Welcome to Gaia! ::

Axiom: Kings of the East

Back to Guilds

Axiom is a place that constantly improves. We're literate, active, and keep things moving. 

Tags: Fighting, Fantasy, Roleplay, Original, Magic 

Reply Recycling Bin
Custom Styles Goto Page: [] [<] 1 2 3 ... 7 8 9 10

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Daddy Raz

PostPosted: Mon Dec 09, 2013 2:47 pm


((Oh hey look... it's another style I made for the guild. Figured Ax could use a second single broadsword style.))

Lionheart's Offensive
Skillful, countering, quick

User Image

Description: This style of combat uses a single broadsword, unaided by a spear or second weapon. It was discovered by Jame's A. Lionheart, who wanted a broadsword style requiring more finesse... and was all the more deadly for it. After it was made the style was commonly used by the Lionheart's troops in the era of the first empire. Rarely seen today, it was more commonly used before the defiance style came about. Where as the Defiance style is focused upon powerful and dominating slashes and thrusts, The Lionheart's offensive focuses upon countering strikes, quick slashing movements, and skillful parries. As such, it is not suited for larger more imposing fighter's. No, the Lionheart's offensive has always favored the quicker, more lightly armored opponent. The stance for the style is exactly like the stance in the picture, where the user keeps the sword in a horizontal position above their head.


Skills

Fighting the Pack
Rank: E (Passive)
description: This skill only activates when a user of this style is fighting multiple enemies at once. While it does nothing against fighting a singular enemy, when confronted by a group the user's speed stat will rise by one, and their reaction time and reflexes will improve greatly.

Monkey Roll
Rank: E
description: This skill does D rank damage, despite it's E rank status. When an enemy performs a thrust/overhead arcing swing, the user will step slightly to the side, and twist their shoulders sideways to shift their centerline while moving forward into the opponent's guard, positioning themselves in the blindspot of the opponent while simaltaneously spinning quickly and slashing the broadsword out at the enemy's side.

over and under
Rank: D
description: This skill is another interesting counter skill, commonly used when an enemy performs an overhead swing. The user will step forward into the enemy's guard as they raise their sword above their head, parrying the opponent's blade to the side before quickly slashing or stabbing the blade downwards into the opponent's skull.

underhanded spin
Rank: D
description: Underhanded spin is useful when an opponent attempts an underhanded swing. The user will quickly bring their blade down low to meet the opponent's, halting the swing in it's tracks. after the blade is halted, the user continues quickly with an upwards slash at the opponent's kidneys or other vital areas.

Devious strike
Rank: C
description: A skill easily exploited, the user will make a false opening in their guard, and an extremely convincing one. Once the enemy slashes for the opening, the user will sidestep (Or duck, depending on the situation) towards their opponent. As they sidestep or duck the swing, they simaltaneously stab their sword forward into the enemy's gut. This attack is useful because most opponents will eagerly go for a small gap in your defense if you make it look convincing enough.

Kneecapper
Rank: C
description: Used when an enemy performs a horizontal strike, the user drops to their knees unexpectedly, bending themselves backwards and nearly making the back of their head touch the ground to avoid the strike. As this evasive maneuver is being performed, the user will then viciously slash their sword forward at the enemy's kneecaps with their blade, aiming to seperate the limb from the rest of their body.

shifting snake
Rank: B
requires: Energy
description: This skill is as deceptive as the creature of which it was named after. The user will move their blade about in an infinity sign, their energy ebbing and flowing off of the edge of their blade. If the enemy begins to watch their blade, they will be entranced for one post, after which the user may follow up with a swift strike of their choice whilst the enemy is entranced. This skill won't work on anybody who is of a higher rank than you. However, enemies while enemy's may be harmed with this skill, they can never be outright killed with it.

Destructive Cycle
Rank: B
Description: This skill is one of the first pre emptive strike attacks in the style, which is surprising considering most weapon styles are comprised entirely of first strike attacks. The user will augment their blade with energy. After they accomplish this small task they will make a blindingly fast full spin with their blade outstretched, sending a cutting wave of energy 360 degrees outwards up to ten feet away from them. This wave can cut through materials and barriers up to it's rank. It is quite a fast and powerful technique, and was commonly used by lionheart's knights when they were surrounded by enemies.

Killer Charisma
Rank: B
description: The user of this style will emit a brilliant and golden aura about them, surrounding them in a radiant golden light. While this doesn't do much for the user, it increases the user's allies stats by one, as well as reduces the rank of damage they take by one.

The lion's claws
Rank: A
requires: energy
description: the user will feed a steady stream of energy into their blade, though not for the purposes of sharpening it for once, unlike most sword skills. What this does is give the blade bending and morphous qualities. This is useful in the fact that when attacking, the user's blade will usually bend naturally around shields and attempts to be blocked by another weapon, continuing toward's it's original target. The blade maintains this shifting like quality for five posts, before it returns to it's original state.

Jaws of the Lion
Rank: S
requires: energy
description: The user pulls their sword back, before thrusting forward quickly. The speed of the thrust is augmented by energy, and is much faster than an average sword stab. From the energy imbued tip of the blade will erupt a gigantic lionshead made of pure energy, it's maw stretched wide open to the size of a small cave entrance and poised to devour any enemy that gets in it's way. This head will devour somebody stabbed by the blade, and severely wound and eviscerate somebody who manages to barely dodge it. Due to the power and versatility of this skill, it can only be used once every battle.

PostPosted: Mon Feb 10, 2014 1:41 pm


razieltheprince
((This is a style I made for the guild as a whole, not just for me. Figured it wouldn't hurt for us all to have a shield and spear style >.>))

The Spartan's Right Hand
Defensive, Offensive, Well Balanced

User Image
Description:
This is a style designed around a well balanced and extremely lethal mix of offense and defense. This style heavily utilizes the spear and the shield, utilizing the shield protect the user and to keep close enemies at bay, and utilizing the spear to really go in for the kill and keep enemies at a distance. This style was particularly used by the fierce Legions of Kratos, who conquered many northeastern lands in ancient times. This style is very versatile to say the least, partially covering all ranges of combat, from short to long ranged. Many practitioners of the spear will take a liking to this style, as it doesn't require you to sacrifice defense for offense, as most spear styles usually require.


Skills

Crashing Waves
Rank: D
description: You bash your shield forward twice, really putting a lot of power and force into the second bash. The first bash is simply meant to stop an enemy's sword and push it off course, delaying their ability to pop back into a ready stance to defend or attack again. The second shield bash will send enemies with a strength rating lower than yours on tumbling backwards onto their a**. Anybody with a strength rating equal to or greater than yours will simply be sent staggering. After the second bash, you will do a lightning quick spin before stabbing your spear into your opponent, the momentum of the strike easily able to puncture thick steel.

Viper's Bite v1
Rank: D
description: You throw your spear in an extremely straight and accurate path. This attack speeds up the spear considerably, giving the spear the speed of an arrow. While the spear is extremely difficult to dodge in this stage, it is still possible if the opponent is very fast, with supernatural reflexes.

Cobra's Bite
Rank: D
description: The user ducks underneath a horizontal slashing or swinging attack, simaltaneously slamming the bottom lip of their shield down onto the toes of the opponent, breaking completely shattering the bones in the foot and making the opponent's guard open up. As soon as the opponent's guard opens (Because who wouldn't at least partially open their guard after having every bone in their foot smashed?) they stab the spear upwards into the target.

Python's Bite
Rank: C
Description: When confronted with a vertical slash, the user will move one foot behind the other and sidestep, shifting their center line and allowing the strike to move past their body by mere inches with their spear arm facing the target. They then stab their spear directly at the target in retaliation, attempting to run the enemy through while he is still completing the downwards slash.

Will Breaker
Rank: C
description: Useful when somebody swings a sword or other weapon at you. Instead of blocking the attack with your shield, you meet it with the shaft of your spear. When the weapons clash in the air you parry the enemy's weapon to either the left or to the right before stabbing forward. The parry will leave opponents who are not equipped with a shield or another weapon practically defenseless, as it leaves their entire body open to attack.

Disarming Strike
Rank: C
requires: energy
description: one of the first countering techniques in this style. You wait for the opponent to swing their weapon at you, before you augment your shield with energy and bash your shield directly at the weapon with such force it will disarm the enemy. You then stab your spear forward immediately after the shield bash in an attempt to impale the enemy.

Shield of The Epic
Rank: C
requires: energy
description: the user will charge energy into their shield, and they then thrust it forward towards the enemy and emit an extremely flashy and blinding white light from it. This will blind anybody looking at or towards the shield for the one whole post. This also enhances the durability of the shield for the post it was activated in.

Spear of The mighty
Rank: C
Requires: energy
description: The user will focus energy into the entire composition of their spear. After this is accomplished, they stab the spear forward in an attempt to impale the enemy. This technique is useful because of the fact that even if the enemy manages to jump backwards and dodge the spear tip, the spear grows rapidly to twice it's original length, impaling the enemy before reverting to it's original size. During this time, the spear will glow brightly, though not brightly enough to blind anybody.


Vault Kick
rank: C
description: you stab your spear into the ground, jumping into the air while still holding the shaft of the spear stuck in the earth, twirling yourself around the spear and kicking the opponent in the chest or face whilst spinning around the spear. This kick has enough momentum to break bones.
the kick looks like this... just with a spear. and without the retards

THIS IS SPARTA
Rank: B
description: this skill is the ultimate counter. First, you either wait for your opponent to swing their weapon at you, or to throw a punch at you. You then bash your shield out and sideways at their attack whilst taking a step forward. This will send an opponent wielding a weapon staggering off balance slightly and open for the next part of the attack. it will cause somebody punching the shield to stagger as well, with the additional affect of breaking their fist. For the next part of the skill the user will do a full frontal spartan kick, sending the enemy stumbling backwards, but not quite falling. Then for the closure of the skill the user will stab their spear forwards and impale the enemy straight through with the tip.

March of The Legion
Rank: B
requires: Energy
description: With this skill, every step you take is imbued with energy. These steps will cause tremors, which are very slight at first but will gain in strength with every step taken. They steadily gain in power up until the fifth step. For the fifth step however, you must use A ranked energy instead of B ranked energy at the beginning of the skill.
First step: very small tremor. Noticeable, but not very. Doesn't really affect anybody much.
Second step: a decent tremor, may cause somebody to stumble but not fall.
Third step: A very noticeable tremor. most humans will be knocked on the ground by the tremor.
Fourth step: Large tremor. All but the strongest opponents will be knocked on the ground by these tremors. (Opponents with a strength of 10 or higher)
Fifth step: The most powerful of the steps, this step will cause cracks in the ground and knock all enemies off of their feet.

Viper's Bite V2
Rank: A
Description: You throw your spear swiftly and accurately, just like with the last version of this skill. However, the speed of the spear is heightened considerably. The spear now moves with the speed of a bullet upon leaving contact with your hand. It's penetration power is heightened considerably, and can usually pierce through heavy armors and such.

The Buzz Saw
Rank: A
requires: Energy
Description: the user will coat their shield in energy before throwing the shield at an enemy,sending it flying towards them at the speed of an arrow. The energy coats the entire rim of the shield and makes it razor sharp to the touch. The shield will spin viciously with the properties of a buzz saw, it's energy augmented edges slicing through opponents as it makes contact. This attack can easily eviscerate heavily armored targets and cut through barriers up to it's rank. Any barriers that it doesn't manage to slice through it will usually leave heavily damaged and rather easy to break afterwards.

Shield Wall
Rank: S
requires: Energy
description: The ultimate defensive technique of this style, though despite it's rank it is performed fairly simply. The user will crouch behind their shield and march forward, spear tip bristling dangerously to the side of them much like any normal spartan taking apart in the shield wall. An invisible sphere of energy forms around the user, blocking them from all attacks of the shield walls rank. Now the reason the shield wall is the most powerful defensive technique in a spartan's repitoire is because for every spartan partaking in shield wall, the cost is divided between them. So let's say there are two spartans taking part in the shield wall. Each of them will only have to pay half of the energy cost, thus a full S rank energy is being payed to sustain the wall.

Strength In Numbers
rank: S
description: This skill is only really useful if the spartan is in a group of people. Basically what it does is raise everybody in the groups speed and strength by one for every member in the group. Practically useless by itself, with a few allies this skill could help turn the tides of battle. As one could imagine, due to the high energy cost of this skill it won't be useful at all unless the user finds themself to be part of a particularly large combat group, which is highly unlikely at best.

This is going to be my list.


