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Vodarara Ranger Specialised Arrows/Techniques

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Vodarara

Vodarara
A-Tier
A-Tier

Current Carried over Techs/Ability number - A = 3, B = 4, C = 4, D = 3

Redone A Tiers -

Deflective Head (Covering):

Pin-Point Shot:

Webbing Head (Webbing):



Last edited by Vodarara on 28/08/16, 02:49 pm; edited 3 times in total

Vodarara

Vodarara
A-Tier
A-Tier

Vodarara Ranger B tiers -

Sonic Shriek:



Last edited by Vodarara on 28/08/16, 02:50 pm; edited 4 times in total

Duquin

Duquin
A-Tier
A-Tier

All Abilities:

Speed - We don't use number valued speeds anymore. For anything. Ever. Remove the feet per seconds on all your abilities.

Deflective Head:
Description - I don't understand the pressure wave. How is it made? How big is it? What do you mean by "disrupt effects it passes through"?




Pin-Point Shot:
This can be approved once the speed is removed.




Webbing Head:
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.
Delete this. That being said, just because I'm having you delete it doesn't mean that this kind of situation couldn't happen IC. You would need either the DM for the thread to have stated strong winds or get support from wind magic though.

As for the area of effect, what's allowed will be determined by how strong you make the webbing. But 20m is definitely not going to be allowed unless this webbing is D-tier in strength.

Piggy backing on the last point, please include the strength of the webbing and how difficult it is to break free. Also, some more description about the webbing is needed. What color is it? Is it flammable? Is it more like a sticky substance or does it harden?




Sonic Shriek:

Why is a loud noise able to disperse other AoEs? Under the new system, abilities clash based on logic, not based on game rules(for the most part). So if you used this on a fire ball or giant poison mist headed towards you, it would just make your death by immolation/poison a loud one.

Vodarara

Vodarara
A-Tier
A-Tier

Regarding Sonic Shriek, Sonic Waves are well known to be capable enough to displace or disperse other objects, light ones especially there were even designs around the idea of using Sonic Waves to make fire extinguishers, a cloud of anything would be easy to displace because its light.

Duquin

Duquin
A-Tier
A-Tier

By that logic, thunderstorms would destroy themselves at the first loud thundercrack. I'm not saying sound couldn't disperse anything, but I am asking how it would do so simply due to being loud. Also, I looked into the fire extinguisher, two university students did make a sound-based extinguisher. However, DARPA(Defense Advanced Research Projects Agency) previously attempted to make one and failed.

If DARPA with all their technology and budget couldn't figure it out, I don't really see how a wildman tinkering with animal guts and bone is going to produce anything capable of producing the type of sound you need. In the example of the fire extinguisher, that type of sound is a very specific low frequency sound.

I don't disagree that it's possible for sound to disperse flames or clouds, but I also don't see how it's possible for your character to consistently produce the conditions needed to do so with the resources and technology available to a ranger. If you had a sound magic tool then this would be okay, but as a normal ranger ability I can't approve it.

Vodarara

Vodarara
A-Tier
A-Tier

Updates made to the first 4 abilites. just a query if we take say a limited number of uses into cooldown could that be used for stronger abilities ?

In addition how would things currently work with hunting knives, they are like normal weapons ? do we still have dodge abilities ?

Harpoon:


Hamper:


Quick Shot:



Last edited by Vodarara on 28/08/16, 02:56 pm; edited 4 times in total

Vodarara

Vodarara
A-Tier
A-Tier

Feeling the Earth:

Hide Presence:



Last edited by Vodarara on 28/08/16, 02:53 pm; edited 4 times in total

Vodarara

Vodarara
A-Tier
A-Tier

Flash Flare:



Last edited by Vodarara on 28/08/16, 02:53 pm; edited 3 times in total

Duquin

Duquin
A-Tier
A-Tier

Why are you making new posts left and right? Put all your abilities in one post or change them all to code format. I'm not grading this until you do.

Please understand, you have done this in a way that is as inconvenient and frustrating for a moderator as can be. I am not opening an edit window in 4 different tabs to access the code for all of your abilities as I grade them.

