Marginal Step
Tier: DClass: Warrior
Type: Supplementary
Range: Close
Requirements/Drawbacks: Azrael must have a clear visual of the impending attack. Is most plausible for use against a technique that doesn’t produce an AoE quality—unless the user is near the edge of the radius.
Scaling: N/A
Sustain: 0
Cool Down: 1 Post
Cost: 10 Stamina
Description:
This technique concentrates Azrael’s focus. It allows him to steel their nerves regulating his breathing and controlling his bodily functions completely. This discipline relaxes the user allowing for sudden or intricate movements to be done with little margin for error. By viewing an opponent’s movement and anticipating their approach to combat, Azrael can ready himself for most impending attacks. As their offense nears, Azrael will quickly move aside to its immediate right or left with a sidestep, evading the technique or action in question, though staying within arm’s length (1m) of the attack. It’s important to note that this technique operates with the purpose of keeping Azrael just within range of his opponent.
Collasping Shot
Tier: DClass: Warrior
Type: Offensive
Range: Close
Requirements/Drawbacks: This technique can only be performed from above (jumping upwards or leaping down from something). If this technique misses its target, Azrael is completely vulnerable to a counterattack unless an indirect alternative spares him.
Scaling: Status [For every 10 Stamina applied, the opponent is disoriented for 1 post following the strike]
Sustain: 0
Cool Down: 1 post
Cost: 10 Stamina
Description:
Using his superior leg strength, Azrael will either leap well above the head of his opponent, or down unto them. Concurrent with this process, his dominant leg will extend outwards, stretching out fully. The resulting strike manifests as a powerful leg drop down upon the opponent’s frame with great force and speed. If direct contact is made to either the shoulder or the skull, the opponent will find themselves staggered and disoriented for a moderate around of time coupled with the concussive force from the initial strike. This technique, however, leaves Azrael completely open for countering if the strike misses, due to his concentration being centered on his foe, and gravity dictating his trajectory while midair.
Cross Blow
Tier: CClass: Warrior
Type: Offensive
Range: Close
Requirements/Drawbacks: The success of the second strike is completely dependent on the first. If the latter fails to hit its mark, applying the second is unwise considering a brief window of opportunity to counter presents itself between the two strikes.
Scaling: Damage [For every 10 stamina, the user is granted an additional strike, dealing C-tier damage]
Sustain: 0
Cool Down: 1
Cost: 20
Description
Using his sword, Azrael will lash out with a single, precisely controlled strike at his opponent. Upon the successful hit, meant purely to disorientate and harm, a second, though more powerful slash will follow. While there is a slight lapse in time between the two, both strikes come in quick succession, and more power is applied to the latter meant to harm well beyond that of the first. They create an “X” pattern upon the opponent as the two slashes overlap, thus creating its name.
Warrior's Javelin
Tier: DClass: Warrior
Type: Offensive
Range: Close
Requirements/Drawbacks: This technique begins from Azrael's side. As such, the blade must be positioned at his side with the intentions of being thrusted forward.
Scaling: Damage [The tier of damage dealt will increase by one for every 10 magoi/stamina that is invested.]
Sustain: 0
Cool Down: 1 post
Cost: 10 Stamina
Description:
Simplistic in nature, this technique takes one of the most fundamental concepts of swordplay and exercises its use. From a stationary position, Azrael will hold his blade to his side, its tip pointing forward before thrusting his arm in the same direction with extreme force and without prejudice. The following action resulting in the blade piercing the opposing target before him with extreme force. This technique is precise in nature and is only meant to attack a single target at once.
Iron Wall
Tier: DSpecialization: Warrior
Type: Defense
Range: Close
Requirements/Drawbacks: Can only be used against "catchable" techniques. This comes in the form of physical weapons like blades and arrows; eternal or magical abilities that cause physical damage, however, cannot be caught. Must have a clear visual of the incoming attack. Can catch up to one D-tier attack/weapon at a time. Azrael must use both hands to capture said object/attack.
Scaling: Defense [The tier of attacks Azrael can catch increases by 1 for every additional 10 stamina applied]
Sustain: 0
Cool Down: 1 Post
Cost: 10 Stamina
Description:
A Fanalis’ body is meant for more than destruction. Self-preservation is the objective all warrior maintains throughout battle. As such, when face with an impending attack (a sword, or a fist for example) Azrael will quickly bring his hands together, clasping the object in question between his vices with noticeable force. This effectively stops the progression of the opposing force and forces a stalemate, only broken by the respective force of Azrael and his opponent. This technique is performed swiftly, relying on the Fanalis’ natural speed and reflexes to perform efficiently. Still, despite his ability to negate damage from conventional means, Azrael isn't immune to all. If the object he catches causes damage alternatively (being a spiked ball, or a arrow set ablaze) his hands will take the brunt of the damage. Still, this appears more sufficient given the trajectory originally meant that he altered.
Last edited by Azrael Godfrey on 13/09/16, 10:24 am; edited 4 times in total