] 1 Post
[b]Cool-Down:[/b] 2 Post
[b]Description:[/b] Using his hands he is able to redirect a physical attack into a different direction. Tsuka is capable of moving at 10m/s and is able to redirect 1 C-Rank/2 D-Rank. This skill does not apply to magic techniques that are intangible.

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