03-11-2016, 06:29 AM
(03-09-2016, 01:54 PM)Link Wrote: Dual Clawshots - 300 OM (Requires Ranged Proficiency)
This tool consists of a long chain connected to a discharging claw that Link can fire to either pull items or people towards himself, or pull himself towards certain surfaces. In combat, the Clawshot is generally useful as a makeshift ranged weapon, with the advantage of not requiring any ammunition.
10 foot, max range. They'll cover that distance in little more than a second, but requires time for aiming. (I really need to remember to clarify >.>)
Fodder:
Magic Meter - 0 OM
Link is limited in the number of magic abilities he is able to use. At it's current state, Link's Magic meter allows 5 moves that require the use of magic, as he gains in experience and strength, his Magic Meter expands and allows for more abilities to be used. The further Link delves into his Magic Meter, the more exhausting drawing on his Magic will become.
(I know this isn't necessary, and is quite a limiter, but it's something I'd like to roleplay out!)
Moves:
Spin Attack - 900 OM (Requires Area Attack, Physical Profs)
The Spin Attack has three stages. The first is simply Link performing a 360-degree slash, damaging all enemies caught in the strike, moreso than a simple strike with his sword. This stage of the attack's range is simply his sword's reach (variable depending on the sword Link is wielding, but for the time being, only the Master Sword). The second stage requires a charge time of 2 seconds and enhances the range of the attack by unleashing a wave of blue energy, extending the reach by 1.5 foot. The third stage requires a charge time of 4 seconds and enhances the range even further, by adding on another 1.5 foot, totaling 3 foot away from the tip of Link's sword, and changing the blue energy to orange. The orange energy also leaves a lingering burn on the target. Each stage of this ability deducts a single charge from Link's Magic Meter and is avoidable by either blocking or moving out of the move's range.
Magical Arrows - 600 OM (Requires Ranged, Area Attack, Debuff Profs)
Link stores 15 arrows in his quiver, 3 of each Magical Arrow (9) and 6 regular arrows. These are replenished either by summoning or simply retrieving the fired arrows. Magical arrows revert to regular arrows and must be reenchanted if collected. Resummoning Magical Arrows retains their enchantment.
Fire Arrows - Fire arrows are one of three special types of arrow that Link can obtain for the Fairy Bow. Each Fire Arrow deducts a single charge from Link's Magic Meter. When a Fire Arrow hits it's target, it momentarily bathes the impact point in flames, leaving a lingering burn that can hinder the target.
Ice Arrows - The second special type of arrow Link can obtain, as their name implies, these arrows are enchanted with the power of ice. When the arrow hit it's target, the ice arrow freezes the immediate area around the impact point, slowing movement or stopping it all together. Each Ice Arrow deducts a single charge from Link's Magic Meter.
Light Arrows - Tier 1 Super Move - Utility - 600 OM (Requires Ranged, Area Attack, Debuff Prof)
Link draws and fires an arrow enchanted with the power of Light. When the arrow hits it's mark, the enchantment erupts into a large area of blinding white light, spanning 4x4 foot. The Light simply dazes enemies, blinding them for 5 seconds and leaving a slight haze, for a further 5. This deducts a single charge from Link's Magic Meter and is avoidable by simply closing one's eyes or turning away from the point of impact.