CW. Needs to be a rank Higher if it can puncture thick steel, and I need to know what kind of steel it will be puncturing. However, if you get rid of the stabbing spear into the opponent, this skill will be approved.
VB v1. Sorry but this one will need to be down alot of speed, unless it was shot out of a cannon. But a human's spear throw would only match the throw of the Javelin, which is good, but it is slow. One more thing, this would end up forcing the user to be entering the shield skill set only, so you might want to edit that in as well.
CB. Hm... I don't think it would break the bones in the foot, but it would hurt to have something drop on your toes. So take the bone breaking thing out, and where would they be stabbing the spear up into? The head? I think the pommel of the spear should be the one coming out to harm the enemy. It's small and it hurts just as much.
PB. Hm... There's a small problem with the way you're dodging the vertical slash, what if they're slamming something bigger than a sword or a bat onto you? Like a body? Or a large dragon tail? You should put in what kind of weapon vertical slashes this dodges.
WB. This will need to use energy because I don't think all metals would be able to meet and clash without one breaking.
DS. I think we have enough of that disarming strike in just the shield skills and at the very beginning of this skill set. I would suggest something different instead of this. Hm... try to think of Hildegard from Soul Calibur 4 and 5, what she does with her spear and not with the shortsword.
SotE. Needs to be a rank higher if it can increase the shield's durability. It shouldn't be able to blind just from the energy so you want to get rid of that.
SotM. I can dig this technique. Approved.
Vault Kick. Hm... I can dig this technique, approved.
T.I.S. The thing about combo attacks is if the first part succeeds, you can't expect a weapon to go flying out of their hands or even to stagger the attack. Remember, momentum has a harsh role in this, so you will need to bash at the hands of the user to get them open like this. A full Frontal Sparta kick would force any staggering enemy to be falling backwards, so I don't expect you to be able to stab forward with the spear. I would request to removing the impaling part.
MotL. You are supsceptible to being attacked and knocked out of the skill, not to mention this all can't happen in one post so I would suggest this only goes up to the 3rd step.
VB v2. Speed of a crossbow bolt would be more suited for this skill, once more with CW: What type of metal are we talking about? The rank of metal and down would be pierce-able, and this skill would need energy.
T.B.S. This one is denied because we already have a shield throwing skill. A buzz saw would just make this attack quite redundant.
SW. If this creates a sphere of energy around the user, the user will not be able to move at all and will be stationary. There won't be a way to divide up S rank energy, all members partaking in the Shield wall half to pay S rank individually. I would also suggest that the shield gets bigger to where there is a hole for which the spear comes through. Your back and sides will have to be exposed as there can no way be an unbeatable defense like that. How long will this last by the way?
S.I.N. Every member gets a +1/+1 foe each member in a group? Or just all members get +1/+1. If it is the latter, the user won't get the boost at all and we need a limit for how long this lasts. Not to mention this will need a rank up boost.



Sorry if this seems like I am ragging on this entire skill set, this is my first time reviewing a full on new style. Better me than no one right?

KnightsRoyal

Desirable Hunter

7,825 Points
  • Gender Swap 100
  • Forum Dabbler 200
  • Ultimate Player 200

A Mechanical Soldier

Married Genius

PostPosted: Tue Feb 11, 2014 8:43 pm


Iron Defense


Throughout the waves of time, weapons have changed, technology will become more advanced, and warfare will never be what it once was. Contrary to this change, there has been a single weapon that has stood the test of time: The shield. Technology has allowed these shields to be lighter, more durable, and even in certain aspects reflective.

Stage 1

Iron Wall
The most basic of all techniques, the user places their shield in-front of them, usually on the ground to cover their lower body, and crouches behind it to keep cover from fire or other attacks. Although effective defensively, it almost negates all options of mobility or counters, but is absolutely effective against ranged attackers.
E

Iron Ceiling
Almost identical to Iron Wall in terms of usage except for this is used for aerial defense or vertical attacks. Like before, the user places their shield in front but this time high above their heads. This is meant to defend against arrow volleys and overhand blows. This skill can instantly switched to at any time.
E

Forward!
When faced with an attack that is a continual onslaught, the user pushes forward with the strength of their legs into the attack moments before impact, causing it to occur prematurely and forcing the attacker out of position. From here, the user can lower their defense and expose themselves allowing for a form of counter attack to be put back at the enemy.
E

Reflex Blocking
After being caught off guard or surprised, the user quickly raises their shield in-front of them to defend against an attack, whatever form it may come from. Although effective, the user’s positioning is slightly off and can be pushed back or off balanced by sheer force attack.

Stage 2

Iron Wall Closing
The user keeps their shield in front of them, raising it ever so slightly as to not have it drag on the ground. This is able to instantly switch into Iron Wall. At this point the user is only able to walk with their shield while able to cover their body rather well from enemy attacks. This is a crouched advance.
D

Iron Wall Rotation
Now slightly more adept at moving with their shield, the user is able to walk on an angle, but still perfectly eclipsing their body with their shield, allowing them to move with more freedom while keeping protected. This is a sheer defensive technique, offering little ability to counter attack physically, although offhand weapons such as daggers are much easier to handle.
D

Wall Planter
The user, once in melee range, quickly pushes their shield forward into the opponent, aiming primarily for the upper body or face area. This is a quick attack that the user can use to push off an attack, off balance, or catch them by surprise as this technique can occur even if the user is on a complete defensive.
D

Wall Perfection Stance
The user keeps their shield in-front of them at all time, offering very little if any openings at all for the enemy to attack them at. Although useful in not getting the user hit, it reduces the chances and effectiveness of counter attacking at the cost of having an almost impenetrable defensive shell.
D - Costs E Per Post

Stage 3

Iron Wall Advancing
The user now holds their shield in-front of them like a battering ram and quickly charges the enemy. This is extremely effective against long range attackers, especially if their firing lanes and trajectories are confined to a single direction. If the user wishes, they can actually use their shield as a battering ram and bump/run over an enemy, either knocking them down or off balancing them.
C - If attacking, requires energy

Wall Deflection
The user, when faced with a melee attack, shifts into the attack and bashes the attack with their shield, arcing it in a direction away from the user while keeping his shield clear of return fire. Cannot deflect skills of a higher rank without the energy used being higher than the opposing skill. If a stronger skill is used, the user is pushed back but can instantly resort to Iron Wall or Iron Ceiling. Situation may vary. A Ranked attacks and above will break this deflection.
E-B

Iron Wall Clipping
The user, at melee range, quickly arcs the side of their shield for the enemy by swinging their arm. The side of the shield will smash into the head, usually throat, of the enemy causing them extreme pain and damage while opening them ups for other counter attacks. Can be done in multiple successions at half the cost (after paying full cost first time.)
C

Iron Wall Halving Stance
The user stands with their shiled eclipsing most of their body, but leaves their other arm slightly exposed to allow for a much more effective and efficient stance for counter attacking with multiple types of weapons. In this stance, the user is also more mobile then the defensive stance, but has less ability for absolute defense and cover.
C - E Rank Energy Per Post

Stage 4

Iron Wall Rushing
Usually in the halving stance, the user is able to now full out run with their shield up. Their body is largely covered with only their legs and their other weapon arm and shoulder exposed. Although effective for attacking and retreating, their movements and awkward weighting makes ranged attacking during this difficult.
B

Iron Wall Suplex
The user runs at their opponent, or hunkers down while they are running at him, and at the moment of impact bashes their shield at the opponent but gets it under them. Stepping in and under the opponent, the user raises their shield sending the opponent hurtling over them to the ground below. From here, the user has multiple counter attack options they can choose from.
B

Iron Wall Coverage
When faced with a fast melee opponent, the user is capable of moving their shield repeatedly while at the same time moving their feet to maintain the strongest defensive position while keeping mobility and allowing some, thought little, form of counter attack to be returned when the combination is done.
• Minimum cost is a B rank. If the opponent uses a higher hank combination (A or S) then the user can pay the identical amount to make this technique effective. Only effective against one combination per usage.

B

Iron Wall Mobility
The user has now done so many defensive positions with their shield that they are much faster at reacting, getting into a defensive position. Defensive technique speed increased. When using Shields and Shield Skills, speed is +2 during its execution. Does not apply to attacking or countering -- defense only. Cannot be stacked with other speed bonuses.
B - C Rank Energy per post when in Use

Stage 5

Iron Bunker
A very simple but effective technique, the user ceases all motion and presses into their shield with their strong legs. This position, being a geometrically stable, is effective against resisting stronger types of attacks (concussion blasts, ect) and shockwaves (from bombs or fire blasts) ruling in the shield can actually handle that much damage.
A

Iron Wall's Freedom Return
The user keeps themselves covered to take any damage or attack the opponent sends their way at bay, then quickly frees their shield from their body to allow more freedom of motion, making all forms of melee counter attacks extremely effective. Once it is done, the shield returns as fast it had left, keeping the body covered.
A

Iron Wall Onslaught
The user performs 5-7 continual bashing of their shield at either one or multiple enemies sending their attacks away from them allowing the user to counter attack. If the shield is aimed for the opponent, then great physical damage can be done, knocking the enemy down and even taking them off their feet.
A

Iron Wall Framework
The User has dealt several strong attacks, with much of the physical momentum going through the shield into his body. After such repeated training and physical abuse, the user now has a greater understanding of their frame, of mechanics, and body structure to make their movements more precise and structurally strong. The users ability to cause physical damage with their shield as well as defend against strong attacks is increased. Defense against skills is increased by a rank and strength with shields is +1 when attacking.
A - C Rank Energy per post when in use.

Stage 6

Iron Wall Full On Offense
The user waits for a moment of impact on their shield, and continues the contact with the melee weapon like a weapon lock. Stepping in to dominate the space, the user now has an ample amount of room and positioning to counter attack the opponent.
S

Iron Wall Fortitude
The user enters a full defensive stance, without any capability of counter attack. However, this does not mean they cannot attack. They have a good body behind them to do it for them! The user acts as mobile cover for a friend to come in and “stack up” with them, allowing the user to defend both of them with the partner only revealing themselves when they are counter attacking.
S

Iron Wall Aggression
The user waits for an enemy to be in med melee attack when the suddenly drop low, slamming their shield into the foot of the attacking opponent, usually stopping the attack dead in its tracks. From here the user bursts forwards and raises their shield to clear the possible attack away before the slamming the but of the shield into the enemies throat, or bumping into them and knocking them to the ground.
S

- Free Weapon Style for the guild. We need a second shield style badly.
PostPosted: Tue Feb 11, 2014 9:01 pm


Gun Kata


"Through analysis of thousands of recorded gun fights, the Gunslinger has determined that the geometric distribution of antagonists in any gun battle is a statistically-predictable element. The Gun Kata treats the gun as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents, while keeping the defender clear of the statistically-traditional trajectories of return fire. By the rote mastery of this art, your firing efficiency will rise by no less than 120 percent."

S t a g e O n e
Assassin Stance
E
The most basic of all firing stances, the user stays in a natural shoulder width stance with his two weapons outstretched directly in front of him. This stance maximizes two handed firing power, as well as balances accuracy in both hands. It covers only one direction, but when is very effective facing a single opponent directly in front of them. The weakness is that any other approachable enemy can flank the user on any unarmed side.

Slanted Stance
E
The user goes from standing at an even footed balanced stance to an elongated side lung stance with both pistols out in front in a standard firing position. This stance is often used to create a zig-zag motion of stepping, working on an arch style movement to avoid up incoming gun fire from one direction. Although effective, this movement can be quickly overcome when used against more than 2 opponents shooting, or 2 opponents shooting from different angles.

Linear stance
E
This stance is similar to the slanted stance, but differs in the application, situation, and firing position. Still entering the side lunge stance, the user extends the same arm as the extended leg out to his side and hangs the other weapon over his head pointing in the same direction. This stance is used when facing two attackers, or two attackers on opposing sides of his body. Positioning themselves in a bladed, more narrow positioning, the enemies have a greater chance of missing him, as well as hitting their friends on the other side of the now narrowed user. The user is very easily able to transition from side to side in this stance, keeping both his sides covered with fire. There are easily overcome if an enemy fires from his broadened side, as he poses a bigger, more open target from that angle.

Transition one
E
A simple technique that allows the user to transition from one stance to another while keeping themselves cleared of return fire. User essentially stays in one central spot as they transition.
• Only transition to 2 other stances

S t a g e T w o
Perpendicular Stance
D
Even in stage 2, the basic footing and positioning of the stance doesn't change. Moving his feet into the slanted stance, the user points the weapon on the side of his back leg in-front of him, and points the weapon on his other side straight out on a 90 degree angle. This way can cover 2 separate directions while still avoiding return fire. The obvious weakness is a flank to the unguarded side and from behind.

Reload dance
D
The user is more accustomed to their weapon of choice, and is thus able to more properly reload his weapon when the energy is low or running out. The user simple drops the power cell, flips the pistol to a hammer grip to free up some fingers, and is able to flick a new power cell into his weapon. The weapon cannot be discharged in the turn that it is reloaded.


Over-under Shot
D
Used while in the perpendicular stance, this simple shot allows the extended side weapon to move under the weapon outstretched to the front, allowing the user to cover the opposite side as well, easily covering one of the weaknesses this stance has.

Quick Draw 1
D
The User is now adept enough to draw one of his pistols and immediately fire it at the hip with a fair amount of accuracy (aiming for center of mass on the enemy). Although quick, it is rather obvious what the user is trying to do.


S t a g e T h r e e
Over the shoulder
C
Instead of making a stance transition, the user is now able to move on outstretched weapon behind him, aiming to cover his back in a quick and brutal motion. The obvious weakness of this style is that one would need to have a way of seeing behind him to make this absolutely effective, but it can also serve as a wonderful suppression technique to deter people from coming up the users flank.
• Only usable in Slanted stance, assassin’s stance, perpendicular stance, and circle stance.

