Last edited by Vodarara on 14/02/18, 03:52 pm; edited 4 times in total
Last edited by Vodarara on 14/02/18, 03:52 pm; edited 4 times in total
Last edited by Vodarara on 05/09/16, 05:15 am; edited 1 time in total
Last edited by Vodarara on 05/08/19, 07:01 pm; edited 27 times in total
[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]
[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]
[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]
[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]
[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]
[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]
[center][b]Tangleroot Arrow[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Ranger
[b]Type:[/b] Supplementry
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] Vulnerability to Fire/Heat, Remove the arrow's protective cap
[b]Scaling:[/b] Hits
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30
[b]Description:[/b]
[list]
The tangleroot arrow is designed around its reactionary head, the tangleroot is a species of plant that tangles around other plants as part of its growth. Though as a protective measure its roots can shock and twist themselves onto something disturbing them.On contact the Tangleroot begins to coil itself around what it hits. Striking the legs it can cause restriction of movement or knocking the target prone. Striking the arm below the elbow can cause removal of movement below the elbow or disarming of a piece of equipment held in the hand of that arm.Striking the arm above the shoulder causes the shoulder to be locked in place preventing the movement of the upper arm.Striking the chest will restrict access to equipment being procured from the body.Striking the head beings the process of suffocation as the root constricts around the throat or causes vision to be lost.Tangleroot is vulnerable to heat or fire based attacks and will cause the tangleroot to be destroyed and requires its cap to be removed before it will work, the entangle last 3 posts and can be shot by a bow at the distance of 60 metres accurately.To break the tangleroot during its bind period, the sufferer or an aider if their limbs are free can do so by using a relevant B tier technique, a C tier Heat/Fire relevant technique or dealing B tier item damage through relevant methods.[/list]
[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]
[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]
[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]
[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 13/05/19, 10:51 am; edited 8 times in total
[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]
[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]
[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]
[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]
[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]
[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
Last edited by Vodarara on 28/08/16, 12:31 pm; edited 1 time in total
Last edited by Vodarara on 14/12/22, 04:27 pm; edited 16 times in total (Reason for editing : Additional Item)
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