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Post by Orcus on his Throne on Oct 11, 2018 5:02:50 GMT
When you have a character engage in battle, how do they carry themselves? What methods play out in your head when you write someone kicking ass down? This thread's where you'd list those styles.
Hilde - When fighting lightly armored opponents, Hilde fights in the traditional styles of European swordsmanship, but she uses half-swording against more armored opponents. He usually aims to cripple an opponent first, mostly by maiming limbs, before she goes in for a finishing blow, but she does not actively avoid lethal blows if they make themselves apparent.
Krythnriin - Though not particularly skilled, Krythnriin makes up for it with quick thinking. He isn't afraid to run away or use the environment to his advantage if he is losing (which he often is, due to a lack of combat proficiency). He prefers to ambush opponents rather than going for a direct fight, aiming to knock an opponent unconscious.
Mhlrtr - She fights in the traditional macuahuitl style, keeping her posture low to the ground with her shield readied and macuahuitl readied for an attack. Her stance is meant to protect her chest area from harm, with her shield meant to intercept attacks or be used to throw foes off-balance for her macuahuitl blow to finish off. She mostly aims for central body mass to strike foes, rarely going for any particularly hard-to-hit areas such as the legs or the head. When unarmed, she relies purely on brute strength to overpower opponents.
Mana - Before he injuries, she used to fight using a shamshir and a sapar - a small shield designed to parry opponent's blows. She would use the shield to throw opponent's blows off-balance before slicing them with her shamshir, often aiming for the gut or leg to bleed them out quickly. She would use kicks to knock an opponent off-balance as well, or to throw off their shield. She is also skilled at staff fighting, knowing how to use the long shaft of a wooden stave to give her blows greater momentum and force while keeping her hands spread out to possibly intercept incoming blows.
Ereshkigal - Her maul is too cumbersome to apply any specific styles of fighting to, so she instead merely aims for central body mass. When unarmed or unable to use her maul, she fights using an aikido-esque style when unarmed, using her immense physical strength to quickly restrain and disable her opponent before finishing them off with a fatal blow to the neck or the chest. He mostly attempts to pin opponents underneath her body, often keeping their arms to their back, or else she simply will knock them off-balance with a quick throw.
Rova - Rova primarily fights in a hoplite style, hiding behind his shield and attacking foes with his spear with swift thrusting strikes. Should he lose his shield, he fights in an irish two-handed spear style, using the spear to block incoming blows that he must while leveling up towards his head to aim for upper torso strikes. When completely disarmed, fights in a kickboxing style, aiming for the chin or liver to disable opponents.
Molagh - He is not particularly skilled at unarmed combat, relying mostly on his superhuman strength and speed to make up for his lack of skill. However, he uses a style similar to San Cai Jian when using a sword, focusing primarily on thrusting attacks with the blade while using his legs and open hand to knock opponents off-balance for a finishing blow.
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Post by Stage on Oct 11, 2018 18:39:42 GMT
Aad : Aad considers herself a woman of culture and finds it insulting to be compared to an animal, but she certainly fights like one, taking huge, repetitive, overhead swings at her (often much smaller) opponents. She doesn't care if these hammer-like blows are blocked, because they usually land with enough force to force her target to their knees regardless. When she's especially mad, she'll even lung forward and chomp down on limbs or shields. Either a vicious shake of her head or a skull-jarring straight kick follows. Both throw enemies to the ground. Against more agile foes, she relies on her magic to make openings for her melee attacks to land. When she takes her beast form, she usually just plows into or through her foes, perhaps snatching up a particularly unlucky individual in her jaws to hurl away like a child's toy.
