Skill Name: Tarot Brand Explosives
Skill Type: Explosives
Skill Information: Despite the scar inflicted on him when he was younger, Hunter was not exactly put off by explosives. When he became apprenticed to his master, whenever he had time with his parents, he would still make fireworks with them. During the later part of his training with his master Howl, explosives came back to him in the form of bombs instead of fireworks. This being after he told Howl he wanted to become a master marksman and pirate, Howl told him that a pirate of the type he wanted to become would need to know about the explosive tools of the trade. Hunter never figured out if it was just because he had previous experience with fireworks that Howl wanted to teach him about explosives, or if he was right in saying he would need bombs and such to achieve his goals. But nonetheless, he became versed in making conventional explosives from his master, and proved to be rather good at it when he combined his prior knowledge with his training from Howl. He even began to make his own custom-made bombs, with careful watching by Howl to see if he had grown from when he had made his mistake in his younger years. The Tarot Brand Explosives are more-so for utility than they are for sheer power, but, given the right motivation, Hunter's creations can cause some chaos. Given if he can at the time, he likes to pay homage to his home by making explosives that have both big and have colored explosions, useful for getting attention.
Skill Strengths:
-Useful for distractions.
-Useful for demolition.
-Can be used to take out groups of enemies depending on the bomb.
Skill Weaknesses:
-The make of the bomb makes it easily identifiable, as they are built very different from run of the mill explosives and their uses can be profiled back to the user.
-Requires planning ahead of time to keep innocents or allies out of the explosions radius.
-Most of the Tarot Brand Explosives are just for utility, meaning that they are not all meant for combat or demolition.
Ability Lvl 1 Name: Detonation Crabs
Ability Lvl 1 Type: Field, Range (15-20 Meters)
Ability Lvl 1 Cooldown: 2
Ability Lvl 1 Description: One of the most recognizable of the Tarot Brand Explosives happens to take the form of the crab with a fuse coming out if its head adorning the back of Hunter's jacket. For all intensive purposes, it's a medium sized, tinker toy crab that comes equipped with a small, timed charge. These crabs will travel a few meters once wound up and then their timer of 15 seconds will activate and then detonate once the time runs out. The crab itself will become shrapnel once the explosive detonates, doubling as a explosive and a frag grenade. Only 3 Detonation Crabs are allowed per thread.
Ability Lvl 1 Strengths:
-Can punch small holes in walls.
-Can take out small groups consisting of no more than 5 enemies.
-Can travel a distance to explode at a opportune spot.
Ability Lvl 1 Weaknesses:
-If the crab encounters anything stopping it in it's travel (ex. a wall, someone picking it up, etc.), then the timer will begin it's countdown as if the travel phase has ended, meaning that it will detonate at a less than preferred place.
-If enemies see the crab then they can quickly get out of it's area of effect, making it a waste of a explosive if it was aimed to kill.
-Heavily armored targets and metal walls will be mostly unaffected by the strength of the explosion or the shrapnel.
Ability Lvl 1 Name: Peacekeepers
Ability Lvl 1 Type: Field, Support
Ability Lvl 1 Cooldown: 2
Ability Lvl 1 Description: Essentially a packet of over-sized firecrackers, the Peacekeepers are entirely a distraction or escape method. They are designed to create large clouds of colored smoke that is either meant to draw attention or to escape from a dangerous situation. With some coordination, the color of the smoke could portray a situation or information to any allies of the user. Only 5 Peacekeepers are allowed per thread.
Ability Lvl 1 Strengths:
-Good for drawing attention.
-Can be used to lay down a smoke cloud to cover an escape. They are designed to cover an area of about 5-6 meters then to dissipate after floating up into the air.
-Can be given to others to give information to the rest of a group.
Ability Lvl 1 Weaknesses:
-Where the Peacekeepers are used can be an indicator to what their goal is.
-If the other four of the Peacekeepers are handed out to a group, then the user will only be able to safely escape once.
-If a plan for color coordinating the Peacekeepers to relay information is made, and then one of the explosives is used at the wrong time in an emergency or so, then the whole operation behind the plan can be put into jeopardy.
Ability Lvl 1 Name: Party Balloon
Ability Lvl 1 Type: Field, Support, Range (30-40 Meters)
Ability Lvl 1 Cooldown: 3
Ability Lvl 1 Description: The Party Balloon is the most 'firework-sy' of the Tarot Brand Explosives to date. It is a small package containing one large colored explosive designed to lay down a huge cloud of colored smoke that then releases five smaller colored explosive balls that rain down to the ground and cover the immediate ground area in colored smoke, while the cloud above blocks view from heights, covering a total area of 30 meters. The package is carried on the wind by what is basically a small hot air balloon to travel to a destination based on the wind. It has a switch that will only be detonated by a remote attuned to the frequency of the timer. Only one Party Balloon is available per thread.