The Cross Stance
C
The user stands in a natural, shoulder width stance with both weapons stretched out to his sides. The weapons form a line of fire power that is easily usable in a hallway (to cover both sides) as well as minimizes the target size and space for return fire to hit.

Double trigger
C
The user is now adept enough with their choice weapons that they can pull the trigger twice in the time it takes someone else to pull the trigger once. This allows them to add even more fire power to their monstrous all out gun assault.
• Essentially allows the user to have 2 bullets per attack. These bullets do count against ammo count.

Transition 2
C
The user is now comfortable enough, as well as studied their fire fights, to comfortably transition with higher level, more advanced stances and movements while still able to carefully avoid return fire. This rendition adds in spins and other small movements to move across the battle field.
• Allows for the transition to 3 other stances [exiting the one you were in]


S t a g e F o u r
Circle shot/stance
B
A stance usually used during transition two. The user holds one gun over their head, like a karate high block with the gun facing to their side while the other weapon is across the body like a hook punch aiming for the other side while standing in either a leaning, slanted, or natural stance. This allows the user to effectively shot during a transition as well as maintain fire power and accuracy in constricting situations limiting the user from outstretching their arms.
• Only one trigger pull weapon if this stance is used during a transition.

Sensory click
B
The user does a simple “noise creation” motion and uses his expertise in the gun kata to be able to map out the immediate room of all bodies, furniture, cover, etc. This map is then able to be used for the next post (after the initiative post) and is then out of date and needs to be redone.
• Essentially allows the user to know where everybody is in the room, but with no knowledge of armament, intent, faction, etc. Similar to echo location. The sound creation could be a click of the teeth, a snap of the fingers, rustle of jewelry, etc.

Dante Stance
B
A combination of the circle stance and the Perpendicular stance. The user places himself in the elongated stance of the perpendicular stance with one weapon outstretched in-front of him. The other weapon is arced over the users head like a karate high block. In fact, the stance is so similar that the user can freely transition between the two stances using the recoil of the gun as the starting motion.
• Can only transition from one stance to the other, but doesn't not count as a new stance if later using a transition technique.

Recoil Redux
B
The user is now adept enough at firing a gun that they can use heavier and more powerful guns as if they were normal sized and strength, compensating for their recoil as another variable.
• Not allowed to use double rifles, or any other traditional two-handed weapons in both hands. Anything else is fair game.


S t a g e F i v e
Burst shot
A
The user now has become so adept with his weapons that he can pull the trigger in such a manner that it looks like his pistols have “three shot burst” as a fire selection. This is a pinnacle technique of the Cleric’s really laying the fire power down with a simple use of extreme practice.
• Essentially an increase of dual shot, making three bullets per attack.

Centering technique
A
The user has dealt with enough fire fights to understand how they operate and work. Through his trial in combat, the user learned a way to center himself, relax, and focus perfectly. This will increase his accuracy, as well as limit other variables that his opponents may have, like cover, shields, suppressing fire, ect. His acknowledgment of the statistics, and his understanding will make him seem to have cat like reflexes, only because he knows the statistical probability of where the next attacker will be coming from. The use will (for one post) concentrate on his breathing, and hold his weapons over each other in front of him, one pointed directly down and the other is directly.
• The user can choose to pay the energy cost to use this technique in combat to eliminate one post quieting. Either way, once that set of combatants are done, the technique ends.

Quick Draw 2
A
The user is well trained enough in his weapons to be able to pull both of them from their holsters and already be able to have them in firing position, entering and moving his stances. Traditionally, the Clerics prefer to have hidden arm slides to hide the fact that he is carrying a weapon and fully catch his enemy by surprise.
• If this is used, the user may only pull the trigger twice per weapon this post.

Adrenalin Surge
A
The user has been in enough Gun fights, faced enough bullets that they can now force their body into the "fight" of the fight or flight reflex. The user enters the mindset that allows adrenaline to be released into the blood, making time feel like it is moving more slowly to them, allowing them greater accuracy, timing, and perceptual awareness.
• Lasts 5 posts


S t a g e S i x
Gun-blade
S
The user is now adept enough to actually treat his fire arms as if they were a bladed weapon. Using footwork, stances, and the enemies movement, the user is capable of making his weapons find their target even at close range. This is exceptionally effective against a prisoner escort, or even work for a large squad assassination attempt.


The Ground stance
S
The user has dealt with and trained with the weapons a very long time now, and through a long time of memorizing and practice is able to perfectly compensate for recoil when firing in awkward positions. The user can now jump to the ground, lay on their back, even fake dead and when they choose to shoot can do so with amazing precision. This is not the most advised stance to use, but when during a transition may be enough of a ploy to make the enemy believe they hit you.
• Lasts 5 posts

Dance of Stances
S
The user, finding himself either surrounded or in a very intense fire fight, is now able to move across the battle field from stance to stance. This method allows him to not just be a singular warrior, but to treat the gun as a total weapon: suppressing fire, flanking, assassin, self-defense. The Cleric can do it all, and now do it in a very fashionable method…while still maintaining their ability to avoid return fire.
• Allows the user to transition using 4 stances, also involving circle shot.

Sphere of Bullets
S
The user burns some energy to move his trigger fingers rapidly while whipping his guns around in a circular motion around him both in-front and behind him. This motion is fast and rapid, and covers the user in a full circle around him. Happening several times, this is a wondrous versatile technique that can work as an all out defense, offense, suppression, or whatever the Cleric needs. The unfortunate part is if the cleric has any friends in the area, they too are easily hit and affected by this technique.
• Treats both weapons as if they are fully automatic. Burns both magazines, and the gunslinger must reload both of them.


Gun Slinger Only Weapon Style

A Mechanical Soldier

Married Genius


KnightsRoyal

Desirable Hunter

7,825 Points
  • Gender Swap 100
  • Forum Dabbler 200
  • Ultimate Player 200
PostPosted: Tue Feb 11, 2014 9:50 pm


Kagawa Fenris
Gun Kata


"Through analysis of thousands of recorded gun fights, the Gunslinger has determined that the geometric distribution of antagonists in any gun battle is a statistically-predictable element. The Gun Kata treats the gun as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents, while keeping the defender clear of the statistically-traditional trajectories of return fire. By the rote mastery of this art, your firing efficiency will rise by no less than 120 percent."

S t a g e O n e
Assassin Stance
E
The most basic of all firing stances, the user stays in a natural shoulder width stance with his two weapons outstretched directly in front of him. This stance maximizes two handed firing power, as well as balances accuracy in both hands. It covers only one direction, but when is very effective facing a single opponent directly in front of them. The weakness is that any other approachable enemy can flank the user on any unarmed side.

Slanted Stance
E
The user goes from standing at an even footed balanced stance to an elongated side lung stance with both pistols out in front in a standard firing position. This stance is often used to create a zig-zag motion of stepping, working on an arch style movement to avoid up incoming gun fire from one direction. Although effective, this movement can be quickly overcome when used against more than 2 opponents shooting, or 2 opponents shooting from different angles.

Linear stance
E
This stance is similar to the slanted stance, but differs in the application, situation, and firing position. Still entering the side lunge stance, the user extends the same arm as the extended leg out to his side and hangs the other weapon over his head pointing in the same direction. This stance is used when facing two attackers, or two attackers on opposing sides of his body. Positioning themselves in a bladed, more narrow positioning, the enemies have a greater chance of missing him, as well as hitting their friends on the other side of the now narrowed user. The user is very easily able to transition from side to side in this stance, keeping both his sides covered with fire. There are easily overcome if an enemy fires from his broadened side, as he poses a bigger, more open target from that angle.

Transition one
E
A simple technique that allows the user to transition from one stance to another while keeping themselves cleared of return fire. User essentially stays in one central spot as they transition.
• Only transition to 2 other stances

S t a g e T w o
Perpendicular Stance
D
Even in stage 2, the basic footing and positioning of the stance doesn't change. Moving his feet into the slanted stance, the user points the weapon on the side of his back leg in-front of him, and points the weapon on his other side straight out on a 90 degree angle. This way can cover 2 separate directions while still avoiding return fire. The obvious weakness is a flank to the unguarded side and from behind.

Reload dance
D
The user is more accustomed to their weapon of choice, and is thus able to more properly reload his weapon when the energy is low or running out. The user simple drops the power cell, flips the pistol to a hammer grip to free up some fingers, and is able to flick a new power cell into his weapon. The weapon cannot be discharged in the turn that it is reloaded.


Over-under Shot
D
Used while in the perpendicular stance, this simple shot allows the extended side weapon to move under the weapon outstretched to the front, allowing the user to cover the opposite side as well, easily covering one of the weaknesses this stance has.

Quick Draw 1
D
The User is now adept enough to draw one of his pistols and immediately fire it at the hip with a fair amount of accuracy (aiming for center of mass on the enemy). Although quick, it is rather obvious what the user is trying to do.


S t a g e T h r e e
Over the shoulder
C
Instead of making a stance transition, the user is now able to move on outstretched weapon behind him, aiming to cover his back in a quick and brutal motion. The obvious weakness of this style is that one would need to have a way of seeing behind him to make this absolutely effective, but it can also serve as a wonderful suppression technique to deter people from coming up the users flank.
• Only usable in Slanted stance, assassin’s stance, perpendicular stance, and circle stance.

The Cross Stance
C
The user stands in a natural, shoulder width stance with both weapons stretched out to his sides. The weapons form a line of fire power that is easily usable in a hallway (to cover both sides) as well as minimizes the target size and space for return fire to hit.

Double trigger
C
The user is now adept enough with their choice weapons that they can pull the trigger twice in the time it takes someone else to pull the trigger once. This allows them to add even more fire power to their monstrous all out gun assault.
• Essentially allows the user to have 2 bullets per attack. These bullets do count against ammo count.

Transition 2
C
The user is now comfortable enough, as well as studied their fire fights, to comfortably transition with higher level, more advanced stances and movements while still able to carefully avoid return fire. This rendition adds in spins and other small movements to move across the battle field.
• Allows for the transition to 3 other stances [exiting the one you were in]


S t a g e F o u r
Circle shot/stance
B
A stance usually used during transition two. The user holds one gun over their head, like a karate high block with the gun facing to their side while the other weapon is across the body like a hook punch aiming for the other side while standing in either a leaning, slanted, or natural stance. This allows the user to effectively shot during a transition as well as maintain fire power and accuracy in constricting situations limiting the user from outstretching their arms.
• Only one trigger pull weapon if this stance is used during a transition.

Sensory click
B
The user does a simple “noise creation” motion and uses his expertise in the gun kata to be able to map out the immediate room of all bodies, furniture, cover, etc. This map is then able to be used for the next post (after the initiative post) and is then out of date and needs to be redone.
• Essentially allows the user to know where everybody is in the room, but with no knowledge of armament, intent, faction, etc. Similar to echo location. The sound creation could be a click of the teeth, a snap of the fingers, rustle of jewelry, etc.

Dante Stance
B
A combination of the circle stance and the Perpendicular stance. The user places himself in the elongated stance of the perpendicular stance with one weapon outstretched in-front of him. The other weapon is arced over the users head like a karate high block. In fact, the stance is so similar that the user can freely transition between the two stances using the recoil of the gun as the starting motion.
• Can only transition from one stance to the other, but doesn't not count as a new stance if later using a transition technique.

Recoil Redux
B
The user is now adept enough at firing a gun that they can use heavier and more powerful guns as if they were normal sized and strength, compensating for their recoil as another variable.
• Not allowed to use double rifles, or any other traditional two-handed weapons in both hands. Anything else is fair game.


S t a g e F i v e
Burst shot
A
The user now has become so adept with his weapons that he can pull the trigger in such a manner that it looks like his pistols have “three shot burst” as a fire selection. This is a pinnacle technique of the Cleric’s really laying the fire power down with a simple use of extreme practice.
• Essentially an increase of dual shot, making three bullets per attack.

Centering technique
A
The user has dealt with enough fire fights to understand how they operate and work. Through his trial in combat, the user learned a way to center himself, relax, and focus perfectly. This will increase his accuracy, as well as limit other variables that his opponents may have, like cover, shields, suppressing fire, ect. His acknowledgment of the statistics, and his understanding will make him seem to have cat like reflexes, only because he knows the statistical probability of where the next attacker will be coming from. The use will (for one post) concentrate on his breathing, and hold his weapons over each other in front of him, one pointed directly down and the other is directly.
• The user can choose to pay the energy cost to use this technique in combat to eliminate one post quieting. Either way, once that set of combatants are done, the technique ends.

Quick Draw 2
A
The user is well trained enough in his weapons to be able to pull both of them from their holsters and already be able to have them in firing position, entering and moving his stances. Traditionally, the Clerics prefer to have hidden arm slides to hide the fact that he is carrying a weapon and fully catch his enemy by surprise.
• If this is used, the user may only pull the trigger twice per weapon this post.