Adra : Adra specializes in swift take-downs. She tries to close distances quickly using her wings or long strides and then deliver huge blows to knock down, disable, or even cripple opponents. She tries to overwhelm with fewer, stronger blows than a flurry of them. This is why her favorite offensive magic is lightning. If she can get the time and space to strike with a lightning bolt, most fights end there. She also tries to avoid blows altogether rather than endure them, ducking, sidestepping, and twisting away from attacks. It's actually easier to hit her from a distance than up close. When she has time to think before an attack closes in, she tends to overdo it. She's perfectly competent in straight hand-to-hand combat, but she feels more comfortable with some sort of weapon in hand, often conjuring whips, blades, or blades of shadow.
Blasa : Blasa builds up and maintains momentum by spinning, seeming to dance with her halberd. She is a flexible, level-headed fighter equally comfortable with looking to land big, decisive blows to the head or neck and making many small slashes where to wear down stamina. She swaps near seemly between these two tactics. She fights confidently, but never arrogantly.
Caden : In a word? Decisive. If Caden has been convinced violence is the only answer, then she enters combat looking to end things fast, similar to Adra, but even more forceful. She's made the mistake of being too inflexible in the past, suffering the most dramatic loss of her career and losing years of her life because of it, and, although she was learned, she still tends to be straight forward, charging in with simple jabs, stabs, and slashes. She leans on her powers more than her technique, which is actually mostly serviceable.
Croder : On land, Croder focuses on baiting and stopping charges, then levying into grapples. The dragon is a very anchored, weight-based fighter (which obviously works better on smaller opponents). When (standing) in water, he using circular motions to draw in enemies on the crests of waves and strike them heavily with his claws or tail. He's also keen on using the environment, even if he must alter it first, conjuring storms to conceal him and flooding landscapes.
Dani / The Wolf : Dan is a clumsy, reactive fighter. She tends to notice attacks unconsciously with her enhanced senses and throw wild, unconscious swings before realizing why. When goaded into actively attacking, she is very blunt, throwing slow straight punches to the chest or making sloppy charges. The Wolf is both similar and the exact opposite. It's also very reactive, generally only attacking aggressors unless it It is so agitated that everything around It seems like an enemy, but Its attacks are anything but slow and imprecise. It strikes with terrifying speed and intent, swiping at the head with a huge paw or stabbing at the chest with Its long claws. If it does not kill with these initial strikes, It draws in Its foes for enormous, bone-crushing bites. It rarely makes charges of Its own, but It is good at stopping them, stopping momentum even as great as that of a car with Its own power, then reversing it.
Dieter : Dieter relies on precision from a distance, targeting weak point and setting up conductive lines or nets to run his magic through with his throwing knives, but is aggressive in hand-to-hand range. He's strong, but lacks the raw strength and weaponry to make decisive blows like Adra or Caden, so he instead looks to land as many blows as he can, punching and kicking even as he is pushes back or thrown down and bouncing back up from an elbow or knee. His main weakness is that he's easily lead on or feinted, not yet possessing the experience necessary to predict movements.
Lark : Lark looks to take advantage of the element of surprise to take her wins. She is capable of extended combat, especially now that she has regenerative abilities to buoy her stamina, but that is only time for reinforcements to arrive or her skill set be picked apart. The odds are often against her, so she takes any advantage she can short of the injury of innocents. She often receives this advantage by letting others think she has not compensated with her blind side or suddenly drawing her pistol.
Orinda : Unlike Blasa, Orinda fights in a very directional, jarring manner. She relies on sudden movements rather than continuous ones and only seeks decisive blows. She is still rather clumsy and imprecise, her success owed largely to her close observations of how male goblins react to her appearance.
Ragnhild : Against smaller opponents, Rag leans on her size and strength, making huge downward swipes of Foxglove or wide, horizontal swings with her paws at them. Against large opponents, she prefers her long knives and is more nimble, getting under their reach or dancing out of it. She is particularly good at fighting other varuls because she has a slightly different sense of balance (owed to the loss of her tail) that throws them off.
Soomekh : Despite her ladylike demeanor, Soomekh is a brawler, swooping in to bash into opponents with her claws and beak. One of her favorite tactics is to speak the hide of her foe and then drag them across the earth with the beating of her wings (though here the common weight difference put a damper on that). She employs little precision and only very basic tactics.