Vodarara

Vodarara
A-Tier
A-Tier

All abilities are now placed within code

Duquin

Duquin
A-Tier
A-Tier

I don't understand what you mean by this.
just a query if we take say a limited number of uses into cooldown could that be used for stronger abilities ?

Hunting knives are normal weapons.

Yes, there are still dodge abilities. But the ranger class no longer gets bonuses for dodging.





Deflective Head:
Approved with following edit:
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:
Approved with following edit:
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:

Add the name

B and 1/2 tiers? No. Pick a solid tier.

Decrease the Initial AoE to 3m.

Decrease range to 40m


Shrieker:

Type - This would be supplementary, not defensive.

Description - I already told you that you can't interact with physical AoE's through sound without using magic.

Decrease AoE to 2m

Decrease range to 40m


Harpoon:
This attack should deal damage on top of latching onto the target. Split the tier effectiveness into half and half. C-tier damage, C-tier rope strength.

Obviously, this would make it Offensive/Supplementary as well.

Hamper:
Damaging tendons and such would inherently render limbs useless. However, I will not approve an ability that disables a limb for an entire thread by default. The disabling needs a duration, or this should just be an accuracy based offensive ability.


Quick Shot:
Approved with following edit:
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]

Feeling the Earth:

Description - Note the range as 10m.


Hide Presence:

I don't understand how strength scaling would apply to this ability.


Flash Flare:

Drop the AoE to 1m

Decrease the range to 40m.

Vodarara

Vodarara
A-Tier
A-Tier

The Hide Presence by increasing strength, I was aiming for it to make one harder to detect.

Ranges on my effect attacks seem to be significantly pinned down, may I ask why they seem to be pushed down while pure damage attacks don't get pushed down ?

Duquin

Duquin
A-Tier
A-Tier

The Hide Presence by increasing strength, I was aiming for it to make one harder to detect.

You can't really hide "harder" I recommend scaling to increase duration instead.

Ranges on my effect attacks seem to be significantly pinned down, may I ask why they seem to be pushed down while pure damage attacks don't get pushed down ?

Because I decided it would make the abilities more fair. Look around, no one is getting 100+m range abilities approved. Consider yourself lucky you got one that does have such range.

Vodarara

Vodarara
A-Tier
A-Tier

edits made, as you clarified in the suggestion query i made normal arrows which are ammo limited can be used at far distances ?

Farid Issah

Farid Issah
β-Tier
β-Tier

Oof, this was certainly annoying to view.
Please in the future just keep everything in one post, all this back and forth was just a pest to scroll through and follow the dialogue and development of the techniques.

Already Approved by Yaku.:

Webbing Head
- It isn't titled within the code.
- Requirements - "This Arrow is fused to trigger the reaction it must be triggered for a certain time frame, then to be notched and launched."
> This doesn't make sense to me. "This arrow is fused to trigger the reaction" Also, how long must it be triggered? Does the trigger timing influence the AoE?
- Description - How long does it take to harden?

Shrieker
- This isn't defensive, it's supplementary. Also the arrow would deal no damage on impact if it's purely supplementary. You could make it supplementary/offensive.
- You need to explain why it doesn't shriek in your ear.


1/2 Approved
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
- How much does it disable? The whole body? Limb?
- Range 40M for the reason of accuracy and it's a specialized arrow, thanks to venom.


1/2 Approved.
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 10 metre range.[/list]

1/2 Approved
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]

1/2 Approved
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]

Duquin

Duquin
A-Tier
A-Tier

Since this thread is such a pain to navigate, I'm gonna make the needed edits for everything. Check the code below. If it all looks good, post here saying you're okay with it and I'll move the thread with a stamp of approval.

Harpoon
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
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]

Shrieker
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]

Webbing Head
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]

Feeling the Earth
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]

Hide Presence
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]

Flash Flare
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]

Vodarara

Vodarara
A-Tier
A-Tier

Looks good

Duquin

Duquin
A-Tier
A-Tier

Approved

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