Adrenalin Surge
A
The user has been in enough Gun fights, faced enough bullets that they can now force their body into the "fight" of the fight or flight reflex. The user enters the mindset that allows adrenaline to be released into the blood, making time feel like it is moving more slowly to them, allowing them greater accuracy, timing, and perceptual awareness.
• Lasts 5 posts


S t a g e S i x
Gun-blade
S
The user is now adept enough to actually treat his fire arms as if they were a bladed weapon. Using footwork, stances, and the enemies movement, the user is capable of making his weapons find their target even at close range. This is exceptionally effective against a prisoner escort, or even work for a large squad assassination attempt.


The Ground stance
S
The user has dealt with and trained with the weapons a very long time now, and through a long time of memorizing and practice is able to perfectly compensate for recoil when firing in awkward positions. The user can now jump to the ground, lay on their back, even fake dead and when they choose to shoot can do so with amazing precision. This is not the most advised stance to use, but when during a transition may be enough of a ploy to make the enemy believe they hit you.
• Lasts 5 posts

Dance of Stances
S
The user, finding himself either surrounded or in a very intense fire fight, is now able to move across the battle field from stance to stance. This method allows him to not just be a singular warrior, but to treat the gun as a total weapon: suppressing fire, flanking, assassin, self-defense. The Cleric can do it all, and now do it in a very fashionable method…while still maintaining their ability to avoid return fire.
• Allows the user to transition using 4 stances, also involving circle shot.

Sphere of Bullets
S
The user burns some energy to move his trigger fingers rapidly while whipping his guns around in a circular motion around him both in-front and behind him. This motion is fast and rapid, and covers the user in a full circle around him. Happening several times, this is a wondrous versatile technique that can work as an all out defense, offense, suppression, or whatever the Cleric needs. The unfortunate part is if the cleric has any friends in the area, they too are easily hit and affected by this technique.
• Treats both weapons as if they are fully automatic. Burns both magazines, and the gunslinger must reload both of them.


Gun Slinger Only Weapon Style



I have two terrible pieces of information to let you know.

1. This skill set would not need a fighting style, if you want something gun related or just involving this stuff, apply Gun Kata at the Custom Classes section to improve the Gunslinger class set.
2. We absolutely do NOT need a 2nd shield style such as this as these skills have many and various better forms spread throughout other weapon styles, bloodlines, classes, and even elementals. One such example is the Dreadnought, the bloodline is all about defense and nothing less of the sort with their carapace and skill set.



So the shield skill style is denied, I apologize for how you feel, but if you have any problems, take it up with me in pms and not here on the style set where we could clutter it up. I will not hesitate to delete your post if you insist on starting an argument here.
PostPosted: Tue Feb 11, 2014 9:53 pm


KnightsRoyal
Kagawa Fenris
Gun Kata


"Through analysis of thousands of recorded gun fights, the Gunslinger has determined that the geometric distribution of antagonists in any gun battle is a statistically-predictable element. The Gun Kata treats the gun as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents, while keeping the defender clear of the statistically-traditional trajectories of return fire. By the rote mastery of this art, your firing efficiency will rise by no less than 120 percent."

S t a g e O n e
Assassin Stance
E
The most basic of all firing stances, the user stays in a natural shoulder width stance with his two weapons outstretched directly in front of him. This stance maximizes two handed firing power, as well as balances accuracy in both hands. It covers only one direction, but when is very effective facing a single opponent directly in front of them. The weakness is that any other approachable enemy can flank the user on any unarmed side.

Slanted Stance
E
The user goes from standing at an even footed balanced stance to an elongated side lung stance with both pistols out in front in a standard firing position. This stance is often used to create a zig-zag motion of stepping, working on an arch style movement to avoid up incoming gun fire from one direction. Although effective, this movement can be quickly overcome when used against more than 2 opponents shooting, or 2 opponents shooting from different angles.

Linear stance
E
This stance is similar to the slanted stance, but differs in the application, situation, and firing position. Still entering the side lunge stance, the user extends the same arm as the extended leg out to his side and hangs the other weapon over his head pointing in the same direction. This stance is used when facing two attackers, or two attackers on opposing sides of his body. Positioning themselves in a bladed, more narrow positioning, the enemies have a greater chance of missing him, as well as hitting their friends on the other side of the now narrowed user. The user is very easily able to transition from side to side in this stance, keeping both his sides covered with fire. There are easily overcome if an enemy fires from his broadened side, as he poses a bigger, more open target from that angle.

Transition one
E
A simple technique that allows the user to transition from one stance to another while keeping themselves cleared of return fire. User essentially stays in one central spot as they transition.
• Only transition to 2 other stances

S t a g e T w o
Perpendicular Stance
D
Even in stage 2, the basic footing and positioning of the stance doesn't change. Moving his feet into the slanted stance, the user points the weapon on the side of his back leg in-front of him, and points the weapon on his other side straight out on a 90 degree angle. This way can cover 2 separate directions while still avoiding return fire. The obvious weakness is a flank to the unguarded side and from behind.

Reload dance
D
The user is more accustomed to their weapon of choice, and is thus able to more properly reload his weapon when the energy is low or running out. The user simple drops the power cell, flips the pistol to a hammer grip to free up some fingers, and is able to flick a new power cell into his weapon. The weapon cannot be discharged in the turn that it is reloaded.


Over-under Shot
D
Used while in the perpendicular stance, this simple shot allows the extended side weapon to move under the weapon outstretched to the front, allowing the user to cover the opposite side as well, easily covering one of the weaknesses this stance has.

Quick Draw 1
D
The User is now adept enough to draw one of his pistols and immediately fire it at the hip with a fair amount of accuracy (aiming for center of mass on the enemy). Although quick, it is rather obvious what the user is trying to do.


S t a g e T h r e e
Over the shoulder
C
Instead of making a stance transition, the user is now able to move on outstretched weapon behind him, aiming to cover his back in a quick and brutal motion. The obvious weakness of this style is that one would need to have a way of seeing behind him to make this absolutely effective, but it can also serve as a wonderful suppression technique to deter people from coming up the users flank.
• Only usable in Slanted stance, assassin’s stance, perpendicular stance, and circle stance.

The Cross Stance
C
The user stands in a natural, shoulder width stance with both weapons stretched out to his sides. The weapons form a line of fire power that is easily usable in a hallway (to cover both sides) as well as minimizes the target size and space for return fire to hit.

Double trigger
C
The user is now adept enough with their choice weapons that they can pull the trigger twice in the time it takes someone else to pull the trigger once. This allows them to add even more fire power to their monstrous all out gun assault.
• Essentially allows the user to have 2 bullets per attack. These bullets do count against ammo count.

Transition 2
C
The user is now comfortable enough, as well as studied their fire fights, to comfortably transition with higher level, more advanced stances and movements while still able to carefully avoid return fire. This rendition adds in spins and other small movements to move across the battle field.
• Allows for the transition to 3 other stances [exiting the one you were in]


S t a g e F o u r
Circle shot/stance
B
A stance usually used during transition two. The user holds one gun over their head, like a karate high block with the gun facing to their side while the other weapon is across the body like a hook punch aiming for the other side while standing in either a leaning, slanted, or natural stance. This allows the user to effectively shot during a transition as well as maintain fire power and accuracy in constricting situations limiting the user from outstretching their arms.
• Only one trigger pull weapon if this stance is used during a transition.

Sensory click
B
The user does a simple “noise creation” motion and uses his expertise in the gun kata to be able to map out the immediate room of all bodies, furniture, cover, etc. This map is then able to be used for the next post (after the initiative post) and is then out of date and needs to be redone.
• Essentially allows the user to know where everybody is in the room, but with no knowledge of armament, intent, faction, etc. Similar to echo location. The sound creation could be a click of the teeth, a snap of the fingers, rustle of jewelry, etc.

Dante Stance
B
A combination of the circle stance and the Perpendicular stance. The user places himself in the elongated stance of the perpendicular stance with one weapon outstretched in-front of him. The other weapon is arced over the users head like a karate high block. In fact, the stance is so similar that the user can freely transition between the two stances using the recoil of the gun as the starting motion.
• Can only transition from one stance to the other, but doesn't not count as a new stance if later using a transition technique.

Recoil Redux
B
The user is now adept enough at firing a gun that they can use heavier and more powerful guns as if they were normal sized and strength, compensating for their recoil as another variable.
• Not allowed to use double rifles, or any other traditional two-handed weapons in both hands. Anything else is fair game.


S t a g e F i v e
Burst shot
A
The user now has become so adept with his weapons that he can pull the trigger in such a manner that it looks like his pistols have “three shot burst” as a fire selection. This is a pinnacle technique of the Cleric’s really laying the fire power down with a simple use of extreme practice.
• Essentially an increase of dual shot, making three bullets per attack.

Centering technique
A
The user has dealt with enough fire fights to understand how they operate and work. Through his trial in combat, the user learned a way to center himself, relax, and focus perfectly. This will increase his accuracy, as well as limit other variables that his opponents may have, like cover, shields, suppressing fire, ect. His acknowledgment of the statistics, and his understanding will make him seem to have cat like reflexes, only because he knows the statistical probability of where the next attacker will be coming from. The use will (for one post) concentrate on his breathing, and hold his weapons over each other in front of him, one pointed directly down and the other is directly.
• The user can choose to pay the energy cost to use this technique in combat to eliminate one post quieting. Either way, once that set of combatants are done, the technique ends.

Quick Draw 2
A
The user is well trained enough in his weapons to be able to pull both of them from their holsters and already be able to have them in firing position, entering and moving his stances. Traditionally, the Clerics prefer to have hidden arm slides to hide the fact that he is carrying a weapon and fully catch his enemy by surprise.
• If this is used, the user may only pull the trigger twice per weapon this post.

Adrenalin Surge
A
The user has been in enough Gun fights, faced enough bullets that they can now force their body into the "fight" of the fight or flight reflex. The user enters the mindset that allows adrenaline to be released into the blood, making time feel like it is moving more slowly to them, allowing them greater accuracy, timing, and perceptual awareness.
• Lasts 5 posts


S t a g e S i x
Gun-blade
S
The user is now adept enough to actually treat his fire arms as if they were a bladed weapon. Using footwork, stances, and the enemies movement, the user is capable of making his weapons find their target even at close range. This is exceptionally effective against a prisoner escort, or even work for a large squad assassination attempt.


The Ground stance
S
The user has dealt with and trained with the weapons a very long time now, and through a long time of memorizing and practice is able to perfectly compensate for recoil when firing in awkward positions. The user can now jump to the ground, lay on their back, even fake dead and when they choose to shoot can do so with amazing precision. This is not the most advised stance to use, but when during a transition may be enough of a ploy to make the enemy believe they hit you.
• Lasts 5 posts

Dance of Stances
S
The user, finding himself either surrounded or in a very intense fire fight, is now able to move across the battle field from stance to stance. This method allows him to not just be a singular warrior, but to treat the gun as a total weapon: suppressing fire, flanking, assassin, self-defense. The Cleric can do it all, and now do it in a very fashionable method…while still maintaining their ability to avoid return fire.
• Allows the user to transition using 4 stances, also involving circle shot.

Sphere of Bullets
S
The user burns some energy to move his trigger fingers rapidly while whipping his guns around in a circular motion around him both in-front and behind him. This motion is fast and rapid, and covers the user in a full circle around him. Happening several times, this is a wondrous versatile technique that can work as an all out defense, offense, suppression, or whatever the Cleric needs. The unfortunate part is if the cleric has any friends in the area, they too are easily hit and affected by this technique.
• Treats both weapons as if they are fully automatic. Burns both magazines, and the gunslinger must reload both of them.


Gun Slinger Only Weapon Style



I have two terrible pieces of information to let you know.

1. This skill set would not need a fighting style, if you want something gun related or just involving this stuff, apply Gun Kata at the Custom Classes section to improve the Gunslinger class set.
2. We absolutely do NOT need a 2nd shield style such as this as these skills have many and various better forms spread throughout other weapon styles, bloodlines, classes, and even elementals. One such example is the Dreadnought, the bloodline is all about defense and nothing less of the sort with their carapace and skill set.



So the shield skill style is denied, I apologize for how you feel, but if you have any problems, take it up with me in pms and not here on the style set where we could clutter it up. I will not hesitate to delete your post if you insist on starting an argument here.


Jesus. Your damn reply sounds like you're insta-pissed off at my style posting. Not even going to try anyways.

A Mechanical Soldier

Married Genius


Daddy Raz

PostPosted: Thu Feb 13, 2014 7:51 am


KnightsRoyal
razieltheprince
((This is a style I made for the guild as a whole, not just for me. Figured it wouldn't hurt for us all to have a shield and spear style >.>))

The Spartan's Right Hand
Defensive, Offensive, Well Balanced

User Image
Description:
This is a style designed around a well balanced and extremely lethal mix of offense and defense. This style heavily utilizes the spear and the shield, utilizing the shield protect the user and to keep close enemies at bay, and utilizing the spear to really go in for the kill and keep enemies at a distance. This style was particularly used by the fierce Legions of Kratos, who conquered many northeastern lands in ancient times. This style is very versatile to say the least, partially covering all ranges of combat, from short to long ranged. Many practitioners of the spear will take a liking to this style, as it doesn't require you to sacrifice defense for offense, as most spear styles usually require.


