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 Steel-type Moves

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Tuujaimaa




Posts : 835
Join date : 2010-04-20
Age : 29
Location : Englishland.

Steel-type Moves Empty
PostSubject: Re: Steel-type Moves   Steel-type Moves I_icon_minitimeSat Aug 15, 2020 3:55 pm

Innate Ability: Weapons of War

The Steel-type chooses Melee or Ranged at the beginning of the battle, and gains access to the moves of that type. Certain Steel-types are restricted to one of these two options.

Innate Ability: Discipline

The Steel-type gains the ability to attack with its chosen weapon, costing AP and doing damage based on the weapon. This ability has no cooldown and infinite uses. Steel-types are always proficient in all of the weapons available to them, and in the absence of humanoid features can wield the weapons using an appropriate part of their physiology.




Melee




Armaments [-]
Level 1

At the beginning of the battle, the Steel-type chooses one of the following weapons:

Sword - The sword can be wielded in one or two hands. If in one hand, attacks cost 1 AP and deal 1 base damage. If in two hand mode, attacks cost 2 AP and deal 2 base damage.

Glaive - The glaive is 1.5 times as tall as the wielder, has a base damage of 2, and its attacks project a wave of force for an additional two feet after it ends, effectively extending its reach by two feet. Attacking with the Glaive costs 2 AP.

Hammer - The hammer has a base damage of 3, but its wielder's speed is halved. Whenever the Hammer successfully impacts an opponent the wielder gains one stack of barrier (max. 1). Attacking with the hammer costs 3 AP.

They gain access to this weapon for the duration of the battle, and may additionally create another weapon for the Caller's use. The Steel-type's moves use the weapon's base damage in their calculations.

Martial Prowess - 1 AP - [10]
Level 2

The Steel-type immediately makes an attack (paying its AP cost) that deals 150% base damage. If the attack hits the Steel-type gains a stack of Prowess for two exchanges, causing their base weapon damage to increase by 1. Prowess can stack up to [Level/10] times, rounded down (min. 1).

Weapon Mastery - 1 AP - [5]
Level 10

Weapon Mastery changes depending on the equipped weapon.

Sword - The Steel-type charges their blade with elemental damage from one of their other types, dealing 100% additional damage of that type on their next successful attack. If the Steel-type has no other types, it is instead typeless damage.

Glaive - The next time the Steel-type attacks with the Glaive, its additional reach is extended by two feet and the attack deals 300% base damage if the opponent is hit by the extended reach.

Hammer - The Steel-type gains a stack of Barrier, negating the next instance of damage they would receive. For the next exchange the Steel-type may immediately make an attack with the Hammer against any opponent in melee range when their Barrier is broken.

Arsenal - 0 AP - [1]
Level 12

The Steel-type immediately changes its weapon, its caller's weapon, or both to another melee weapon.

Hampering Manoeuvre  - 2 AP - [5]
Level 15

The Steel-type makes an attack with their weapon without paying AP, dealing 50% base weapon damage (rounded up). Enemies hit by Hampering Manoeuvre are slowed by 50% for two exchanges. If Hampering Manoeuvre hits an enemy that is already suffering from crowd control, it instead has a different effect based upon the weapon used:

Sword - The strike deals 250% weapon damage.

Glaive - The strike deals 200% weapon damage and knocks enemies hit back until they reach the end of the glaive.

Hammer- The strike deals 150% weapon damage and stuns for one second.

If Hampering Manoeuvre's weapon-specific effect is used, it goes on cooldown for two exchanges.

Riposte - 2 AP - [2]
Level 20

For the next exchange, whenever the Steel-type is in melee range and an attack misses them, they may make an empowered retaliatory strike immediately that does not cost AP and deals moderate Steel-type damage (in addition to the weapon's base damage).

Extreme Focus - All AP - [1]
Level 30

The Steel-type consumes all of their personal AP and begins channelling for up to three exchanges. While channelling the Steel-type gains no AP at the start of the exchange, and all damage taken and dealt is reduced to zero.

If an opponent comes within the Steel-type's reach (varies depending on size and weapon) the Steel-type stops channelling and attacks them immediately with such speed and precision that the attack can only be avoided by use of teleportation (or magical abilities of similar speed). This strike deals 200% base damage, increasing by 100% for every exchange channelled that the Steel-type has not struck.

