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Marksmen; IT'S HIGH NOON
Tweet Topic Started: Sep 1 2017, 02:43 AM (9 Views)
Haruto Ai Sep 1 2017, 02:43 AM Post #1
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Marksman

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Marksmen are the generic ranged class of the site! Not with the generic ranged abilities though, these are people with skills, and lots of it! They practiced with their guns and ranged weaponry until they became so good they could shoot an apple clean off your head! Marksmen commonly uses guns, bow and arrows, flashbangs, and traps.


Tiers and their stat bonus’ reductions

  • [Trapshoot] +2 INT, -1 STR.
  • [The Kid] +2 INT, +1 SPD, -2 STR.
  • [Gunslinger] +2 INT, +2 SPD, -3 STR.


Marksmen Abilities (Trapshoot)

  • [Mark!] - Active Ability. 1 Action. You mark an enemy with something or another that you had in your pocket, and now you all focus fire on that target! You and your allies get a +0.2x increased damage to the enemy! Lasts 2 rounds. [2 Round Cooldown]
  • [Bola] - Active Ability. 2 Actions. You shoot a rope with two large stones tied to the ends at a single opponent! The rope should wrap around your opponent's legs, removing 2 of their actions this round! Lasts 1 round. [3 Round Cooldown]


Marksmen Abilities (The Kid)

  • [Steady Aim!] - Active Ability. 2 Actions. You steady your breath, you tighten your grip on your weapon and you sharpen your mind. While this ability is active you lose the ability to use any other Active Ability, but you gain +5 bonus damage to any shot you take! Lasts 2 rounds. [4 Round Cooldown]
  • [Shootenanny!] - Active Ability. 3 Actions. You become panicked, or perhaps this is just the best course of action, but you fire your weapon randomly at all of your opponents! Your shots suffer a -2 damage debuff, but you hit all enemy targets twice with any ability or basic shot used for the next two rounds. [2 Round Cooldown.]


Marksmen Abilities (Gunslinger)

  • [Fan Hammer] - Active Ability. 3 Actions. You’ve decided you specifically hate this one person, place, or thing in particular, and you decide to unload on it. You unload 3 shots on this thing, each consecutive shot gaining +5 damage to it. [5 Round Cooldown]
  • [Marksmen Trusty Weapon] - Passive Ability. You and your weapon, you two have been through a lot together. From that one time you had to outrun a train, to that one time you shot cactus for the hell of it! You’ve learned to trust this weapon with all your heart. For any weapon made specifically for you by a blacksmith, the weapon gains a +2 buff to any shot you make.

Edited by Nikos, Feb 20 2018, 07:06 PM.
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