Skills

Crashing Waves
Rank: C
description: You bash your shield forward twice, really putting a lot of power and force into the second bash. The first bash is simply meant to stop an enemy's sword and push it off course, delaying their ability to pop back into a ready stance to defend or attack again. The second shield bash will send enemies with a strength rating lower than yours on tumbling backwards onto their a**. Anybody with a strength rating equal to or greater than yours will simply be sent staggering. After the second bash, you will do a lightning quick spin before stabbing your spear into your opponent, the momentum of the strike easily able to puncture thick demascus steel.

Viper's Bite v1
Rank: D
description: You throw your spear in an extremely straight and accurate path. This attack speeds up the spear considerably, giving the spear the speed of an arrow. While the spear is extremely difficult to dodge in this stage, it is still possible if the opponent is very fast, with supernatural reflexes.

Cobra's Bite
Rank: D
description: The user ducks underneath a horizontal slashing or swinging attack, simaltaneously slamming the bottom lip of their shield down onto the toes of the opponent, breaking completely shattering the bones in the foot and making the opponent's guard open up. As soon as the opponent's guard opens (Because who wouldn't at least partially open their guard after having every bone in their foot smashed?) they stab the spear upwards into the target.

Python's Bite
Rank: C
Description: When confronted with a vertical slash, the user will move one foot behind the other and sidestep, shifting their center line and allowing the strike to move past their body by mere inches with their spear arm facing the target. They then stab their spear directly at the target in retaliation, attempting to run the enemy through while he is still completing the downwards slash. Obviously if the vertical attack is too wide to sidestep (a GIGANTIC ball of fire, a dragon's tail, etc.) you will still probably get hit by it.

Will Breaker
Rank: C
requires: Energy
description: Useful when somebody swings a sword or other weapon at you. Instead of blocking the attack with your shield, you meet it with the shaft of your spear. When the weapons clash in the air you parry the enemy's weapon to either the left or to the right before stabbing forward. The parry will leave opponents who are not equipped with a shield or another weapon practically defenseless, as it leaves their entire body open to attack.

Shield of The Epic
Rank: C
requires: energy
description: the user will charge energy into their shield, and they then thrust it forward towards the enemy and emit an extremely flashy and blinding white light from it. This will blind anybody looking at or towards the shield for the one whole post. This also enhances the durability of the shield for the post it was activated in.

Spear of The mighty
Rank: C
Requires: energy
description: The user will focus energy into the entire composition of their spear. After this is accomplished, they stab the spear forward in an attempt to impale the enemy. This technique is useful because of the fact that even if the enemy manages to jump backwards and dodge the spear tip, the spear grows rapidly to twice it's original length, impaling the enemy before reverting to it's original size. During this time, the spear will glow brightly, though not brightly enough to blind anybody.


Vault Kick
rank: C
description: you stab your spear into the ground, jumping into the air while still holding the shaft of the spear stuck in the earth, twirling yourself around the spear and kicking the opponent in the chest or face whilst spinning around the spear. This kick has enough momentum to break bones.
the kick looks like this... just with a spear. and without the retards

THIS IS SPARTA
Rank: B
description: this skill is the ultimate counter. First, you either wait for your opponent to swing their weapon at you, or to throw a punch at you. You then bash your shield out and sideways at their attack whilst taking a step forward. This will send an opponent wielding a weapon staggering off balance slightly and open for the next part of the attack. it will cause somebody punching the shield to stagger as well, with the additional affect of breaking their fist. For the next part of the skill the user will do a full frontal spartan kick, sending the enemy stumbling backwards, and more than likely falling to the ground. (recommendation: Use this near a cliff ledge/gigantic hole for epic King Leonitus effect.8D))

March of The Legion
Rank: B
requires: Energy
description: With this skill, every step you take is imbued with energy. These steps will cause tremors, which are very slight at first but will gain in strength with every step taken. They steadily gain in power up until the fifth step. For the fifth step however, you must use A ranked energy instead of B ranked energy at the beginning of the skill. It should be noted that if you are caused to stagger or are interrupted during this skill, it stops altogether.
First step: very small tremor. Noticeable, but not very. Doesn't really affect anybody much.
Second step: a decent tremor, may cause somebody to stumble but not fall.
Third step: A very noticeable tremor. most humans will be knocked on the ground by the tremor.
Fourth step: Large tremor. All but the strongest opponents will be knocked on the ground by these tremors. (Opponents with a strength of 10 or higher)
Fifth step: The most powerful of the steps, this step will cause cracks in the ground and knock all enemies off of their feet.

Viper's Bite V2
Rank: A
Requires: energy
Description: You throw your spear swiftly and accurately, just like with the last version of this skill. However, the speed of the spear is heightened considerably. The spear now moves with the speed of a crossbow bolt upon leaving contact with your hand. It's penetration power is heightened considerably, and can usually pierce through heavy armors and such.

Shield Wall
Rank: S
requires: Energy
description: The ultimate defensive technique of this style, though despite it's rank it is performed fairly simply. The user will crouch behind their shield and march forward, spear tip bristling dangerously to the side of them much like any normal spartan taking apart in the shield wall. An invisible sphere of energy forms around the user, blocking them from all attacks of the shield walls rank.

Strength In Numbers
rank: SS
description: This skill is only really useful if the spartan is in a group of people. Basically what it does is raise everybody in the groups speed and strength by one for every member in the group. Practically useless by itself, with a few allies this skill could help turn the tides of battle. As one could imagine, due to the high energy cost of this skill it won't be useful at all unless the user finds themself to be part of a particularly large combat group, which is highly unlikely at best.

This is going to be my list.


CW. Needs to be a rank Higher if it can puncture thick steel, and I need to know what kind of steel it will be puncturing. However, if you get rid of the stabbing spear into the opponent, this skill will be approved.
VB v1. Sorry but this one will need to be down alot of speed, unless it was shot out of a cannon. But a human's spear throw would only match the throw of the Javelin, which is good, but it is slow. One more thing, this would end up forcing the user to be entering the shield skill set only, so you might want to edit that in as well.
CB. Hm... I don't think it would break the bones in the foot, but it would hurt to have something drop on your toes. So take the bone breaking thing out, and where would they be stabbing the spear up into? The head? I think the pommel of the spear should be the one coming out to harm the enemy. It's small and it hurts just as much.
PB. Hm... There's a small problem with the way you're dodging the vertical slash, what if they're slamming something bigger than a sword or a bat onto you? Like a body? Or a large dragon tail? You should put in what kind of weapon vertical slashes this dodges.
WB. This will need to use energy because I don't think all metals would be able to meet and clash without one breaking.
DS. I think we have enough of that disarming strike in just the shield skills and at the very beginning of this skill set. I would suggest something different instead of this. Hm... try to think of Hildegard from Soul Calibur 4 and 5, what she does with her spear and not with the shortsword.
SotE. Needs to be a rank higher if it can increase the shield's durability. It shouldn't be able to blind just from the energy so you want to get rid of that.
SotM. I can dig this technique. Approved.
Vault Kick. Hm... I can dig this technique, approved.
T.I.S. The thing about combo attacks is if the first part succeeds, you can't expect a weapon to go flying out of their hands or even to stagger the attack. Remember, momentum has a harsh role in this, so you will need to bash at the hands of the user to get them open like this. A full Frontal Sparta kick would force any staggering enemy to be falling backwards, so I don't expect you to be able to stab forward with the spear. I would request to removing the impaling part.
MotL. You are supsceptible to being attacked and knocked out of the skill, not to mention this all can't happen in one post so I would suggest this only goes up to the 3rd step.
VB v2. Speed of a crossbow bolt would be more suited for this skill, once more with CW: What type of metal are we talking about? The rank of metal and down would be pierce-able, and this skill would need energy.
T.B.S. This one is denied because we already have a shield throwing skill. A buzz saw would just make this attack quite redundant.
SW. If this creates a sphere of energy around the user, the user will not be able to move at all and will be stationary. There won't be a way to divide up S rank energy, all members partaking in the Shield wall half to pay S rank individually. I would also suggest that the shield gets bigger to where there is a hole for which the spear comes through. Your back and sides will have to be exposed as there can no way be an unbeatable defense like that. How long will this last by the way?
S.I.N. Every member gets a +1/+1 foe each member in a group? Or just all members get +1/+1. If it is the latter, the user won't get the boost at all and we need a limit for how long this lasts. Not to mention this will need a rank up boost.



Sorry if this seems like I am ragging on this entire skill set, this is my first time reviewing a full on new style. Better me than no one right?

Finally somebody is getting to this lmao, thanks! Anyways... here are my comments on your fixes. I haven't made all the changes, but I will after we figure all of this out lol. Let me know if I missed anything, I made this list late last night.
CW: Edited it to a rank higher. I figure demascus steel is what it can puncture, since it's not too basic, but not too advanced like black/blood steel.
Vb V1: what if it requires energy? I made it so it would be significantly faster than normal spear throws, since pretty much anybody can throw a spear. you don't really need a skill to do it.
CB: Actually, the bones in the toes are rather fragile. People break toes from stubbing them all the time, it's not hard to imagine that somebody bringing the lip of their shield full force down onto them would break it. I can edit to where it breaks the bones in your opponent's toes, instead of their entire foot. I can raise the skill by a rank in power as well, if D rank for breaking toes is too low. And the problem with thrusting with the pommel is the fact that you'd have to twirl your spear completely around with one hand since your other hand is wielding a shield, which would leave you pretty vulnerable.
Python's bite: Edited
Will Breaker: Edited
DS: removed.
SOTE: what if I take out the durability boost, and just leave the blinding effect? that is mostly what I wanted it for. And I can make it so you would have to be looking directly at the wielder, not just in their direction. And they would only be blinded for the next post of course, I can edit that in as well.
TIS: That is true. When I made this skill I made it with Ty in mind, who closes distances in split seconds. i'll remove the impaling part, since he can do it naturally anyways lol. I think this should be a rank lower if it's only the kick, with no stab. just my opinion though.
MOTL: Edited it in to where you can be knocked down while using the skill. and technically, taking 5 steps in one post is very possible. You just have to be at a distance of about 10-15 feet or more from your target. maybe we can come to a compromise and say it stops at the 4th step?
VbV2: Edited in an energy requirement. Is blood steel good?
TBS: I didn't know this. Removed.
SW: hm... Alright, i'll edit it in to where they have to all pay equal energy. And yeah, shield walls are very vulnerable from the back... though not always the sides. lastly, shield walls tend to move forward at a crawling pace... though stationary is fine by me if that doesn't work for you. as for duration... 3 posts? or just the good ol' post of activation?
SIN: It raises for every person in the group. Also... 10 posts sound good? Or 5?
PostPosted: Thu Feb 13, 2014 9:03 am


razieltheprince
KnightsRoyal
razieltheprince
((This is a style I made for the guild as a whole, not just for me. Figured it wouldn't hurt for us all to have a shield and spear style >.>))

The Spartan's Right Hand
Defensive, Offensive, Well Balanced

User Image
Description:
This is a style designed around a well balanced and extremely lethal mix of offense and defense. This style heavily utilizes the spear and the shield, utilizing the shield protect the user and to keep close enemies at bay, and utilizing the spear to really go in for the kill and keep enemies at a distance. This style was particularly used by the fierce Legions of Kratos, who conquered many northeastern lands in ancient times. This style is very versatile to say the least, partially covering all ranges of combat, from short to long ranged. Many practitioners of the spear will take a liking to this style, as it doesn't require you to sacrifice defense for offense, as most spear styles usually require.


Skills

Crashing Waves
Rank: C
description: You bash your shield forward twice, really putting a lot of power and force into the second bash. The first bash is simply meant to stop an enemy's sword and push it off course, delaying their ability to pop back into a ready stance to defend or attack again. The second shield bash will send enemies with a strength rating lower than yours on tumbling backwards onto their a**. Anybody with a strength rating equal to or greater than yours will simply be sent staggering. After the second bash, you will do a lightning quick spin before stabbing your spear into your opponent, the momentum of the strike easily able to puncture thick demascus steel.

Viper's Bite v1
Rank: D
description: You throw your spear in an extremely straight and accurate path. This attack speeds up the spear considerably, giving the spear the speed of an arrow. While the spear is extremely difficult to dodge in this stage, it is still possible if the opponent is very fast, with supernatural reflexes.

Cobra's Bite
Rank: D
description: The user ducks underneath a horizontal slashing or swinging attack, simaltaneously slamming the bottom lip of their shield down onto the toes of the opponent, breaking completely shattering the bones in the foot and making the opponent's guard open up. As soon as the opponent's guard opens (Because who wouldn't at least partially open their guard after having every bone in their foot smashed?) they stab the spear upwards into the target.

Python's Bite
Rank: C
Description: When confronted with a vertical slash, the user will move one foot behind the other and sidestep, shifting their center line and allowing the strike to move past their body by mere inches with their spear arm facing the target. They then stab their spear directly at the target in retaliation, attempting to run the enemy through while he is still completing the downwards slash. Obviously if the vertical attack is too wide to sidestep (a GIGANTIC ball of fire, a dragon's tail, etc.) you will still probably get hit by it.

