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Cherry Lovette

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PostPosted: Wed Aug 10, 2011 11:58 am


Claws

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Description: Martial arts combined with a weapon made for hand to hand was born into the gauntlet claw. The master long ago develop a unique skill of wielding two razor sharp claws with deadly ferocity and speed. This style is a mix of martial arts and weapons combat made for close range fighting. Though hard to block at times, getting hit by these weapon isn't much fun as using them, most of the users were either Ninjas or Samurais that prefer this weapon.

Strengths:
One of the fastest weapon styles
Like hand to hand you have more room to strike.
Each strikes are deadly
Can use hand to hand skills with these

Weakness:
Your speed must be 8 or higher to use theses weapons
Cannot use any other weapon while using the claws.
Most of these skills can leave you open.
Almost impossible to block other weapons.

Quote:
General Style

Fake Out
Rank: E
Description
One of the most simple moves and one of the most surprising of moves, the user would at first strike at one blinding spot but would stop shortly. While the foe would think to block the user would come up with his other claw gauntlet and surprise attack another blind spot. Only use this skill if you found the right time to do so.

Uppercut
Rank: E
Description
An attack that even at such an low rank skill cans till kill at the right spot. The user would come up onto his opponent and with a rather fast attack would attempt to uppercut under their chin. You may use any fancy moves to first distract your foe before attempting this sudden and drastic move. Be aware that you're guard will be down just for a second if the enemy catches on after you preformed the upper cut.

Double Slash
Rank: D
Description
A simple skill that lets you double slash at quick speeds. The user would first run up onto his opponent and with such quick speeds would preform a mighty double slash at the person's chest. Is not a killing blow but can cause some deeps wounds within their opponent. If the enemy somehow dodges this attack your back section would be unguarded and shown to the enemy

X Slash
Rank: D
Description
Must known Fake Out
Another fancy move from the user as they would first distract them with a Fake Out skill and as the the opponent would think to block with whatever weapon they, the user would draw back his clawed gauntlet and preformed a deadly X shape attack at the person's mid section. A great way to surprise the enemy and to send a rather deadly blow to their mid section.

Somersault Slash
Rank: D
Description
A unique skill that catches your opponent off guard, the user would first wait for the enemy to charge them and attempt any strike onto the user. While the enemy is charging them the users themselves would preform either a somersault or a back flip over the target which while in mid air could strike at the enemy's head or mid section. When landing they would last preform a downwards slash with both gauntlets to finish off the skill.

Deadly Spin
Rank: C
Description
A gamble when using this skill as the user would extend their arms out and somehow could spin rapidly, anyone near the user would have multiple deep cuts and major laceration throughout the body. You must use the random number generator to determine who you hit. The number range is 1 through 12 as 1 through 5 is an attempt to hit the enemy while 6 through 10 would be an ally or either none. 11 through 12 would be a miss.

Parry Counter
Rank: C
Description
A very handy skill that could save you from curtain attacks and could possible disarm a person. When the enemy would strike at almost any angle the user would use the claws to literary grab the opponent's weapon and with enough strength could pull away or disarm them. This skill is helpful if you either don't want to cause too much bloodshed or an easier way to kill your target.

Bloody Mist
Rank: C
Description
A deadly attack that, like the name said would cause a mist of blood to fly at almost every direction. The User would first attempt a quick high kick to the face but not literary trying to hit the enemy as it is only to distract them. While recovering from the kick you would butterfly twist in mid air. Your hands should extended out a little as it would attempt to hit the enemy at multiple sections on the body and at the end of the spin would come down with a drop kick to the top of their necks.
Example of the mid air attack.

Blinding Strike
Rank: B
Description
One of the fastest moves in the arsenal as the user would strike in the enemy's stomach section in high speeds. Every strike from the claws are very quick which it'll be hard to spot and blocking this attack would be near impossible. Every strike could cause a chance to disembowel the enemy and would could also land or leave the person paralyzed if any of the claws hit the spine.