Ability Lvl 1 Strengths:
-Useful for a large scale distraction.
-Can be carried a long distance to reach places that may be inaccessible on foot (ex. a castle courtyard with it's gate closed.)
-Functions on a similar level to the Peacekeepers in that it can be used as a signal for a group.
Ability Lvl 1 Weaknesses:
-Is rendered completely useless on days with no wind or if the wind is blowing the opposite direction.
-If spotted, the balloon can easily be shot down, and, as long as the package is not shot, then it will be rendered useless.
-The user has to be within 15 meters to detonate the package.
-If the remote for the Party Balloon is stolen, misplaced, or damaged, then the Party Balloon becomes unusable.
-There is a danger of the wind carrying the Party Balloon farther, either just naturally or due to abnormally strong winds.
Ability Lvl 1 Name: Exploding Hermits
Ability Lvl 1 Type: Range (5 Meters), Field, Support
Ability Lvl 1 Cooldown: 2
Ability Lvl 1 Description: The Exploding Hermits are a small, deadly explosive in the shape of a hermit crab's shell. The bottom of the shell is covered in the same material used to place C4 onto walls, meaning that they can be placed or thrown on walls, people, etc to cause damage. They are slightly weaker than Detonation Crabs, but they will still weaken walls and cause big damage if used on a person. They are detonated with a separate remote to the Party Balloon, and similarly, the user needs to be within 15 meters to unleash the explosions. Only 6 Exploding Hermits per thread.
Ability Lvl 1 Strengths:
-Can be thrown on people and walls to cause damage.
-Can be activated farther away than the user threw the Exploding Hermit, meaning they can take some shelter if necessary.
-Are a useful, but slightly weaker alternate once the user has run out of Detonation Crabs.
Ability Lvl 1 Weaknesses:
-Is dependent on the user throwing the explosive and getting the bottom of the explosive to hit the target.
-It requires 2-3 to get a hole in a wall on par with a Detonation Crab.
-If a Exploding Hermit is attached to a person, and the person gets out of the remotes range, then it can be taken off, rendering it useless.
-Shares weakness with the Party Balloon in that the if the remote is misplaced, stolen, or destroyed, then they are rendered useless.
Skill Type: Explosives
Skill Information: Despite the scar inflicted on him when he was younger, Hunter was not exactly put off by explosives. When he became apprenticed to his master, whenever he had time with his parents, he would still make fireworks with them. During the later part of his training with his master Howl, explosives came back to him in the form of bombs instead of fireworks. This being after he told Howl he wanted to become a master marksman and pirate, Howl told him that a pirate of the type he wanted to become would need to know about the explosive tools of the trade. Hunter never figured out if it was just because he had previous experience with fireworks that Howl wanted to teach him about explosives, or if he was right in saying he would need bombs and such to achieve his goals. But nonetheless, he became versed in making conventional explosives from his master, and proved to be rather good at it when he combined his prior knowledge with his training from Howl. He even began to make his own custom-made bombs, with careful watching by Howl to see if he had grown from when he had made his mistake in his younger years. The Tarot Brand Explosives are more-so for utility than they are for sheer power, but, given the right motivation, Hunter's creations can cause some chaos. Given if he can at the time, he likes to pay homage to his home by making explosives that have both big and have colored explosions, useful for getting attention.
Skill Strengths:
-Useful for distractions.
-Useful for demolition.
-Can be used to take out groups of enemies depending on the bomb.
Skill Weaknesses:
-The make of the bomb makes it easily identifiable, as they are built very different from run of the mill explosives and their uses can be profiled back to the user.
-Requires planning ahead of time to keep innocents or allies out of the explosions radius.
-Most of the Tarot Brand Explosives are just for utility, meaning that they are not all meant for combat or demolition.
Ability Lvl 1 Name: Detonation Crabs
Ability Lvl 1 Type: Field, Range (15-20 Meters)
Ability Lvl 1 Cooldown: 2
Ability Lvl 1 Description: One of the most recognizable of the Tarot Brand Explosives happens to take the form of the crab with a fuse coming out if its head adorning the back of Hunter's jacket. For all intensive purposes, it's a medium sized, tinker toy crab that comes equipped with a small, timed charge. These crabs will travel a few meters once wound up and then their timer of 15 seconds will activate and then detonate once the time runs out. The crab itself will become shrapnel once the explosive detonates, doubling as a explosive and a frag grenade. Only 3 Detonation Crabs are allowed per thread.
Ability Lvl 1 Strengths:
-Can punch small holes in walls.
-Can take out small groups consisting of no more than 5 enemies.
-Can travel a distance to explode at a opportune spot.
Ability Lvl 1 Weaknesses:
-If the crab encounters anything stopping it in it's travel (ex. a wall, someone picking it up, etc.), then the timer will begin it's countdown as if the travel phase has ended, meaning that it will detonate at a less than preferred place.
-If enemies see the crab then they can quickly get out of it's area of effect, making it a waste of a explosive if it was aimed to kill.
-Heavily armored targets and metal walls will be mostly unaffected by the strength of the explosion or the shrapnel.
Ability Lvl 1 Name: Peacekeepers
Ability Lvl 1 Type: Field, Support
Ability Lvl 1 Cooldown: 2
Ability Lvl 1 Description: Essentially a packet of over-sized firecrackers, the Peacekeepers are entirely a distraction or escape method. They are designed to create large clouds of colored smoke that is either meant to draw attention or to escape from a dangerous situation. With some coordination, the color of the smoke could portray a situation or information to any allies of the user. Only 5 Peacekeepers are allowed per thread.
Ability Lvl 1 Strengths:
-Good for drawing attention.
-Can be used to lay down a smoke cloud to cover an escape. They are designed to cover an area of about 5-6 meters then to dissipate after floating up into the air.
-Can be given to others to give information to the rest of a group.
Ability Lvl 1 Weaknesses:
-Where the Peacekeepers are used can be an indicator to what their goal is.
-If the other four of the Peacekeepers are handed out to a group, then the user will only be able to safely escape once.
-If a plan for color coordinating the Peacekeepers to relay information is made, and then one of the explosives is used at the wrong time in an emergency or so, then the whole operation behind the plan can be put into jeopardy.
Ability Lvl 1 Name: Party Balloon
Ability Lvl 1 Type: Field, Support, Range (30-40 Meters)
Ability Lvl 1 Cooldown: 3
Ability Lvl 1 Description: The Party Balloon is the most 'firework-sy' of the Tarot Brand Explosives to date. It is a small package containing one large colored explosive designed to lay down a huge cloud of colored smoke that then releases five smaller colored explosive balls that rain down to the ground and cover the immediate ground area in colored smoke, while the cloud above blocks view from heights, covering a total area of 30 meters. The package is carried on the wind by what is basically a small hot air balloon to travel to a destination based on the wind. It has a switch that will only be detonated by a remote attuned to the frequency of the timer. Only one Party Balloon is available per thread.
Ability Lvl 1 Strengths:
-Useful for a large scale distraction.
-Can be carried a long distance to reach places that may be inaccessible on foot (ex. a castle courtyard with it's gate closed.)
-Functions on a similar level to the Peacekeepers in that it can be used as a signal for a group.
Ability Lvl 1 Weaknesses:
-Is rendered completely useless on days with no wind or if the wind is blowing the opposite direction.
-If spotted, the balloon can easily be shot down, and, as long as the package is not shot, then it will be rendered useless.
-The user has to be within 15 meters to detonate the package.
-If the remote for the Party Balloon is stolen, misplaced, or damaged, then the Party Balloon becomes unusable.
-There is a danger of the wind carrying the Party Balloon farther, either just naturally or due to abnormally strong winds.
Ability Lvl 1 Name: Exploding Hermits
Ability Lvl 1 Type: Range (5 Meters), Field, Support
Ability Lvl 1 Cooldown: 2
Ability Lvl 1 Description: The Exploding Hermits are a small, deadly explosive in the shape of a hermit crab's shell. The bottom of the shell is covered in the same material used to place C4 onto walls, meaning that they can be placed or thrown on walls, people, etc to cause damage. They are slightly weaker than Detonation Crabs, but they will still weaken walls and cause big damage if used on a person. They are detonated with a separate remote to the Party Balloon, and similarly, the user needs to be within 15 meters to unleash the explosions. Only 6 Exploding Hermits per thread.
Ability Lvl 1 Strengths:
-Can be thrown on people and walls to cause damage.
-Can be activated farther away than the user threw the Exploding Hermit, meaning they can take some shelter if necessary.
-Are a useful, but slightly weaker alternate once the user has run out of Detonation Crabs.
Ability Lvl 1 Weaknesses:
-Is dependent on the user throwing the explosive and getting the bottom of the explosive to hit the target.
-It requires 2-3 to get a hole in a wall on par with a Detonation Crab.
-If a Exploding Hermit is attached to a person, and the person gets out of the remotes range, then it can be taken off, rendering it useless.
-Shares weakness with the Party Balloon in that the if the remote is misplaced, stolen, or destroyed, then they are rendered useless.
Last edited by Hunter Tarot on Wed Jul 23, 2014 3:42 pm; edited 5 times in total
Thu Aug 10, 2017 10:40 am by Gray
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