Will Breaker
Rank: C
requires: Energy
description: Useful when somebody swings a sword or other weapon at you. Instead of blocking the attack with your shield, you meet it with the shaft of your spear. When the weapons clash in the air you parry the enemy's weapon to either the left or to the right before stabbing forward. The parry will leave opponents who are not equipped with a shield or another weapon practically defenseless, as it leaves their entire body open to attack.

Shield of The Epic
Rank: C
requires: energy
description: the user will charge energy into their shield, and they then thrust it forward towards the enemy and emit an extremely flashy and blinding white light from it. This will blind anybody looking at or towards the shield for the one whole post. This also enhances the durability of the shield for the post it was activated in.

Spear of The mighty
Rank: C
Requires: energy
description: The user will focus energy into the entire composition of their spear. After this is accomplished, they stab the spear forward in an attempt to impale the enemy. This technique is useful because of the fact that even if the enemy manages to jump backwards and dodge the spear tip, the spear grows rapidly to twice it's original length, impaling the enemy before reverting to it's original size. During this time, the spear will glow brightly, though not brightly enough to blind anybody.


Vault Kick
rank: C
description: you stab your spear into the ground, jumping into the air while still holding the shaft of the spear stuck in the earth, twirling yourself around the spear and kicking the opponent in the chest or face whilst spinning around the spear. This kick has enough momentum to break bones.
the kick looks like this... just with a spear. and without the retards

THIS IS SPARTA
Rank: B
description: this skill is the ultimate counter. First, you either wait for your opponent to swing their weapon at you, or to throw a punch at you. You then bash your shield out and sideways at their attack whilst taking a step forward. This will send an opponent wielding a weapon staggering off balance slightly and open for the next part of the attack. it will cause somebody punching the shield to stagger as well, with the additional affect of breaking their fist. For the next part of the skill the user will do a full frontal spartan kick, sending the enemy stumbling backwards, and more than likely falling to the ground. (recommendation: Use this near a cliff ledge/gigantic hole for epic King Leonitus effect.8D))

March of The Legion
Rank: B
requires: Energy
description: With this skill, every step you take is imbued with energy. These steps will cause tremors, which are very slight at first but will gain in strength with every step taken. They steadily gain in power up until the fifth step. For the fifth step however, you must use A ranked energy instead of B ranked energy at the beginning of the skill. It should be noted that if you are caused to stagger or are interrupted during this skill, it stops altogether.
First step: very small tremor. Noticeable, but not very. Doesn't really affect anybody much.
Second step: a decent tremor, may cause somebody to stumble but not fall.
Third step: A very noticeable tremor. most humans will be knocked on the ground by the tremor.
Fourth step: Large tremor. All but the strongest opponents will be knocked on the ground by these tremors. (Opponents with a strength of 10 or higher)
Fifth step: The most powerful of the steps, this step will cause cracks in the ground and knock all enemies off of their feet.

Viper's Bite V2
Rank: A
Requires: energy
Description: You throw your spear swiftly and accurately, just like with the last version of this skill. However, the speed of the spear is heightened considerably. The spear now moves with the speed of a crossbow bolt upon leaving contact with your hand. It's penetration power is heightened considerably, and can usually pierce through heavy armors and such.

Shield Wall
Rank: S
requires: Energy
description: The ultimate defensive technique of this style, though despite it's rank it is performed fairly simply. The user will crouch behind their shield and march forward, spear tip bristling dangerously to the side of them much like any normal spartan taking apart in the shield wall. An invisible sphere of energy forms around the user, blocking them from all attacks of the shield walls rank.

Strength In Numbers
rank: SS
description: This skill is only really useful if the spartan is in a group of people. Basically what it does is raise everybody in the groups speed and strength by one for every member in the group. Practically useless by itself, with a few allies this skill could help turn the tides of battle. As one could imagine, due to the high energy cost of this skill it won't be useful at all unless the user finds themself to be part of a particularly large combat group, which is highly unlikely at best.

This is going to be my list.


CW. Needs to be a rank Higher if it can puncture thick steel, and I need to know what kind of steel it will be puncturing. However, if you get rid of the stabbing spear into the opponent, this skill will be approved.
VB v1. Sorry but this one will need to be down alot of speed, unless it was shot out of a cannon. But a human's spear throw would only match the throw of the Javelin, which is good, but it is slow. One more thing, this would end up forcing the user to be entering the shield skill set only, so you might want to edit that in as well.
CB. Hm... I don't think it would break the bones in the foot, but it would hurt to have something drop on your toes. So take the bone breaking thing out, and where would they be stabbing the spear up into? The head? I think the pommel of the spear should be the one coming out to harm the enemy. It's small and it hurts just as much.
PB. Hm... There's a small problem with the way you're dodging the vertical slash, what if they're slamming something bigger than a sword or a bat onto you? Like a body? Or a large dragon tail? You should put in what kind of weapon vertical slashes this dodges.
WB. This will need to use energy because I don't think all metals would be able to meet and clash without one breaking.
DS. I think we have enough of that disarming strike in just the shield skills and at the very beginning of this skill set. I would suggest something different instead of this. Hm... try to think of Hildegard from Soul Calibur 4 and 5, what she does with her spear and not with the shortsword.
SotE. Needs to be a rank higher if it can increase the shield's durability. It shouldn't be able to blind just from the energy so you want to get rid of that.
SotM. I can dig this technique. Approved.
Vault Kick. Hm... I can dig this technique, approved.
T.I.S. The thing about combo attacks is if the first part succeeds, you can't expect a weapon to go flying out of their hands or even to stagger the attack. Remember, momentum has a harsh role in this, so you will need to bash at the hands of the user to get them open like this. A full Frontal Sparta kick would force any staggering enemy to be falling backwards, so I don't expect you to be able to stab forward with the spear. I would request to removing the impaling part.
MotL. You are supsceptible to being attacked and knocked out of the skill, not to mention this all can't happen in one post so I would suggest this only goes up to the 3rd step.
VB v2. Speed of a crossbow bolt would be more suited for this skill, once more with CW: What type of metal are we talking about? The rank of metal and down would be pierce-able, and this skill would need energy.
T.B.S. This one is denied because we already have a shield throwing skill. A buzz saw would just make this attack quite redundant.
SW. If this creates a sphere of energy around the user, the user will not be able to move at all and will be stationary. There won't be a way to divide up S rank energy, all members partaking in the Shield wall half to pay S rank individually. I would also suggest that the shield gets bigger to where there is a hole for which the spear comes through. Your back and sides will have to be exposed as there can no way be an unbeatable defense like that. How long will this last by the way?
S.I.N. Every member gets a +1/+1 foe each member in a group? Or just all members get +1/+1. If it is the latter, the user won't get the boost at all and we need a limit for how long this lasts. Not to mention this will need a rank up boost.



Sorry if this seems like I am ragging on this entire skill set, this is my first time reviewing a full on new style. Better me than no one right?

Finally somebody is getting to this lmao, thanks! Anyways... here are my comments on your fixes. I haven't made all the changes, but I will after we figure all of this out lol. Let me know if I missed anything, I made this list late last night.
CW: Edited it to a rank higher. I figure demascus steel is what it can puncture, since it's not too basic, but not too advanced like black/blood steel.
Vb V1: what if it requires energy? I made it so it would be significantly faster than normal spear throws, since pretty much anybody can throw a spear. you don't really need a skill to do it.
CB: Actually, the bones in the toes are rather fragile. People break toes from stubbing them all the time, it's not hard to imagine that somebody bringing the lip of their shield full force down onto them would break it. I can edit to where it breaks the bones in your opponent's toes, instead of their entire foot. I can raise the skill by a rank in power as well, if D rank for breaking toes is too low. And the problem with thrusting with the pommel is the fact that you'd have to twirl your spear completely around with one hand since your other hand is wielding a shield, which would leave you pretty vulnerable.
Python's bite: Edited
Will Breaker: Edited
DS: removed.
SOTE: what if I take out the durability boost, and just leave the blinding effect? that is mostly what I wanted it for. And I can make it so you would have to be looking directly at the wielder, not just in their direction. And they would only be blinded for the next post of course, I can edit that in as well.
TIS: That is true. When I made this skill I made it with Ty in mind, who closes distances in split seconds. i'll remove the impaling part, since he can do it naturally anyways lol. I think this should be a rank lower if it's only the kick, with no stab. just my opinion though.
MOTL: Edited it in to where you can be knocked down while using the skill. and technically, taking 5 steps in one post is very possible. You just have to be at a distance of about 10-15 feet or more from your target. maybe we can come to a compromise and say it stops at the 4th step?
VbV2: Edited in an energy requirement. Is blood steel good?
TBS: I didn't know this. Removed.
SW: hm... Alright, i'll edit it in to where they have to all pay equal energy. And yeah, shield walls are very vulnerable from the back... though not always the sides. lastly, shield walls tend to move forward at a crawling pace... though stationary is fine by me if that doesn't work for you. as for duration... 3 posts? or just the good ol' post of activation?
SIN: It raises for every person in the group. Also... 10 posts sound good? Or 5?


CW. I'm gonna have to say at least Crude Steel since it is a C rank attack. But it can only be learned at Adept, apologies.
VBv1. Hm... Alright, but it can't be as fast as an arrow, just faster than a spear throw because a D rank fast attack, that requires very fast reflexes might not be fair.
CB. Okay, breaks toes and has to be a C rank. Then at least be stabbing at the shoulder please? XD Kinda unfair a C rank could be a killing blow to RPCs.
PB. I can approve it because now that we made it more clear, and the stabbing is just a counter attack, it's alright.
Will. Approved.
DS. Thank you.
SOTE. Hm... that works too then. But remember, your light will be bright enough to not just blind certain races, but to damage them as well. Please input that. (I.E. Shades.)
TIS. Make those edits brother! *Hulk Hogan's voice* XD
MOTL. 4th step it is then.
VBv2. Hm... since it requires energy, I can abide that then. Blood Steel and below is alright. But it will only be learned at Master Rank.
TBS. It's alright, remember to examine the shield skills more. XP
SW. You can have them moving at a crawling pace so long as there is no sphere of protective energy. It is an S rank skill... so 3 posts sounds good. But just one more question I forgot to ask... what can this block and what will break it prior to the expiration of the shield? It should be the basics right? 5 A rank attacks to break it, or another S rank skill to completely shatter the shield's energy right? While it blocks everything else?
SIN. I will have to suggest +1/+1 for everyone the skill is affecting, I'll even allow the User to be effected by it now, and it will last for 5 posts.

KnightsRoyal

Desirable Hunter

7,825 Points
  • Gender Swap 100
  • Forum Dabbler 200
  • Ultimate Player 200

Daddy Raz

PostPosted: Thu Feb 13, 2014 10:10 am


KnightsRoyal
razieltheprince
KnightsRoyal
razieltheprince
((This is a style I made for the guild as a whole, not just for me. Figured it wouldn't hurt for us all to have a shield and spear style >.>))

The Spartan's Right Hand
Defensive, Offensive, Well Balanced

User Image
Description:
This is a style designed around a well balanced and extremely lethal mix of offense and defense. This style heavily utilizes the spear and the shield, utilizing the shield protect the user and to keep close enemies at bay, and utilizing the spear to really go in for the kill and keep enemies at a distance. This style was particularly used by the fierce Legions of Kratos, who conquered many northeastern lands in ancient times. This style is very versatile to say the least, partially covering all ranges of combat, from short to long ranged. Many practitioners of the spear will take a liking to this style, as it doesn't require you to sacrifice defense for offense, as most spear styles usually require.


Skills

Crashing Waves
Rank: C
requirements: adept rank
description: You bash your shield forward twice, really putting a lot of power and force into the second bash. The first bash is simply meant to stop an enemy's sword and push it off course, delaying their ability to pop back into a ready stance to defend or attack again. The second shield bash will send enemies with a strength rating lower than yours on tumbling backwards onto their a**. Anybody with a strength rating equal to or greater than yours will simply be sent staggering. After the second bash, you will do a lightning quick spin before stabbing your spear into your opponent, the momentum of the strike easily able to puncture thick (but crudely crafted) steel.

Viper's Bite v1
Rank: D
requirements: Energy
description: You throw your spear in an extremely straight and accurate path. This attack speeds up the spear considerably, giving the spear the speed of an arrow. While the spear is extremely difficult to dodge in this stage, it is still possible if the opponent is very fast, with supernatural reflexes.

Cobra's Bite
Rank: C
description: The user ducks underneath a horizontal slashing or swinging attack, simaltaneously slamming the bottom lip of their shield down onto the toes of the opponent, completely shattering the bones in the toes and making the opponent's guard open up. As soon as the opponent's guard opens (Because who wouldn't at least partially open their guard after having every bone in their foot smashed?) they stab the spear upwards into the target. this stab can be aimed at the opponent's Torso, or their midsection. No face shots.

Python's Bite
Rank: C
Description: When confronted with a vertical slash, the user will move one foot behind the other and sidestep, shifting their center line and allowing the strike to move past their body by mere inches with their spear arm facing the target. They then stab their spear directly at the target in retaliation, attempting to run the enemy through while he is still completing the downwards slash. Obviously if the vertical attack is too wide to sidestep (a GIGANTIC ball of fire, a dragon's tail, etc.) you will still probably get hit by it.