Tasma : In sharp contrast to Croder, Tasma looks to get in close to her foes and viciously attack their weakest points, tearing into armpits, necks, and even groins with her jagged teeth. If her silver tongue cannot defuse conflict, her ivory fangs will end it.
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Post by Executus Gira on Oct 14, 2018 5:59:00 GMT
Demmy: Years of experience and the humiliation she received at the hands of Cercil has forced Demmy to hone her fighting skills. She doesn't try to be overly flashy, or toy with her opponents, she just goes straight for the most efficient means of taking down her opponent with her eye tendrils. She usually aims for the heart or the head with them, impaling a victim, or barraging them with bolts of energy if closer range fighting isn't advised. In her true form, she also loves to use her massive wings to batter and crumple her opponents into a helpless state, and makes sense to always present her underside to them, as that is where all her weapons and powers are accessible.
Unish: Unish prefers to strike fast and hard, from angles and areas no one would suspect. She has her gun, but the sword is just much more fun for her. She aims for the legs and the arms, not to sever them, but to cut through the tendons and muscle to severely weaken them, and then carve up the opponent before jabbing the midnight blade through their back and absorb their life essence through there.
Chalodna: Her whip is to disarm and wrap around the arm of a foe, drag them in, so she can punch and kick to her desire. She aims for the weak and sensitive spots on a person, like the eyes, the throat, the groin, the stomach, anywhere she can immediately drop a person.
Arnett: The Blood Hound craves a slaughter, and Arnett is just as blood thirsty, if not moreso, than Unish. Her overwhelming speed and power makes her a terrifying opponent, and her actual scythe swings tend to either come from above or from the side. She makes sure they're the right distance away to hit the target, and she will go for the jugular or the stomach, to disembowl the target and leave behind a bloodied, ruined corpse.
Tama: Tama would prefer not to dirty her own hands, and only takes action if the situation becomes truly desperate, but if she's forced into action, it's usually already too late. There is no such thing as a fair fight against Tama, thanks to the use of her illusions. If you think she's in front of her, chances are she's already moved behind you and is going to jab her blades into the back of your neck, or just skewer you with her nine tails or crumple you in one hit with them.
Maudake: the giant centipede prefers to ambush from below, before constricting around the target and gnawing viciously on their body. If that isn't an option, she will use her tail to smash into a foe and distract them from her front half, to wear them down until they cannot fight back.
Senkuma: Senkuma loves to brawl, and each fight is one to satisfy his desire for a challenge. He loves to grapple and use moves similar to wrestling ones against opponents. However, he can be shockingly precise and fast with his blows, aiming for weak spot to whittle down and defeat his foes.
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Post by Ferobbcious Beast on Mar 24, 2019 6:52:02 GMT
In general, my doods fight in a way that makes use of their physical power and size/weight, as well as their smarts. I like to use moves that emphasize great strength. Korraz: Doesn't hit often, but she hits hard. She is a lot like Ristaang in that she is a slow-moving, unstoppable stonewall, but her takedowns of her foes are at least quick and rarely end in the death of her opponents. Her point is really just to disable the threat. It's like her foes fill up a tolerance meter by punching her and stuffs until the bar is filled and she turns around to KO them with a single punch, then goes right back to doing whatever. Usken: Very practical and pragmatic; calculating. She pinpoints her foes' position and movements using her sharpened senses. Always aims for vitals. Once she knows enough about her target and how she should aim (given wind conditions, for example), it's basically over for them. Ristaang: She moves around slowly while shrugging off barrages of attacks, but once she catches her foe, they're done for. She pulls them apart and tosses them aside like nothing. She may use her earthbending to hit her foe or pause them from afar to help her slow self catch up to them. If she's really angry, then she'll just charge/sprint and end the fight in 3 seconds flat.
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