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Post by Bass on Sept 15, 2019 11:20:14 GMT -8
CLAMP Typically used in conjunction with CRUSH in evenly matched battles to efficiently manage the intensity of the attack to be used. Clamp is similar to what it sounds like, a brutish grip on the opponent ensuring that they don't budge and are steadily fixed in position before the follow up. In itself the grip is what is so terrifying, that alone being dangerous. When grabbed by clamp Bass is able to carry through with the proper form and footing needed to safely use CRUSH in addition to steeling himself for the retaliation to come. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Fortify: Using this technique increases your natural DR by 3 until the end of your next turn; this stacks with itself up to a maximum of +6 DR. Minor Effect: Immobilizing: This technique has a 40% chance to inflict Immobilize on hit. Cost: 15 ki Ranks: CLAMP has 3 ranks. Rank 2 may be purchased for 3 MP and gives a +5 Defense and +2 Temp HP until the end of your next turn; Rank 3 may be purchased for 5 MP and gives a +10 Defense and +4 Temp HP bonus. Learn: Rank 1 takes two weeks to learn. Additional ranks do not take time but cost 3 and 5 MP respectively.
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Post by Cayle Pota on Sept 16, 2019 14:22:25 GMT -8
Approved.
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Post by Shell on Sept 18, 2019 18:16:03 GMT -8
You need to specify a length of time for your Defense and Temp HP Bonuses. They can't be permanent on a technique you can use an unlimited number of times. I assume you want them to also last 1 turn, like the DR bump, but you need to state that.
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Post by zer0gravitea on Sept 18, 2019 19:08:24 GMT -8
This was addressed and discussed via discord. Re-Approving this!
GIVE HIM THE CLAMPS
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