Decapitation
Rank: B
Description
A finisher move really as the user would first attempt to land a thrust movement with one of it's claws into the opponent's chest. If it was a hit, with it's other claw they slash horizontally from either left or right at the enemy's neck which would have a most likely chance to decapitate their head off. If missed by the stabbing motion they would preform a roundhouse kick to the head and when coming back around would attempt to slice their head off.

Harbinger
Rank: A
Description
A very strong move that can break another opponent's sword if possible. The user would charge at the enemy with quick speeds as when coming upon the enemy would preform the simple downwards slash with one claw and when coming back with a spin as to preform another downwards attack. It's risky as it could leave you open but can cut the person in half if not blocked or dodging and can break another steel weapon with ease. Your strength if it is at 9 can break another's weapon unless custom made or could cut someone in half. If your strength is below 9 it can only put a crack into swords and a dent into staff like weapons unless they were custom made weapons.

Claws of the Infinite One
Rank: A
Description
The user would send energy like waves out of their claws to their opponent at high speeds which is as sharp as the weapon. The energy waves can either grow or shrink as depending where to want to hit and with such speeds would be impossible to see. The waves are strong enough if not blocked could cut through the the enemy with ease. The user can send 5 at a time before taking a 1 post rest.

Seeker of Truth
Rank: S
Description
An outstanding skill as the user would stab the ground with both claws. Using your strength you would dragging a long the ground, whiling running would built up energy within the claws, slashing upwards as they would send a huge wave of sharp energy that can destroy terrain with ease. Blocking would be impossible as it could break through most weapons unless the weapon itself can withstand such an attack and since it destroys the are can sift the battlefield to the user's liking. The waves themselves are so huge that if kept on going could grow into a small hill, it only stops growing until it hits something in it's path or if the user cancels out the energy wave.

Infinite Drive
Rank: S
Description
One of the most powerful skill out there for the claws. The user would built up a good 1 post of energy within the claws and after the built up would charge at their opponent with quick speeds. With one single thrust with both of the claws would send out an explosive strike that can range out of 20 feet and could cause major damage to the enemy. But the user as well depending on the claws would break and would burn the hands to where it's numb. The attack is almost curtain death if used right or could backfire if used wrongly.

PostPosted: Thu Oct 06, 2011 6:54 pm


HIDDEN RIPPER

ONE/TWO-HANDED GREATSWORD GENERAL STYLE

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Requirements:

  • 6 Strength, but can be done one-handed if your strength is 9 or above
  • Sword must be fifty-five inches or longer
  • If Warrior, must be of at least trainee rank to learn this style
  • If any other class, must be of at least Journeyman rank to learn this style

Notes:

  • This style is not very defensive, and until the "ripper" stage, it can't really block or parry very well at all
  • Mages or long-ranged classmen in general cannot learn this style
  • All skills past the "BEGINNER" stage cost energy

DESCRIPTION:
A style crafted over time as time came and went, only after a while, once it met its peak, had it begun to even be considered as a "style" at all. It was a simple form that finally escaped from the whole "rip everything" aspect of greatswords.
It was the procedure of keeping your blade -- holding it with both arms -- in a certain area (it can be any area, from above your head, to your shoulder, to your waist or even next to your legs) and suddenly striking in front of you with enough force to rip through most obstacles. Eventually, energy was added to this style to make it even more destructive, but in the beginning, when learning the basics, magic is not at all involved.

SKILLS

BEGINNER


  • Render of Flesh and Steel (E/PASSIVE): The simple fact that all strikes within this style and its abilities are given a +1 strength boost, for they are charged and released, which obviously instills a much greater level of force.

  • A Step, a Swing, a Mortal blow (E) : This is actually, surprisingly, also a passive ability of this style. It is the simple act of charging your blade at the side, even if only for less than a second, and releasing it with a full swing. It's not yet very adept at fighting other swordsmen closely, for they won't really give you the time to carry this out, but it's good against many armored opponents or weak monsters.

  • X Blade (E): This is a quick blow that raises the blade, before slashing twice in different angles, making an "X" in whichever area you touch. This is also a starting form of the later ability "Phantom X", though this attack is clearly much weaker.


