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Nimble Strike

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#1Guest 

on Wed Dec 04, 2013 10:36 am

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Guest
Technique Name:Nimble Strike
Technique Description:a continuous series of basic strikes that, while not meant to deal serious damage on each strike, add up to a tremendous amount of overall damage.  the user must take a loose stance, which allows the user to twist and turn to land slashing strikes more effectively. the strikes move so quickly, it looks like what is actually three strikes appears as one.  those with better perception can see through this illusion, but the number of strikes remain the same. the user can choose how many total strikes to launch up to a max of 15. for every three, the cooldown is increased by 1 post.

Technique Effect Chart:

*The effect chart is for damage, durability, or any other after effect of a technique. The damage/effect/etc will be based off of tiers.*

Opponent is Two+ Tiers Lower:each strike moderately lacerates the skin and underlying muscles, and the enemy can only see 1 in 3 strikes.
Opponent is One Tier Lower:each strike moderately lacerates the skin and underlying muscles, and the enemy can only see 1 in 2 strikes.
Opponent is Equal Tier:each strike lightly lacerates the skin and underlying muscles, and the enemy can only see 1 in 2 strikes.
Opponent is One Tier Higher:each strike lightly lacerates the skin and underlying muscles, and the enemy can see blurred strikes.
Opponent is Two+ Tiers Higher:each strike lightly lacerates the skin, and the enemy can see every strike.

#2Guest 

on Wed Dec 04, 2013 1:13 pm

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Guest
No cool downs? Since your sacrificing power for more speed, the tech is good. But it should have some cool downs, if you don't want a cool down then let's say your character will be tired for 1 post, in that time frame of tiredness his other techs or actions won't have their normal affects, more like the effects will be reduced by one tier.

Also

Daemon Tetsuyo wrote:Opponent is One Tier Higher:each strike does 1/4 the damage of a normal strike, and the enemy can see every strike.
Opponent is Two+ Tiers Higher:each strike does 1/4 the damage of a normal strike, and the enemy can see every strike.
Why do the opponents that's one tier hier or two tier higher take the same effects from this tech? Yeah sure they're stronger but still it doesn't have to be this nerfed. Alter it, give like the one with one tier higher can see all the strikes but is shocked by the speed of them for one post, in that one post the target will be vulnerable to the next attack.

The rest of it, good and creative idea.

on Wed Dec 04, 2013 10:54 pm

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Soul
Soul
I don't agree with adding in that the opponent has to be shocked. That is entirely dependent on the opponents character...but overall this technique is fine *cough* even if it is stolen from the attack Shalishar made *uncough*

Here his shalishar's official version:


Technique Name: Buzzing Venom
Technique Description:The user pulls their blade back into a stance that prioritizes stabbing attacks. From this stance they execute an individual limb based sonido. This allows the user to produce a flurry of high speed stabs. This technique is best used against an opponent who is backed against a wall, however it can also be used to counter volleys of ranged attacks. Because this technique uses sonido it creates a familiar buzzing sound with each strike, thus the name Buzzing Venom. Shalishar can maintain the stabbing motion for up to two posts. If only used for one post the cool down is 3 turns. If used for two posts, the cool down extends to 6 turns and Shalishar's limb which used the technique will suffer decreased speed for 3 posts.

Technique Effect Chart:

Opponent is Two+ Tiers Lower: The stabs all seem to happen simultaneously. Successful strikes will pierce flesh and hierro alike and reach internal organs.
Opponent is One Tier Lower: The stabs are swift and seem as if Shalishar has 9 blades stabbing at a time. When hit an opponent will suffer a shallow stab wound capable of poking internal organs.
Opponent is Equal Tier: Each strike appears as though Shalishar is using 6 swords at once. Landing a blow can deal shallow puncture wounds. While these cannot reach organs, they can cause lots of blood loss if many of them land.
Opponent is One Tier Higher: The opponent can see Shalishar's blade as if he possessed 3 of them.. When struck, foes will suffer a light puncture wound capable of drawing a bit of blood.
Opponent is Two+ Tiers Higher: All of Shalishar's movements are visible and each of his stabs can be seen as an individual blade. Should Shalishar succeed in landing a blow he will do little more than prick the opponent with the very tip of his blade drawing the minimal amount of blood possible.
You don't have to copy his version at all, but you are welcome to use bits of it if you think it'll help ^^

As for changes you DO need to make. I agree that you need some kind of cool down. Perhaps a 1 post charge time if you add the need to take a specific stance like I did with Shalishar. It's up to you how you spread the delays out. Your attack has less sword clones than shalishar's so it could have a lower cool down.

The last thing is these fractions. This isn't math class and we don't have stats to determine what the base or whole of the fraction is. Use your words to describe damage please :3

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#4Guest 

on Thu Dec 05, 2013 3:12 am

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Guest
i actually have been thinking about this tech for a while. i was basing it off of Clare's Quick Blade attack from Claymore (even though her's is SUPER OP). i will add a stance, and a scaling cooldown.

on Thu Dec 05, 2013 11:34 am

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Soul
Soul
Approved!

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