Post by The Bilby Guy on Dec 19, 2009 21:48:00 GMT -5
Yuffie Kisaragi gets a free Custom Ability Slot for being made and I am here to fill it up. However, I forgot that she also gets one for the sign-up thing we did so I am filling that as well.
A Physical Ability:
[/blockquote]
An Equipment Ability:
Oops, looks like Fall Breaker is of higher regard than I could have imagined. Guess I'll have to keep saving one of those slots then. Here is 250 Munny for Grapple Line, please. Blade Handler's revision has been placed into the code as well. ^^
New code for the entire second post(Pending approval of purchase):
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ABILITY NAME Fall Breaker
ABILITY TYPE Standard
ABILITY DESCRIPTION With this ability a character can land from any height at any speed safely, without sustaining injury from the fall regardless of how they came to be in one. The character will need to consciously break their fall by landing purposefully in order for this ability to take effect. Fall Breaker will not prevent damage from being slammed into the ground without any real falling time by an enemy. It will also not prevent the damage caused by landing on a naturally hazardous surface.
USAGE Passive, unlimited
RANGE Self
ELEMENT None
POWER Average
SKILL REQUIRED 5 Strength, 10 Agility Discount: 10 Strength, 15 Agility
COST 550 Munny
An Equipment Ability:
ABILITY NAME Grapple Line
ABILITY TYPE Standard
ABILITY DESCRIPTION The character gains a special grappling line(Of whatever appearance they desire) which they can be fired out under its own self-propulsion or thrown to perfectly latch onto any solid surface, object or person that it can hit. Its flying speed is never faster than the character themselves can throw it, but it will be able to keep flying until reaching its full length when required even if they can't actually throw that far. The two ends of line will always hold firm to what they are attached and the line itself is tactile enough to easily grip. The two ends of the line can release their hold at any time the character wishes. The line itself can be broken by any force equal or higher to Average power. If broken the Grapple Line can not be used again in the battle, but if not broken it can be put away and taken back out again when needed.
USAGE One line
RANGE Up to 50 feet
ELEMENT None
POWER Average
SKILL REQUIRED 15 Agility Discount: 20 Agility
ABILITY REQUIRED Ranged Weapon Trainee
COST 250 Munny
Oops, looks like Fall Breaker is of higher regard than I could have imagined. Guess I'll have to keep saving one of those slots then. Here is 250 Munny for Grapple Line, please. Blade Handler's revision has been placed into the code as well. ^^
New code for the entire second post(Pending approval of purchase):
[size=1][center][u][b]YUFFIE'S NINJUTSU[/b][/u][/center]
[b]Ranks Achieved:[/b] 1
[b]Totals:[/b]
[blockquote][i]Standard Abilities[/i]: 9
[i]Equipment Abilities[/i]: 1
[i]Weapon Abilities[/i]: 0
[i]Advancement Abilities[/i]: 3
[i]Empty Custom Slots[/i]: 1
[i]Empty Summon Slots[/i]: 0
[/blockquote]
~[b]Special Abilities[/b]~
[blockquote][b]Can't Catch Me![/b]
[b]ABILITY TYPE[/b] Standard
[b]ABILITY DESCRIPTION[/b] You see your enemy making their move and use it as an opportunity to slip around behind them, gaining the advantage! If an enemy makes a close combat normal attack on this character they can automatically dodge the attack and take up a position behind the attacking character.
[b]USAGE[/b] Three uses per battle
[b]RANGE[/b] Close combat
[b]ELEMENT[/b] None
[b]POWER[/b] Weak
[/blockquote]
~[b]Physical Abilities[/b]~
[blockquote][u]Standard[/u]
[blockquote][b]ABILITY NAME[/b] Aim
[b]ABILITY DESCRIPTION[/b] Rule #96! Take a turn to make sure your next shot lands home. After using Aim, a regular attack on your next turn will be twice as accurate. Works with melee, ranged, and thrown weapons. Cannot be used with another ability.
[b]USAGE[/b] Unlimited. Requires one turn to activate.
[b]RANGE[/b] Self
[b]ELEMENT[/b] None
[b]POWER[/b] Weak
[b]ABILITY NAME[/b] Basic Parkour
[b]ABILITY DESCRIPTION[/b] Parkour is the art of moving quickly and fluidly through an obstacled area, such as a city, town, forest, or cave setting, with superior climbing, jumping, balance, and acrobatic maneuvers. Basic parkour skills allow for characters to flee, dodge, and elude pursuit as well as overcome difficult terrain better than the average person.
[b]USAGE[/b] Passive; constant effect
[b]RANGE[/b] Self
[b]ELEMENT[/b] None
[b]POWER[/b] Weak
[b]ABILITY NAME[/b] Aerial Dodge
[b]ABILITY DESCRIPTION[/b] Allows you to completely dodge one Weak/Average Ability or normal melee attack, but ONLY while your character is in the air or during a jump. Use common sense.
[b]USAGE[/b] Three uses per battle
[b]RANGE[/b] Self
[b]ELEMENT[/b] None
[b]POWER[/b] Average
[b]ABILITY NAME[/b] Advanced Dodge Roll
[b]ABILITY DESCRIPTION[/b] Allows you to completely dodge one Weak/Average Ability or normal melee attack, but not if your character is in the air or during a jump. Use common sense. Replaces Dodge Roll.