VETERAN


  • Admirable Illusion (C): This is when the whole "energy" part of the style finally steps in. This a simple strike, as always, but it carries a purple energy aura that follows the blow. The beautiful part of it all is that this tricks enemies. They will believe that the sword is simply striking hard, thus the cause for the energy trail, and will block the sword, but the sword is not the real threat. The purple aura that followed will immediately strike right after the sword did, with +5 strength tied in with this strike, leaving nearly ANYONE to feel a great smash of force, either disarming them or sending them to the floor. It is best to dodge this ability, but most people continue to believe that they can counter-attack this; perhaps until the very end.

  • WINDCUTTER (B): The "windcutter" is supposedly a simple skill at first, but many have called it "double whirlwind" for the fact that it strikes twice, much like the Admirable Illusion. First, the user will spin and slash, with their greatsword, all things around them, much like a windmill. However, like the skill before, the purple trail of energy follows the whirlwind. There is a pause after this ability, but as soon as the pause ends, anything cut with the blade will be slashed in five different areas -- depending on their position -- twice. The first slashes are of the normal +1 strength, but the second are of +3. Unarmored opponents rarely ever survive this powerful spin.

  • REAPER'S SWING (B): For one simple attack, the blade of the user will appear almost as a scythe, slashing forward with incredible speed and strength. If it hits, it will leave a purple pair of energy-formed wings wherever it struck. Then, three posts from that moment, the user may strike again, even if the enemy is no longer even near him, slashing at the prior spot, almost as if it were at point-blank range, often rending armor or flesh.


RIPPER


  • PHANTOM X (A): This ability is possibly one of the strongest abilities of the style, despite being easier to learn than some of the higher-ranking ones. It is alot like "X Blade", except, the second strike is invisible. The enemy cannot see you do it, though there is a slight energy trace. At this point, it's best to try and keep your distance from the ripper. The second strike is not very good against heavily-armored opponents, but can easily rip through flesh before they even know what just happened. It can only be done once a battle, however, and is thus best not wasted.

  • RIPJAW (A): Similar to Phantom X, as it was modeled after it, RIPJAW is nearly the same thing except, it is a strike that is held above the head and then released downwards, which is then quickly followed by an invisible -- or simply extremely quick -- strike upwards, the blade hoping to cut whatever is before them in half. It can also only be done once, though it allows one more chance incase Phantom X fails.

  • SHRED (A): Despite its name, "SHRED" is simply a defensive move in where the user wields their blade with one hand -- regardless of strength -- and focuses completely on parrying, staring at the traces and movements of nearly every strike the enemy surmounts, a skill they learned to master while learning their other ripper abilities.


  • REAP (S): Possibly a fatal move, for both sides, the user will allow the enemy to possibly strike them, and as soon as the enemies weapon is at a point where it cannot defend the user, the ripper will flash-step behind the enemy, slashing with massive force in an all-out attempt to rip off their head. This strike gives a +10 strength boost, making it one of the most powerful strikes in existence. It can only be used once every other week.

  • SLAUGHTER ME WHOLE (S): The strongest "illusion" of all -- this ability is one of extreme irony, to the point where it reverses life and death. However, you cannot block while using it, and therefore it is extremely risky, and will rarely come to occur -- if even once. It is the dreadful ability to make the enemy see what is not real. The enemy will see you before them... weak... vulnerable. And then... they kill you. But do they? In their eyes, they see you die, but the illusion is that you disappeared before they even swung. And by the time they're even done withdrawing their weapon, you've already cut off their head.
    Simply, as soon as you placed the illusion, your apparent "disappearance" was actually a silent movement -- directly to their blind spot.



  • STYLE CREATED BY INCUBUS SHANE


SorceressJacklyn
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PostPosted: Mon Oct 10, 2011 9:38 pm


Chakram
Dynamic | Swift | Flashy
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The chakram is a weapon that requires rather specific training to weild properly. Though they come in a variety of styles, the essential chakram is a circular piece of bladed metal. While similar to throwing weapons such as shuriken, chakram are large enough to use in both ranged and melee combat. Their circular design makes them ideal for spinning, while their aerodynamic shape prevents them from being knocked off course by wind. As such, the style for using them revolves around parrying and deflecting in a close-range defensive capacity, and rapid throws and rebounds for offensive use. Typically, this style incorporates the use of two chakram at once, though some have been known to only use one.

~~ Rapid Spin ~~
Rank : E (passive once learned)
Description: While the function of spinning the chakram seems simple enough, proper execution on this skill requires precision. You can't simply spin the weapon about - you must spin the weapon for more potent effect, and in a specific direction depending on the result you want to achieve;
Spinning the chakram forwards is used for offensive skills, including throwing attacks and melee fighting;
Spinning the chakram in reverse is used for parrying melee attacks and deflecting incoming ranged attacks.
You must first master the method for spinning before advancing onto what to actually do with the spin.

~~ Pull Back ~~
Rank: E
Description: This is a skill one must know when wielding their chakrams. Basically the user attaches a invisible line of energy to each of their chakram's. This line of energy is able to then pull the chakram's back to the user after being thrown or if they are deflected by the opponent. Thus this allows the user to always carry their weapon.

~~ Forward Spin ~~
Rank: E-S
Description: Once you've perfected spinning the chakram in the proper manner, you can begin to focus on how to execute proper form. The Forward Spin is used for offensive attacks, and has a greater effect (and uses more energy) the longer the chakram is spun.
E - The basic attack, and has no particular added effect whether ranged or melee.

D - This level of attack can break (not penetrate) an opponent's guard if melee, leaving them open briefly. Ranged attacks are normal.

C - Melee attacks penetrate an opponent's guard, dealing a small amount of damage and leaving them open. Ranged attacks can now break guard.

B - Both melee and ranged attacks penetrate the opponent's guard. dealing damage and leaving them open.

A - Melee attacks disarm opponents. If a ranged attack is used, the chakram rebounds and flies back to the user.

S - Melee and ranged attacks disarm opponents. Ranged attacks will return to the user.
(The Forward Spin can also be used to increase the effectiveness of chakram skills learned later.)

~~ Back-Spin ~~
Rank: E-S
Description: Once you've perfected spinning the chakram in the proper manner, you can begin to focus on how to execute proper form. The Back-Spin is used for defense, and has a greater effect (and uses more energy) the longer the chakram is spun.
E - The basic deflection technique. Can properly parry basic melee attacks and melee weapon skills of equal rank (increases with rank).

D - Can deflect arrows and arrow-related skills of equal rank.

C - Can deflect projectile-based magic skills of equal rank.

B - If the chakram are thrown, arrows and arrow-related skills of equal rank are deflected.

A - If chakram are thrown, magic skills of equal rank are deflected.

S - Can deflect bullets and bullet-related skills of two-ranks below.

~~ Chakram Assault ~~
Rank: D
Description: Requiring a precise method of both spinning and throwing, the Chakram Assault incorporates spinning and throwing one chakram at a solid surface nearby, such as a wall, pillar, or other sturdy structure. The chakram will then bounce off of the structure and race towards the opponent. If the user spins the chakram, and the opponent blocks this move, the chakram will have enough momentum to ricochet back to the user.

~~ Dual Throw ~~
Rank: C
Description: A technique which is difficult to perform with accuracy, attempting to throw both chakram at once before learning this skill costs the energy of a B-rank skill rather than a C-rank. Once trained, though, the user can spin and hurl both chakram in a single fluid motion, directing both towards one target or one towards two separate targets. However, this technique leaves the user unarmed, and is generally considered a risky move unless the user can pull the chakram back to themselves quickly or has another method of combat.

~~ Chakram Assault Return ~~
Rank: C
Description : Designed as an advanced form of Chakram Assault, this skill is designed to bounce off of a solid structure, strike the enemy, and return to the user all in one smooth action.

~~ Dual Chakram Assault ~~
Rank: B
Description: As the basic Chakram Assault, yet both chakram may be thrown and rebounded at a single target for maximum damage. the only downside is that the user is unarmed for a few seconds while the chakrams are attacking.


