Deadly hands
Mar 1, 2024 17:43:56 GMT -5
Post by Shaa Rhunn on Mar 1, 2024 17:43:56 GMT -5
Martial shop
Soft Palm
Technique
Unarmed
Using the flat of their hands, the user can choose to push a target affected by an Unarmed strike for a Short distance instead of applying Unarmed damage. By replacing the damage an unarmed strike would deal, you can instead push the enemy back a short distance, allowing space to open up between the two of you. Can be used twice per topic.
20
Solars
Southpaw Shell
Unarmed A highly effective defensive stance, the Southpaw Shell requires that the user has their right side forward in a bladed stance and both hands free. When attacked by a physical melee attack, the user is able to use their forward side to deflect the attack past them, not using up a hit prevention in the process. This lets you slide past the attack, putting the striking enemy next to you. This ability has a three post cool down before it can be activated again.
30
Solars
Eightfold Path Fist
Unarmed A technique used to completely incapacitate a target, the Eightfold Path Fist targets specific nerve clusters to remove mobility and stun. Over the course of four posts, if the user hits the target they will stun the affected limb for a post, each successful hit adds an additional post to the initial duration of the technique; ex. A successful hit occurs on the second post, the duration goes from two more posts to three more. Can be used once per topic.
25
Solars
Hanging Palm Technique
Unarmed Using a soft bladed hand and whipping the arm forward at the point of contact stiffening the bladed hand, the Hanging Palm Technique specializes as a surprise attack that bypasses armor and shield hit preventions upon first use. By whipping your hand at the last moment you can easily maneuver around defenses, allowing you to ignore a hit prevention from armor, can be used twice per topic.
30
Solars
Shiko
Stance
Unarmed A hard body technique, the user gets into a deep wide legged stance with palms outstretched and upon impact with an individual, creature, object bigger than themselves can absorb and diffuse the impact counting as a hit prevention. This skill has a three post cool down.
25
Solars
Lunging Haymaker
Unarmed A powerful swinging fist attack that upon impact will cause a Major wound to the target. If blocked by a hit prevention from either armor, a shield, or a martial skill, the attack will instead knock the target onto their back side, knocking them out of their defenses.
35
Solars
The Azucena Counter
Unarmed Upon a melee attack being launched at the user, the dodge hit prevention is activated. A sleek, minimalist dodge towards the opponent getting under and inside their reach, the Azucena Counter is the perfect setup to launch a counter offensive. This ability has a two post cool down before it can be used again.
30
Solars
Earth Domain Shop
Kamille's Summoning Pact:
Mayhem
By clasping your hands together you summon forth a flaming meteor from the Earth Domain. This meteor is 10 feet in diameter and is a massive heavy chuck of heated stone. This meteor will crash into the earth dealing damage to the landing area. Once landed the stone will reform, becoming a massive molten golem of fire and heated rock. This golem will stand ten feet high and is able to attack things around it, dealing high blunt damage and fire damage. This golem can move on its own and understands your commands, and can even communicate with you, understanding basic concepts. The golem is extremely durable, it can withstand three physical attacks or spells from a novice or higher attack before it is unsummoned and returned to the earth domain. However if it is struck by a water spell of master level or higher it will immediately become unsummoned. Only one of these can be out at any time and can not be summoned for two post once unsummoned.
75 Solars
Elementalist path of ice-
Flash Freeze: Any surface that you touch you can cause to freeze over making it slippy and difficult to traverse or gain purchase upon. This effect lasts for three posts per surface touched, this only affects up to five by five feet of surface per usage. Extreme heat can melt this ice removing its effects.Flash Freeze: Any surface that you touch you can cause to freeze over making it slippy and difficult to traverse or gain purchase upon. This effect lasts for three posts per surface touched, this only affects up to five by five feet of surface per usage. Extreme heat can melt this ice removing its effects.
50 solars
Total 320 Solars
Soft Palm
Technique
Unarmed
Using the flat of their hands, the user can choose to push a target affected by an Unarmed strike for a Short distance instead of applying Unarmed damage. By replacing the damage an unarmed strike would deal, you can instead push the enemy back a short distance, allowing space to open up between the two of you. Can be used twice per topic.
20
Solars
Southpaw Shell
Unarmed A highly effective defensive stance, the Southpaw Shell requires that the user has their right side forward in a bladed stance and both hands free. When attacked by a physical melee attack, the user is able to use their forward side to deflect the attack past them, not using up a hit prevention in the process. This lets you slide past the attack, putting the striking enemy next to you. This ability has a three post cool down before it can be activated again.
30
Solars
Eightfold Path Fist
Unarmed A technique used to completely incapacitate a target, the Eightfold Path Fist targets specific nerve clusters to remove mobility and stun. Over the course of four posts, if the user hits the target they will stun the affected limb for a post, each successful hit adds an additional post to the initial duration of the technique; ex. A successful hit occurs on the second post, the duration goes from two more posts to three more. Can be used once per topic.
25
Solars
Hanging Palm Technique
Unarmed Using a soft bladed hand and whipping the arm forward at the point of contact stiffening the bladed hand, the Hanging Palm Technique specializes as a surprise attack that bypasses armor and shield hit preventions upon first use. By whipping your hand at the last moment you can easily maneuver around defenses, allowing you to ignore a hit prevention from armor, can be used twice per topic.
30
Solars
Shiko
Stance
Unarmed A hard body technique, the user gets into a deep wide legged stance with palms outstretched and upon impact with an individual, creature, object bigger than themselves can absorb and diffuse the impact counting as a hit prevention. This skill has a three post cool down.
25
Solars
Lunging Haymaker
Unarmed A powerful swinging fist attack that upon impact will cause a Major wound to the target. If blocked by a hit prevention from either armor, a shield, or a martial skill, the attack will instead knock the target onto their back side, knocking them out of their defenses.
35
Solars
The Azucena Counter
Unarmed Upon a melee attack being launched at the user, the dodge hit prevention is activated. A sleek, minimalist dodge towards the opponent getting under and inside their reach, the Azucena Counter is the perfect setup to launch a counter offensive. This ability has a two post cool down before it can be used again.
30
Solars
Earth Domain Shop
Kamille's Summoning Pact:
Mayhem
By clasping your hands together you summon forth a flaming meteor from the Earth Domain. This meteor is 10 feet in diameter and is a massive heavy chuck of heated stone. This meteor will crash into the earth dealing damage to the landing area. Once landed the stone will reform, becoming a massive molten golem of fire and heated rock. This golem will stand ten feet high and is able to attack things around it, dealing high blunt damage and fire damage. This golem can move on its own and understands your commands, and can even communicate with you, understanding basic concepts. The golem is extremely durable, it can withstand three physical attacks or spells from a novice or higher attack before it is unsummoned and returned to the earth domain. However if it is struck by a water spell of master level or higher it will immediately become unsummoned. Only one of these can be out at any time and can not be summoned for two post once unsummoned.
75 Solars
Elementalist path of ice-
Flash Freeze: Any surface that you touch you can cause to freeze over making it slippy and difficult to traverse or gain purchase upon. This effect lasts for three posts per surface touched, this only affects up to five by five feet of surface per usage. Extreme heat can melt this ice removing its effects.Flash Freeze: Any surface that you touch you can cause to freeze over making it slippy and difficult to traverse or gain purchase upon. This effect lasts for three posts per surface touched, this only affects up to five by five feet of surface per usage. Extreme heat can melt this ice removing its effects.
50 solars
Total 320 Solars