Will Breaker
Rank: C
requires: Energy
description: Useful when somebody swings a sword or other weapon at you. Instead of blocking the attack with your shield, you meet it with the shaft of your spear. When the weapons clash in the air you parry the enemy's weapon to either the left or to the right before stabbing forward. The parry will leave opponents who are not equipped with a shield or another weapon practically defenseless, as it leaves their entire body open to attack.

Shield of The Epic
Rank: C
requires: energy
description: the user will charge energy into their shield, and they then thrust it forward towards the enemy and emit an extremely flashy and blinding white light from it. This will blind anybody looking directly at the shield wielder for the one whole post. It also harms those directly effected by bright lights. (shades, etc.)

Spear of The mighty
Rank: C
Requires: energy
description: The user will focus energy into the entire composition of their spear. After this is accomplished, they stab the spear forward in an attempt to impale the enemy. This technique is useful because of the fact that even if the enemy manages to jump backwards and dodge the spear tip, the spear grows rapidly to twice it's original length, impaling the enemy before reverting to it's original size. During this time, the spear will glow brightly, though not brightly enough to blind anybody.


Vault Kick
rank: C
description: you stab your spear into the ground, jumping into the air while still holding the shaft of the spear stuck in the earth, twirling yourself around the spear and kicking the opponent in the chest or face whilst spinning around the spear. This kick has enough momentum to break bones.
the kick looks like this... just with a spear. and without the retards

THIS IS SPARTA
Rank: B
description: this skill is the ultimate counter. First, you either wait for your opponent to swing their weapon at you, or to throw a punch at you. You then bash your shield out and sideways at their attack whilst taking a step forward. This will send an opponent wielding a weapon staggering off balance slightly and open for the next part of the attack. it will cause somebody punching the shield to stagger as well, with the additional affect of breaking their fist. For the next part of the skill the user will do a full frontal spartan kick, sending the enemy stumbling backwards, and more than likely falling to the ground. (recommendation: Use this near a cliff ledge/gigantic hole for epic King Leonitus effect.8D)

March of The Legion
Rank: B
requires: Energy
description: With this skill, every step you take is imbued with energy. These steps will cause tremors, which are very slight at first but will gain in strength with every step taken. They steadily gain in power up until the fourth step. It should be noted that if you are caused to stagger or are interrupted during this skill, it stops altogether.
First step: very small tremor. Noticeable, but not very. Doesn't really affect anybody much.
Second step: a decent tremor, may cause somebody to stumble but not fall.
Third step: A very noticeable tremor. most humans will be knocked on the ground by the tremor.
Fourth step: Large tremor. All but the strongest opponents will be knocked on the ground by these tremors. (Opponents with a strength of 10 or higher)

Viper's Bite V2
Rank: A
Requires: energy, Master Rank
Description: You throw your spear swiftly and accurately, just like with the last version of this skill. However, the speed of the spear is heightened considerably. The spear now moves with the speed of a crossbow bolt upon leaving contact with your hand. It's penetration power is heightened considerably, and can usually pierce through heavy armors and such.

Shield Wall
Rank: S
requires: Energy
description: The ultimate defensive technique of this style, though despite it's rank it is performed fairly simply. The user will crouch behind their shield and march forward at a slow pace, spear tip bristling dangerously to the side of them much like any normal spartan taking apart in the shield wall. The shield wall can protect from up to five A ranked attacks, and a single S ranked attack. Anything after the single S ranked attack will break the wall's formation though. Anything below A rank will simply glance off the wall with impunity.

Strength In Numbers
rank: SS
description: This skill is only really useful if the spartan is in a group of people. Basically what it does is raise everybody in the groups speed and strength by one. Practically useless by itself, with a few allies this skill could help turn the tides of battle. Lasts five posts, with a five post cooldown.

This is going to be my list.


CW. Needs to be a rank Higher if it can puncture thick steel, and I need to know what kind of steel it will be puncturing. However, if you get rid of the stabbing spear into the opponent, this skill will be approved.
VB v1. Sorry but this one will need to be down alot of speed, unless it was shot out of a cannon. But a human's spear throw would only match the throw of the Javelin, which is good, but it is slow. One more thing, this would end up forcing the user to be entering the shield skill set only, so you might want to edit that in as well.
CB. Hm... I don't think it would break the bones in the foot, but it would hurt to have something drop on your toes. So take the bone breaking thing out, and where would they be stabbing the spear up into? The head? I think the pommel of the spear should be the one coming out to harm the enemy. It's small and it hurts just as much.
PB. Hm... There's a small problem with the way you're dodging the vertical slash, what if they're slamming something bigger than a sword or a bat onto you? Like a body? Or a large dragon tail? You should put in what kind of weapon vertical slashes this dodges.
WB. This will need to use energy because I don't think all metals would be able to meet and clash without one breaking.
DS. I think we have enough of that disarming strike in just the shield skills and at the very beginning of this skill set. I would suggest something different instead of this. Hm... try to think of Hildegard from Soul Calibur 4 and 5, what she does with her spear and not with the shortsword.
SotE. Needs to be a rank higher if it can increase the shield's durability. It shouldn't be able to blind just from the energy so you want to get rid of that.
SotM. I can dig this technique. Approved.
Vault Kick. Hm... I can dig this technique, approved.
T.I.S. The thing about combo attacks is if the first part succeeds, you can't expect a weapon to go flying out of their hands or even to stagger the attack. Remember, momentum has a harsh role in this, so you will need to bash at the hands of the user to get them open like this. A full Frontal Sparta kick would force any staggering enemy to be falling backwards, so I don't expect you to be able to stab forward with the spear. I would request to removing the impaling part.
MotL. You are supsceptible to being attacked and knocked out of the skill, not to mention this all can't happen in one post so I would suggest this only goes up to the 3rd step.
VB v2. Speed of a crossbow bolt would be more suited for this skill, once more with CW: What type of metal are we talking about? The rank of metal and down would be pierce-able, and this skill would need energy.
T.B.S. This one is denied because we already have a shield throwing skill. A buzz saw would just make this attack quite redundant.
SW. If this creates a sphere of energy around the user, the user will not be able to move at all and will be stationary. There won't be a way to divide up S rank energy, all members partaking in the Shield wall half to pay S rank individually. I would also suggest that the shield gets bigger to where there is a hole for which the spear comes through. Your back and sides will have to be exposed as there can no way be an unbeatable defense like that. How long will this last by the way?
S.I.N. Every member gets a +1/+1 foe each member in a group? Or just all members get +1/+1. If it is the latter, the user won't get the boost at all and we need a limit for how long this lasts. Not to mention this will need a rank up boost.



Sorry if this seems like I am ragging on this entire skill set, this is my first time reviewing a full on new style. Better me than no one right?

Finally somebody is getting to this lmao, thanks! Anyways... here are my comments on your fixes. I haven't made all the changes, but I will after we figure all of this out lol. Let me know if I missed anything, I made this list late last night.
CW: Edited it to a rank higher. I figure demascus steel is what it can puncture, since it's not too basic, but not too advanced like black/blood steel.
Vb V1: what if it requires energy? I made it so it would be significantly faster than normal spear throws, since pretty much anybody can throw a spear. you don't really need a skill to do it.
CB: Actually, the bones in the toes are rather fragile. People break toes from stubbing them all the time, it's not hard to imagine that somebody bringing the lip of their shield full force down onto them would break it. I can edit to where it breaks the bones in your opponent's toes, instead of their entire foot. I can raise the skill by a rank in power as well, if D rank for breaking toes is too low. And the problem with thrusting with the pommel is the fact that you'd have to twirl your spear completely around with one hand since your other hand is wielding a shield, which would leave you pretty vulnerable.
Python's bite: Edited
Will Breaker: Edited
DS: removed.
SOTE: what if I take out the durability boost, and just leave the blinding effect? that is mostly what I wanted it for. And I can make it so you would have to be looking directly at the wielder, not just in their direction. And they would only be blinded for the next post of course, I can edit that in as well.
TIS: That is true. When I made this skill I made it with Ty in mind, who closes distances in split seconds. i'll remove the impaling part, since he can do it naturally anyways lol. I think this should be a rank lower if it's only the kick, with no stab. just my opinion though.
MOTL: Edited it in to where you can be knocked down while using the skill. and technically, taking 5 steps in one post is very possible. You just have to be at a distance of about 10-15 feet or more from your target. maybe we can come to a compromise and say it stops at the 4th step?
VbV2: Edited in an energy requirement. Is blood steel good?
TBS: I didn't know this. Removed.
SW: hm... Alright, i'll edit it in to where they have to all pay equal energy. And yeah, shield walls are very vulnerable from the back... though not always the sides. lastly, shield walls tend to move forward at a crawling pace... though stationary is fine by me if that doesn't work for you. as for duration... 3 posts? or just the good ol' post of activation?
SIN: It raises for every person in the group. Also... 10 posts sound good? Or 5?


CW. I'm gonna have to say at least Crude Steel since it is a C rank attack. But it can only be learned at Adept, apologies.
VBv1. Hm... Alright, but it can't be as fast as an arrow, just faster than a spear throw because a D rank fast attack, that requires very fast reflexes might not be fair.
CB. Okay, breaks toes and has to be a C rank. Then at least be stabbing at the shoulder please? XD Kinda unfair a C rank could be a killing blow to RPCs.
PB. I can approve it because now that we made it more clear, and the stabbing is just a counter attack, it's alright.
Will. Approved.
DS. Thank you.
SOTE. Hm... that works too then. But remember, your light will be bright enough to not just blind certain races, but to damage them as well. Please input that. (I.E. Shades.)
TIS. Make those edits brother! *Hulk Hogan's voice* XD
MOTL. 4th step it is then.
VBv2. Hm... since it requires energy, I can abide that then. Blood Steel and below is alright. But it will only be learned at Master Rank.
TBS. It's alright, remember to examine the shield skills more. XP
SW. You can have them moving at a crawling pace so long as there is no sphere of protective energy. It is an S rank skill... so 3 posts sounds good. But just one more question I forgot to ask... what can this block and what will break it prior to the expiration of the shield? It should be the basics right? 5 A rank attacks to break it, or another S rank skill to completely shatter the shield's energy right? While it blocks everything else?
SIN. I will have to suggest +1/+1 for everyone the skill is affecting, I'll even allow the User to be effected by it now, and it will last for 5 posts.

EDITS MADE! 3 more questions though, sorry. After these i'm done I swear!xP
SW: I made it so that it can block one S ranked attack, and anything afterwards breaks the wall, regardless of rank. Cool with you?
SIN: Edited, but Is it alright if I drop this down to S rank, if it is only raising stats by +1/+1? because SS rank is a little... up there for a stat boost, even a group one.xD
Cobra's Bite: I made it a stab at Torso/midsection. So it can be a killing blow, but it can also be very easy for the target to move and have the spear hit a non lethal place on their body. Fine with you? if not, i'll just make it a stab at the shoulder.
PostPosted: Thu Feb 13, 2014 10:19 am


razieltheprince
KnightsRoyal
razieltheprince
KnightsRoyal
razieltheprince
((This is a style I made for the guild as a whole, not just for me. Figured it wouldn't hurt for us all to have a shield and spear style >.>))

The Spartan's Right Hand
Defensive, Offensive, Well Balanced

User Image
Description:
This is a style designed around a well balanced and extremely lethal mix of offense and defense. This style heavily utilizes the spear and the shield, utilizing the shield protect the user and to keep close enemies at bay, and utilizing the spear to really go in for the kill and keep enemies at a distance. This style was particularly used by the fierce Legions of Kratos, who conquered many northeastern lands in ancient times. This style is very versatile to say the least, partially covering all ranges of combat, from short to long ranged. Many practitioners of the spear will take a liking to this style, as it doesn't require you to sacrifice defense for offense, as most spear styles usually require.


Skills

Crashing Waves
Rank: C
requirements: adept rank
description: You bash your shield forward twice, really putting a lot of power and force into the second bash. The first bash is simply meant to stop an enemy's sword and push it off course, delaying their ability to pop back into a ready stance to defend or attack again. The second shield bash will send enemies with a strength rating lower than yours on tumbling backwards onto their a**. Anybody with a strength rating equal to or greater than yours will simply be sent staggering. After the second bash, you will do a lightning quick spin before stabbing your spear into your opponent, the momentum of the strike easily able to puncture thick (but crudely crafted) steel.

Viper's Bite v1
Rank: D
requirements: Energy
description: You throw your spear in an extremely straight and accurate path. This attack speeds up the spear considerably, giving the spear the speed of an arrow. While the spear is extremely difficult to dodge in this stage, it is still possible if the opponent is very fast, with supernatural reflexes.

Cobra's Bite
Rank: C
description: The user ducks underneath a horizontal slashing or swinging attack, simaltaneously slamming the bottom lip of their shield down onto the toes of the opponent, completely shattering the bones in the toes and making the opponent's guard open up. As soon as the opponent's guard opens (Because who wouldn't at least partially open their guard after having every bone in their foot smashed?) they stab the spear upwards into the target. this stab can be aimed at the opponent's Torso, or their midsection. No face shots.