~~ Arcane Chakram Form I : Ring of Fire ~~
Rank: A
Description: Using the basic fire elemental ability, the user can imbue either one or both of their chakram with burning energy for the duration of one throwing skill. Once thrown, the chakram leave a trail of flames in the air behind their path of travel. After this, the energy leaves the weapon.

~~ Arcane Chakram Form II : Riddin' Spinners ~~
Rank: A
Description: Using the basic earth elemental ability, the user can imbue one of their chakram with energy that ties the weapons to the earth for the duration of three posts. During these posts, the user can hop onto the chakram and ride it as one might ride a board across rising waves. This allows them to travel at +2 their normal speed for one post.

~~ Arcane Chakram Form III : Razor Wind ~~
Rank: A
Description : Using the basic air elemental ability, the user can imbue either one or both of their chakram with potent wind energy. Throwing the chakram under this effect will cause them to spiral around and attack the opponent for two posts, before returning to the user. After this, the energy leaves the chakram.

~~ Arcane Chakram Form IV : Maelstrom ~~
Rank: A
Description: Using the basic water elemental ability, the user can imbue either one or both of their chakram with aquatic energy. This skill can function similarly to Riddin' Spinners for up to two posts, for the uses of crossing bodies of water. But it can also be used against a water-based skill during which the chakram will actually 'magnetize' itself to the water and trace it back to its source for an attack. After this, the energy leaves the chakram.

~~ Like A Broken Disk ~~
Rank : S
Description : The user spins the chakram with such incredible speed, they can deflect bullets and bullet-related skills of equal rank, as well as possibly directing the bullets back in the shooters general direction. This skill is specific to bullets - any other ranged attacks that strike the chakram are simply destroyed by the rapid spinning. this may only be used once every ten posts in battle.

~~ Elemental Spinner ~~
Rank : S
Description : If an elemental-based attack strikes the chakram while the user has been spinning them, the user can both deflect the skill and syphon off its energy, imparting the elemental trait into the weapon for the duration of the next skill used, thus allowing them to use any Arcane Chakram Form the post they take in the energy.

Style created by _Manpish_
PostPosted: Sun Mar 03, 2013 8:47 pm


Cannon
General Style
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Strengths
-Stronger than rifle and revolver
-Intimidating
-Variety of rounds
-Medium range

Weaknesses
-Heaviest gun
-Slow reload (1 post to reload)
-One shot per fire
-Cannot melee when drawn
-Must be a novice to use

Skills:

Frag Shot
Rank: E
Description: Standard attack for the cannon. The gunner uses a fragmentation round and fires it. Upon impact, the round explodes and sends shrapnel flying in all directions.

Grape Shot
Rank: C
Description: Fire a canister of grape shot at your enemy. Like a shotgun, the grapeshot fires out around twelve to fifteen small iron balls at your opponent(s) within the blast radius.

Breath of the Dragon
Rank: C
Description: Using a glass canister of flammable liquid, the cannon will turn into a massive flamethrower, shooting a stream of flames at a distance of 10 meters. The drawback of this skill is that it takes two posts to reload (one post for the weapon to cool down and one weapon to reload.)

Grenade Launcher
Rank: B
Description: The gunner's cannon now becomes a grenade launcher. Using a delayed fuse canister, the cannon will fire one canister that will land and explode when the fuse detonates the gunpowder. This shell type is fragmentation.

Snake Shot
Rank: A
Description: This skill uses a round that is two small iron balls connected by a chain. When fired, the shot will spin with the intention to ensnare the opponent or to take off his/her head. The chain length must be specified in custom ammunition. Standard chain shot is foot long.

Aerial Apocalypse
Rank: S
Description: The most powerful and most terrifying skill for the cannon. Using a pressure sensative round, the gunner fires the shot into the air. When it reaches a certain height, the pressure sensative fuse goes off and the shell explodes, raining down hundreds of shrapnel upon the enemy. This skill takes three posts to reload (2 posts to cool down and 1 post to reload)


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