[b]USAGE[/b] Three uses per battle
[b]RANGE[/b] Self
[b]ELEMENT[/b] None
[b]POWER[/b] Weak
[b]ABILITY NAME[/b] Advanced Jump Boost
[b]ABILITY DESCRIPTION[/b] Characters with this Ability can jump up to 40 feet in the air at will. Replaces Jump Boost.
[b]USAGE[/b] Passive, unlimited
[b]RANGE[/b] Self
[b]ELEMENT[/b] None
[b]POWER[/b] Average
[b]ABILITY NAME[/b] Blade Dance
[b]ABILITY DESCRIPTION[/b] Your superior agility and skill with a blade allows you to string together movement and attack as one seamless effort, making your strikes and thrusts difficult for an opponent to percieve. You are guaranteed at least two solid hits with your blade (so long as your opponent does not have more Agility-focused Skill Ranks than you or a logical exception, such as being a ghost or being completely out of reach). This effect can be combined with other physical Abilities.
[b]USAGE[/b] Four times per battle.
[b]RANGE[/b] Close combat
[b]ELEMENT[/b] None
[b]POWER[/b] Weak
[b]ABILITY NAME[/b] Rapid Shot
[b]ABILITY DESCRIPTION[/b] Where normally you would only be able to launch so many arrows, fire so many shots, or throw so many knives in a single turn, now you can temporarily double your output.
[b]USAGE[/b] Four times per battle.
[b]RANGE[/b] Minimum 7 feet, maximum 30
[b]ELEMENT[/b] None
[b]POWER[/b] Weak
[u][b][CUSTOM][/b][/u]
[b]ABILITY NAME[/b] Blade Handler
[b]ABILITY DESCRIPTION [/b]With enough training in bladed weaponry a sufficiently skilled character can handle blades safely even with their bare hands. This allows them to hold blades by the edges and even wield them that way as if it were the handle, catch bladed weapons out of the air, or grab a hold of an enemy's bladed weapon without harming their hands(But only if it is not being used in an attack at the time).
[b]USAGE [/b]Passive; constant effect
[b]RANGE [/b]Self
[b]ELEMENT [/b]None
[b]POWER [/b]Weak
[u]Equipment[/u]
[blockquote][u][b][CUSTOM][/b][/u]
[b]ABILITY NAME[/b] Grapple Line
[b]ABILITY TYPE[/b] Standard
[b]ABILITY DESCRIPTION[/b] The character gains a special grappling line(Of whatever appearance they desire) which they can be fired out under its own self-propulsion or thrown to perfectly latch onto any solid surface, object or person that it can hit. Its flying speed is never faster than the character themselves can throw it, but it will be able to keep flying until reaching its full length when required even if they can't actually throw that far. The two ends of line will always hold firm to what they are attached and the line itself is tactile enough to easily grip. The two ends of the line can release their hold at any time the character wishes. The line itself can be broken by any force equal or higher to Average power. If broken the Grapple Line can not be used again in the battle, but if not broken it can be put away and taken back out again when needed.
[b]USAGE[/b] One line
[b]RANGE[/b] Up to 50 feet
[b]ELEMENT[/b] None
[b]POWER[/b] Average[/blockquote]
[u]Advancement[/u]
[blockquote][b]ABILITY NAME[/b] Bladed Weapon Trainee
[b]ABILITY DESCRIPTION[/b] Basic training with swords, daggers, and other sharp pointy metal tools. Melee attacks with a bladed weapon are now twice as accurate as untrained and slightly more powerful. This ability cannot be stacked with other Weapon Advancement abilities.
[b]USAGE[/b] Passive; constant effect
[b]RANGE[/b] Self
[b]ELEMENT[/b] None
[b]POWER[/b] Weak
[b]ABILITY NAME[/b] Unarmed Combat Trainee
[b]ABILITY DESCRIPTION[/b] Who says you need a weapon? Be your own weapon! Unarmed melee attacks are now twice as powerful as untrained and slightly more accurate. This ability cannot be stacked with other Weapon Advancement abilities.
[b]USAGE[/b] Passive; constant effect
[b]RANGE[/b] Self
[b]ELEMENT[/b] None
[b]POWER[/b] Weak
[b]ABILITY NAME[/b] Ranged Weapon Student
[b]ABILITY DESCRIPTION[/b] Average training with throwing knives, bow and arrows, pistols, and similar 'reach out and touch someone' weapons. Ranged attacks are now three times as accurate as untrained and moderately more powerful. Replaces Ranged Weapon Trainee. This ability cannot be stacked with other Weapon Advancement abilities.
[b]USAGE[/b] Passive; constant effect
[b]RANGE[/b] Self
[b]ELEMENT[/b] None
[b]POWER[/b] Average
[/blockquote][/blockquote]
~[b]Magical Abilities[/b]~
[blockquote][u]Standard[/u]
[blockquote][i]None[/i][/blockquote]
[u]Equipment[/u]
[blockquote][i]None[/i][/blockquote]
[u]Advancement[/u]
[blockquote][i]None[/i][/blockquote]
[/blockquote]
~[b]Weapon Abilities[/b]~
[blockquote][i]None[/i]
[/blockquote]
~[b]Summons[/b]~
[blockquote][i]None[/i]
[/blockquote]
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