Post by THEOCELESE on Aug 23, 2016 8:02:13 GMT
Name: Reflect
Class: Hollow
Tier: III
Type: Defensive
Range: 15y Cone
Description:
The User's shield absorbs the energy of an attack and releases a blinding light outwards for up to a fifteen yards in the shape of a cone. The intensity of the light increases the stronger the attack blocked. Enemies closer to the light upon its release are blinded longer than foes further away. Within 1 yard, an enemy is blinded for 4 posts. At 2-5 yards, the enemy is blinded for 3 posts. At 6-10 yards, the enemy is blinded for 2 posts. At 11-15 yards, the enemy is blinded for 1 post. Techniques at tiers 1-6 add an additional post to the blind duration, and tier 7 Techniques add an additional two post to the blind duration. The stronger the technique, the longer Reflect's cooldownis. The user may hold onto a blind "charge" for three posts. Reflect gains the respective cooldowns for usage on Techniques IV-VII.
Name: Spike
Class: Weapon
Tier: IV
Type: Offensive
Range: Melee
Description:
Upon bashing an opponent with the front of his shield, the User's shield shoots a 10-inch long spike compariable in size to a rail road spike out the center of his shield. After the spike's contact is made, it will break off inside of an enemy and explode. This explosion is similar to a fragmentation grenade.
Name: Spike Barrage
Class: Weapon
Tier: V
Type: Offensive
Range: 5y
Description:
The entire front of the User's shield is coated in spikes. Can be used to cause additional damage to shield bashes, but can also be fired off like a shotgun. The closer the range, the more intense the damage. One yard past the maximum range only holds the capability to cause welts and bruising.
Name: Dash
Class: Hollow
Tier: I
Type: Supplementary
Range: 6y
Description:
The User shoots off in a straight line at Bala speed. Once at maximum range, they will return to their starting location. Does not cause the user any disorientation.
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Class: Hollow
Tier: III
Type: Defensive
Range: 15y Cone
Description:
The User's shield absorbs the energy of an attack and releases a blinding light outwards for up to a fifteen yards in the shape of a cone. The intensity of the light increases the stronger the attack blocked. Enemies closer to the light upon its release are blinded longer than foes further away. Within 1 yard, an enemy is blinded for 4 posts. At 2-5 yards, the enemy is blinded for 3 posts. At 6-10 yards, the enemy is blinded for 2 posts. At 11-15 yards, the enemy is blinded for 1 post. Techniques at tiers 1-6 add an additional post to the blind duration, and tier 7 Techniques add an additional two post to the blind duration. The stronger the technique, the longer Reflect's cooldownis. The user may hold onto a blind "charge" for three posts. Reflect gains the respective cooldowns for usage on Techniques IV-VII.
Name: Spike
Class: Weapon
Tier: IV
Type: Offensive
Range: Melee
Description:
Upon bashing an opponent with the front of his shield, the User's shield shoots a 10-inch long spike compariable in size to a rail road spike out the center of his shield. After the spike's contact is made, it will break off inside of an enemy and explode. This explosion is similar to a fragmentation grenade.
Name: Spike Barrage
Class: Weapon
Tier: V
Type: Offensive
Range: 5y
Description:
The entire front of the User's shield is coated in spikes. Can be used to cause additional damage to shield bashes, but can also be fired off like a shotgun. The closer the range, the more intense the damage. One yard past the maximum range only holds the capability to cause welts and bruising.
Name: Dash
Class: Hollow
Tier: I
Type: Supplementary
Range: 6y
Description:
The User shoots off in a straight line at Bala speed. Once at maximum range, they will return to their starting location. Does not cause the user any disorientation.