If Extreme Focus does not strike an enemy, the Steel-type's base weapon damage is increased by 100% for the duration of the battle.

Versatility [-]
Level 40

The Steel-type now has two charges of Arsenal, and may use it to switch to any melee or ranged weapon.


Avatar of Battle - 1 AP - [1]
Level 50

The Steel-type infuses their weapon with energy for the next three exchanges, allowing them to freely change it between the weapons of its type (melee and ranged) for the duration. For the duration, their weapon attacks cost 1 AP and have a base damage of 3.

When Avatar of Battle ends, a weapon of the Steel-type's choice becomes unavailable for the remainder of the battle.




Ranged




Armaments [-]
Level 1

The Steel-type chooses one of the following weapons:

Hand Cannon - The Hand Cannon has a range of 7 feet, its projectiles travel at 3.5 feet per second, costs 3 AP to fire and 1 AP to reload. The Hand Cannon's base damage is 4.

Crossbow - The Crossbow has a range of 60 feet, its projectiles travel at 6 feet per second, and costs 2 AP to fire. The crossbow's base damage is 2. Reloading the Crossbow costs 1 AP.

Bow -  The Bow has a range of 180 feet, its projectiles travel at 8 feet per second, and costs 1 AP to fire. The Bow's base damage is 1. Reloading the Bow costs 1 AP.

They gain access to this weapon for the duration of the battle, and may additionally create another weapon for the Caller's use. The Steel-type's moves use the weapon's base damage in its calculations.

Snapshot - 3 AP - [-]
Level 2

The Steel-type fires a shot that travels at twice its normal speed, but deals 50% base damage (rounded up). Snapshot costs 1 fewer AP for each exchange that it has not been used, up to a maximum of 2.

Ballistic Expertise - 1 AP - [10]
Level 10

The Steel-type immediately makes an attack (paying its AP cost) that deals 150% base weapon damage (rounded up). The attack has an additional effect based on the weapon used:

Bow - The attack slows the target by 10% for ten exchanges, stacking up to 9 times in total.

Crossbow - The attack deals an additional 100% of its damage over three exchanges. The damage over time effects are tracked independently for each successful attack.

Hand Cannon - The Steel-type fires a shot that has knockback equal to [5 + [Damage it would deal]]. This knockback can be split between recoil and knockback as the Steel-type likes.

Arsenal - 0AP - [1]
Level 12

The Steel-type immediately changes its weapon, its caller's weapon, or both to another ranged weapon.

Piercing Bolt - 1 AP - [2]
Level 15

The Steel-type charges their ranged weapon with energy, preventing them from attacking for one exchange.

The next ranged weapon attack the Steel-type makes will destroy all barriers or altered terrain that they impact, and additionally does 150% base damage to the first target hit.


Rapid Fire - 2 AP - [2]
Level 20

The AP cost of reloading is 0 for the next six pieces of ammunition.

If the Steel-type is using the Bow, their attack costs 0 AP for those shots. These attacks can be fired with up to three bolts simultaneously.

If the Steel-type is using the Crossbow, enemies hit are wounded and the base damage of the Crossbow increases by 50% against that target, stacking up to a maximum of 300% base damage.

If the Steel-type is using the Hand Cannon, attacks made with it during Rapid Fire destroy any projectiles that they come into contact with (also destroying the ammunition).

Unerring Aim - 4 AP - [3]
Level 30

The Steel-type takes aim at a single enemy, channelling for one exchange. After they finish the channel they shoot at the enemy with their current weapon, ignoring its range limits (up to 180 feet). The shot will magically track its target, and cannot miss under any circumstances (but can be blocked with barriers, for example). The attack deals a minimum of three damage.

Versatility [-]
Level 40

The Steel-type now has two charges of Arsenal, and may use it to switch to any melee or ranged weapon.

Avatar of Battle - 1 AP - [1]
Level 50

The Steel-type infuses their weapon with energy for the next three exchanges, allowing them to freely change it between the weapons of its type (melee and ranged) for the duration. For the duration, their weapon attacks cost 1 AP and have a base damage of 3.

When Avatar of Battle ends, a weapon of the Steel-type's choice (of the type it is using) becomes unavailable for the remainder of the battle.

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