Python's Bite
Rank: C
Description: When confronted with a vertical slash, the user will move one foot behind the other and sidestep, shifting their center line and allowing the strike to move past their body by mere inches with their spear arm facing the target. They then stab their spear directly at the target in retaliation, attempting to run the enemy through while he is still completing the downwards slash. Obviously if the vertical attack is too wide to sidestep (a GIGANTIC ball of fire, a dragon's tail, etc.) you will still probably get hit by it.

Will Breaker
Rank: C
requires: Energy
description: Useful when somebody swings a sword or other weapon at you. Instead of blocking the attack with your shield, you meet it with the shaft of your spear. When the weapons clash in the air you parry the enemy's weapon to either the left or to the right before stabbing forward. The parry will leave opponents who are not equipped with a shield or another weapon practically defenseless, as it leaves their entire body open to attack.

Shield of The Epic
Rank: C
requires: energy
description: the user will charge energy into their shield, and they then thrust it forward towards the enemy and emit an extremely flashy and blinding white light from it. This will blind anybody looking directly at the shield wielder for the one whole post. It also harms those directly effected by bright lights. (shades, etc.)

Spear of The mighty
Rank: C
Requires: energy
description: The user will focus energy into the entire composition of their spear. After this is accomplished, they stab the spear forward in an attempt to impale the enemy. This technique is useful because of the fact that even if the enemy manages to jump backwards and dodge the spear tip, the spear grows rapidly to twice it's original length, impaling the enemy before reverting to it's original size. During this time, the spear will glow brightly, though not brightly enough to blind anybody.


Vault Kick
rank: C
description: you stab your spear into the ground, jumping into the air while still holding the shaft of the spear stuck in the earth, twirling yourself around the spear and kicking the opponent in the chest or face whilst spinning around the spear. This kick has enough momentum to break bones.
the kick looks like this... just with a spear. and without the retards

THIS IS SPARTA
Rank: B
description: this skill is the ultimate counter. First, you either wait for your opponent to swing their weapon at you, or to throw a punch at you. You then bash your shield out and sideways at their attack whilst taking a step forward. This will send an opponent wielding a weapon staggering off balance slightly and open for the next part of the attack. it will cause somebody punching the shield to stagger as well, with the additional affect of breaking their fist. For the next part of the skill the user will do a full frontal spartan kick, sending the enemy stumbling backwards, and more than likely falling to the ground. (recommendation: Use this near a cliff ledge/gigantic hole for epic King Leonitus effect.8D)

March of The Legion
Rank: B
requires: Energy
description: With this skill, every step you take is imbued with energy. These steps will cause tremors, which are very slight at first but will gain in strength with every step taken. They steadily gain in power up until the fourth step. It should be noted that if you are caused to stagger or are interrupted during this skill, it stops altogether.
First step: very small tremor. Noticeable, but not very. Doesn't really affect anybody much.
Second step: a decent tremor, may cause somebody to stumble but not fall.
Third step: A very noticeable tremor. most humans will be knocked on the ground by the tremor.
Fourth step: Large tremor. All but the strongest opponents will be knocked on the ground by these tremors. (Opponents with a strength of 10 or higher)

Viper's Bite V2
Rank: A
Requires: energy, Master Rank
Description: You throw your spear swiftly and accurately, just like with the last version of this skill. However, the speed of the spear is heightened considerably. The spear now moves with the speed of a crossbow bolt upon leaving contact with your hand. It's penetration power is heightened considerably, and can usually pierce through heavy armors and such.

Shield Wall
Rank: S
requires: Energy
description: The ultimate defensive technique of this style, though despite it's rank it is performed fairly simply. The user will crouch behind their shield and march forward at a slow pace, spear tip bristling dangerously to the side of them much like any normal spartan taking apart in the shield wall. The shield wall can protect from up to five A ranked attacks, and a single S ranked attack. Anything after the single S ranked attack will break the wall's formation though. Anything below A rank will simply glance off the wall with impunity.

Strength In Numbers
rank: SS
description: This skill is only really useful if the spartan is in a group of people. Basically what it does is raise everybody in the groups speed and strength by one. Practically useless by itself, with a few allies this skill could help turn the tides of battle. Lasts five posts, with a five post cooldown.

This is going to be my list.


CW. Needs to be a rank Higher if it can puncture thick steel, and I need to know what kind of steel it will be puncturing. However, if you get rid of the stabbing spear into the opponent, this skill will be approved.
VB v1. Sorry but this one will need to be down alot of speed, unless it was shot out of a cannon. But a human's spear throw would only match the throw of the Javelin, which is good, but it is slow. One more thing, this would end up forcing the user to be entering the shield skill set only, so you might want to edit that in as well.
CB. Hm... I don't think it would break the bones in the foot, but it would hurt to have something drop on your toes. So take the bone breaking thing out, and where would they be stabbing the spear up into? The head? I think the pommel of the spear should be the one coming out to harm the enemy. It's small and it hurts just as much.
PB. Hm... There's a small problem with the way you're dodging the vertical slash, what if they're slamming something bigger than a sword or a bat onto you? Like a body? Or a large dragon tail? You should put in what kind of weapon vertical slashes this dodges.
WB. This will need to use energy because I don't think all metals would be able to meet and clash without one breaking.
DS. I think we have enough of that disarming strike in just the shield skills and at the very beginning of this skill set. I would suggest something different instead of this. Hm... try to think of Hildegard from Soul Calibur 4 and 5, what she does with her spear and not with the shortsword.
SotE. Needs to be a rank higher if it can increase the shield's durability. It shouldn't be able to blind just from the energy so you want to get rid of that.
SotM. I can dig this technique. Approved.
Vault Kick. Hm... I can dig this technique, approved.
T.I.S. The thing about combo attacks is if the first part succeeds, you can't expect a weapon to go flying out of their hands or even to stagger the attack. Remember, momentum has a harsh role in this, so you will need to bash at the hands of the user to get them open like this. A full Frontal Sparta kick would force any staggering enemy to be falling backwards, so I don't expect you to be able to stab forward with the spear. I would request to removing the impaling part.
MotL. You are supsceptible to being attacked and knocked out of the skill, not to mention this all can't happen in one post so I would suggest this only goes up to the 3rd step.
VB v2. Speed of a crossbow bolt would be more suited for this skill, once more with CW: What type of metal are we talking about? The rank of metal and down would be pierce-able, and this skill would need energy.
T.B.S. This one is denied because we already have a shield throwing skill. A buzz saw would just make this attack quite redundant.
SW. If this creates a sphere of energy around the user, the user will not be able to move at all and will be stationary. There won't be a way to divide up S rank energy, all members partaking in the Shield wall half to pay S rank individually. I would also suggest that the shield gets bigger to where there is a hole for which the spear comes through. Your back and sides will have to be exposed as there can no way be an unbeatable defense like that. How long will this last by the way?
S.I.N. Every member gets a +1/+1 foe each member in a group? Or just all members get +1/+1. If it is the latter, the user won't get the boost at all and we need a limit for how long this lasts. Not to mention this will need a rank up boost.



Sorry if this seems like I am ragging on this entire skill set, this is my first time reviewing a full on new style. Better me than no one right?

Finally somebody is getting to this lmao, thanks! Anyways... here are my comments on your fixes. I haven't made all the changes, but I will after we figure all of this out lol. Let me know if I missed anything, I made this list late last night.
CW: Edited it to a rank higher. I figure demascus steel is what it can puncture, since it's not too basic, but not too advanced like black/blood steel.
Vb V1: what if it requires energy? I made it so it would be significantly faster than normal spear throws, since pretty much anybody can throw a spear. you don't really need a skill to do it.
CB: Actually, the bones in the toes are rather fragile. People break toes from stubbing them all the time, it's not hard to imagine that somebody bringing the lip of their shield full force down onto them would break it. I can edit to where it breaks the bones in your opponent's toes, instead of their entire foot. I can raise the skill by a rank in power as well, if D rank for breaking toes is too low. And the problem with thrusting with the pommel is the fact that you'd have to twirl your spear completely around with one hand since your other hand is wielding a shield, which would leave you pretty vulnerable.
Python's bite: Edited
Will Breaker: Edited
DS: removed.
SOTE: what if I take out the durability boost, and just leave the blinding effect? that is mostly what I wanted it for. And I can make it so you would have to be looking directly at the wielder, not just in their direction. And they would only be blinded for the next post of course, I can edit that in as well.
TIS: That is true. When I made this skill I made it with Ty in mind, who closes distances in split seconds. i'll remove the impaling part, since he can do it naturally anyways lol. I think this should be a rank lower if it's only the kick, with no stab. just my opinion though.
MOTL: Edited it in to where you can be knocked down while using the skill. and technically, taking 5 steps in one post is very possible. You just have to be at a distance of about 10-15 feet or more from your target. maybe we can come to a compromise and say it stops at the 4th step?
VbV2: Edited in an energy requirement. Is blood steel good?
TBS: I didn't know this. Removed.
SW: hm... Alright, i'll edit it in to where they have to all pay equal energy. And yeah, shield walls are very vulnerable from the back... though not always the sides. lastly, shield walls tend to move forward at a crawling pace... though stationary is fine by me if that doesn't work for you. as for duration... 3 posts? or just the good ol' post of activation?
SIN: It raises for every person in the group. Also... 10 posts sound good? Or 5?


CW. I'm gonna have to say at least Crude Steel since it is a C rank attack. But it can only be learned at Adept, apologies.
VBv1. Hm... Alright, but it can't be as fast as an arrow, just faster than a spear throw because a D rank fast attack, that requires very fast reflexes might not be fair.
CB. Okay, breaks toes and has to be a C rank. Then at least be stabbing at the shoulder please? XD Kinda unfair a C rank could be a killing blow to RPCs.
PB. I can approve it because now that we made it more clear, and the stabbing is just a counter attack, it's alright.
Will. Approved.
DS. Thank you.
SOTE. Hm... that works too then. But remember, your light will be bright enough to not just blind certain races, but to damage them as well. Please input that. (I.E. Shades.)
TIS. Make those edits brother! *Hulk Hogan's voice* XD
MOTL. 4th step it is then.
VBv2. Hm... since it requires energy, I can abide that then. Blood Steel and below is alright. But it will only be learned at Master Rank.
TBS. It's alright, remember to examine the shield skills more. XP
SW. You can have them moving at a crawling pace so long as there is no sphere of protective energy. It is an S rank skill... so 3 posts sounds good. But just one more question I forgot to ask... what can this block and what will break it prior to the expiration of the shield? It should be the basics right? 5 A rank attacks to break it, or another S rank skill to completely shatter the shield's energy right? While it blocks everything else?
SIN. I will have to suggest +1/+1 for everyone the skill is affecting, I'll even allow the User to be effected by it now, and it will last for 5 posts.

EDITS MADE! 3 more questions though, sorry. After these i'm done I swear!xP
SW: I made it so that it can block one S ranked attack, and anything afterwards breaks the wall, regardless of rank. Cool with you?
SIN: Edited, but Is it alright if I drop this down to S rank, if it is only raising stats by +1/+1? because SS rank is a little... up there for a stat boost, even a group one.xD
Cobra's Bite: I made it a stab at Torso/midsection. So it can be a killing blow, but it can also be very easy for the target to move and have the spear hit a non lethal place on their body. Fine with you? if not, i'll just make it a stab at the shoulder.


Very well, all of the ones without questions are now approved. XD
SW: Hm.... One S rank attack and it is breakable by anything else huh? Hm.... alright, but I'm keeping an eye on this one. o.O
SIN: Unfortunately no, it will have to stay at SS because there is no person group limit. For all I know, you could have an army of 10 people and use it like that for them to get that boost. So it will have to stay as an SS rank.
Cobra(COMMANDER! lol XD): Hm... alright, which means if it kills them, it's their own damn fault, not yours. Approved.

KnightsRoyal

Desirable Hunter

7,825 Points
  • Gender Swap 100
  • Forum Dabbler 200
  • Ultimate Player 200

The Wild Hunt

Shirtless Giver

9,625 Points
  • Beta Citizen 0
  • Beta Explorer 0
  • Beta Critic 0
PostPosted: Fri Feb 14, 2014 3:41 pm


Kagawa Fenris


This is a great style. Very detailed. Approved.

And yes, contrary to what was said, this is exactly the sort of stuff you'd expect from a style. This is not just a skillset, this is a very specific way to use your gun, and yet it is also open and with many different utilities. It's impressive.

I will get onto your second style now.
PostPosted: Fri Feb 14, 2014 3:53 pm


Kagawa Fenris


Iron defense is also approved. I might also suggest some more energy-based maneuvers, such as adding a wall of energy to use while you're running to totally topple people and deflect magical projectiles as well.

The Wild Hunt

Shirtless Giver

9,625 Points
  • Beta Citizen 0
  • Beta Explorer 0
  • Beta Critic 0

A Mechanical Soldier

Married Genius

PostPosted: Fri Feb 14, 2014 4:58 pm


A Stray Sheep
Kagawa Fenris




This has made my day after a crappy few days. For the shield style, I tried to think of something to fit in with it for energy buuut. Hm. Nothing comes to mind
Reply
Recycling Bin

Goto Page: [] [<] 1 2 3 ... 7 8 9 10
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum