Character name: Kiht Jakkya
Combat ability: Javelin throw. ((She is a Lancer.))
IC Description: As a huntress, Kiht carries four javelins alongside her main harpoon (melee lance) that she can throw in order to wound animals (or people) she can't easily get close to. She could use these as a ranged attack in battle.
OOC Description: When a lancer completes a certain amount of Lancers Guild quests, you get the ability to throw lance at enemies. I can't think of what the power is called off the top of my head. However, I have never liked the weapon throw abilities in a game that make it so you can throw a great axe, great sword, or lance that just returns to you like Thor's Hammer. If my character ICly throws her lance, it should NOT just teleport back to her. Therefore, I ICly act as if Kiht is NOT throwing her lance, but instead throws javelins when she uses that ability.
Weakness 1: ((This is actually a lot of little weaknesses)). She only has four javelins. Carrying any more would impede her. Once she throws all four she must be able to move to where they impacted and recover them before she can throw them again; but only, if they are not broken or imbedded in a living creature or person. The javelins are much smaller and lighter than her lance. They will not penetrate heavy armor. They can be deflected or blocked by a shield. They can often break on impact with hard objects. A very fast and agile creature or person can possibly dodge them. Kiht cannot use them in melee. Kiht cannot gain the posture needed to throw them if in melee combat. Kiht cannot use her lance and javelins at the same time; she must hold her lance unready in one hand while throwing a javelin. Accuracy with the javelins is not as precise as it would be with a bow and arrow. If someone is skilled with javelin throwing they can throw her own javelins back at her ((I think that about covers it)).
Weakness 2: Low aether. She was born with low aether; thus, she cannot become a magic user. She is weakened by high temperatures, and dislikes fire unless she is desperately cold or has raw meat to cook.
NOTE: Kiht has a few other weaknesses. They can be found on her wiki page.
Passive ability 1: I take full advantage of being an athletic Miqo'te Keeper! Superior vision in the dark and night. Sharp hearing, but not as good as Elzen hearing. Excellent and powerful sense of smell. Fast, agile and very well-balanced. Lots of stamina. Obviously good in the athletic department, but not very scholastic. She tends to neglect her critical thinking skills, and does not like to read much.
Passive ability 2: Hunter's instincts. Her trained sense of perception allows for her to sense when something is amiss. When her sharp senses synchronize she can get a clearer picture of her environment than most. Sometimes these complex senses and perceptions backfire. They will make her paranoid, and/or easily distracted. The strength of her instincts can often make her act without thinking, or she can loose focus and discipline.
Combat ability: Javelin throw. ((She is a Lancer.))
IC Description: As a huntress, Kiht carries four javelins alongside her main harpoon (melee lance) that she can throw in order to wound animals (or people) she can't easily get close to. She could use these as a ranged attack in battle.
OOC Description: When a lancer completes a certain amount of Lancers Guild quests, you get the ability to throw lance at enemies. I can't think of what the power is called off the top of my head. However, I have never liked the weapon throw abilities in a game that make it so you can throw a great axe, great sword, or lance that just returns to you like Thor's Hammer. If my character ICly throws her lance, it should NOT just teleport back to her. Therefore, I ICly act as if Kiht is NOT throwing her lance, but instead throws javelins when she uses that ability.
Weakness 1: ((This is actually a lot of little weaknesses)). She only has four javelins. Carrying any more would impede her. Once she throws all four she must be able to move to where they impacted and recover them before she can throw them again; but only, if they are not broken or imbedded in a living creature or person. The javelins are much smaller and lighter than her lance. They will not penetrate heavy armor. They can be deflected or blocked by a shield. They can often break on impact with hard objects. A very fast and agile creature or person can possibly dodge them. Kiht cannot use them in melee. Kiht cannot gain the posture needed to throw them if in melee combat. Kiht cannot use her lance and javelins at the same time; she must hold her lance unready in one hand while throwing a javelin. Accuracy with the javelins is not as precise as it would be with a bow and arrow. If someone is skilled with javelin throwing they can throw her own javelins back at her ((I think that about covers it)).
Weakness 2: Low aether. She was born with low aether; thus, she cannot become a magic user. She is weakened by high temperatures, and dislikes fire unless she is desperately cold or has raw meat to cook.
NOTE: Kiht has a few other weaknesses. They can be found on her wiki page.
Passive ability 1: I take full advantage of being an athletic Miqo'te Keeper! Superior vision in the dark and night. Sharp hearing, but not as good as Elzen hearing. Excellent and powerful sense of smell. Fast, agile and very well-balanced. Lots of stamina. Obviously good in the athletic department, but not very scholastic. She tends to neglect her critical thinking skills, and does not like to read much.
Passive ability 2: Hunter's instincts. Her trained sense of perception allows for her to sense when something is amiss. When her sharp senses synchronize she can get a clearer picture of her environment than most. Sometimes these complex senses and perceptions backfire. They will make her paranoid, and/or easily distracted. The strength of her instincts can often make her act without thinking, or she can loose focus and discipline.