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Post by SHARKK SKY-BREAKER on Mar 31, 2012 15:24:57 GMT -5
TECHNIQUE NAME: DOUSAEKI [fluid motions] LEVEL: one ATTRIBUTE: accuracy / agility DESCRIPTION: Being a ranged fighter, many would think that Sharkk would be weak in close-quarters combat...Sadly, they'd be fatally mistaken. What he lacks in true speed and brute strength he makes up for with his reflexes and trained countering of melee strikes, whether it be to weapons or unhanded combat. Able to counter strikes accordingly by attacking his opponent's attack. So if one were to throw a punch at Sharkk he'd counter by punching their arm, etc. Currently allows Sharkk to keep up with melee fighters who have Agility; Level One. PRICE: - - -
TECHNIQUE NAME: MUSEIMAKAZE [silent storm of the devil] LEVEL: one ATTRIBUTE: accuracy / intelligence DESCRIPTION: A simple yet effective tactic, Sharkk will merely aim to bounce an original shot off of something else. Such as a wall, a pole, etc., even another projectile. Though the fired projectile can only rebound once currently at level one, it is still nonetheless effective. Two post cool down. PRICE: - - -
TECHNIQUE NAME: - - - LEVEL: one ATTRIBUTE: accuracy DESCRIPTION: Through experience Sharkk has reached into his vision pool and is able to expand it to a certain degree. A sort of "tunnel vision" effect is given as his eyes become mini scopes. In doing this Sharkk is able to shoot effectively at a range of twenty meters rather then the average ten meters at level one. Has three post cool down for every one use. PRICE: - - -
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ZZZ
New Member
[M:0:0:]
Posts: 27
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Post by ZZZ on Apr 3, 2012 4:37:01 GMT -5
1 - Honestly I dont think this even needs to be a technique. At level 1 accuracy, you can track level 1 agility, so it would come down to your ability to RP countering their melee strikes and your speed to see if you could do it in time. I would probably swap this out for a more useful ability, but this could also be re purposed into something of a "close combat" mode which gives you a boost to speed (using the spirit stat) to keep up with in fighters and potentially escape from them. Its up to you which route to take.
2Remove the 'other projectile' option for now. Thats a bit too advanced for a level 1 skill. I also think that the bounced shot should deal reduced damage at level 1 due to the loss of momentum from striking another surface first.
3This should be fine if you add a provision that you 'black out' your peripheral vision for the duration. You could even reduce the CD to 2 posts if you wanted.
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