CourseMan's Signatures

New: Wave Refresh:

Sometimes, no amount of trickery or deception, or clones, or decoys, or dodging, or illusions, or shields, or wave auras will be quite enough to stop the competent and suave adventurer from getting a few scrapes and bruises. Fortunately for CourseMan, just being surrounded by rushing water is enough to keep him feeling fit and fresh and ready for more. Moderately regularly, he can pull a quick wave wash over himself to freshen up and shake off his previous little mistakes.

(Healing 30 (40)). 1TCD

Total: 440/440
Approved.


Level 10: Cap is 140 (210). Pool is 480

Altered: Forked Streams:

Taking a moment to scope out the situation around him and prepare for likely eventualities, CourseMan can respond with near pre-emptive alacrity to an attack directed at him. He dodges, most commonly with a dive-roll, in two opposite directions. Despite being designed without a manual dexterity preference, the real CourseMan usually (though not always) favours moving to his left, while the decoy goes right. The decoy will respond independently to CourseMan as it dodges away; if the terrain should be different, it can and will respond intelligently.

In the same moment as beginning his deception, CourseMan begins to prepare a quick-shot retaliation, charging tiny water pulses in each hand, yet, as he splits, his decoy carries one of the shots with it, safely englobed in its own wave-whip. As the navi and decoy come out of their respective evasions, they both release the tiny shots at the target that attacked them. The decoy will generally then smirk and flick his coat front with both hands or else make some manner of self-assured comment, gloating; CourseMan himself will often do the same, taunting his foe, but sometimes he'll remain quiet and simply allow the spotlight to go to his copy.

Courser has improved his response time with this trick, and is much more used to using it now, so he no longer suffers any kind of slow down post evasion, and he can make the retaliation shots just a little bit stronger than before. Even so, they're still nothing more than teasing flick.

Trap(Incoming Attack against CourseMan): Multi-Stage: First (Dodge + Decoy(1 round)), Then (10Aqua, Shot-Type x2 Hits). (Total Value: 80, Pool Points Used: 80) 2TCD

Alteration: Removed Hp Sacrifice nerf, to spend all 80 points from the pool.

Unchanged: Mist and Shadow:

Following along with his philosophy of trying at all times to be where the damage is not, Courser has more than one trick up his sleeve for getting out of the way of harm. Not just a simple dodge, this trick sees Courseman doing a swift shadow blend that creates a double of himself rolling out of the way, while the navi himself warps quickly behind the attacking target.

The decoy will roll, then rise and taunt the target that attacked him, mockingly, while Courser will try to place a hand against the attacker directly as he comes out of his teleport, drawing off a partition of data through his wave-whip to help restore himself. Usually, when he does this, Courser is a bit slow on the recovery; he's still getting used to the disorientation of the sudden teleport, combined with the split in perspective with seeing back and forth through his clones.

Trap(Incoming Attack against CourseMan): Multi-Stage: First (Teleport + Decoy(1 round)), Then ((Aqua)LifeDrain 10, Shot-Type), Then (Self-Slow). (Total Value: 120, Pool Points Used: 80) 3 TCD


Unchanged: Solo Teamwork:

With both wave whips out and a wide variety of foes, courser will sometimes gather up a large amount of miniature water pulses inside the streams, before unleashing a scattering volley of micro shots about the battlefield. Any and all clones he currently has out will participate in this activity, with the shots coming equally spread from all active clones and Courser himself. If he has no clones when he does this, then courser will just fire the whole barrage himself, but that will look a lot more sad and lonely.

(10Aqua, x 2 Hits, x 4 Targets, Shot-Type (Total Value: 80, Pool Points Used: 80) 2TCD

Altered No Peeking!

It takes the fun out of it if someone cheats and looks through all the deocys and illusions. That's just plain unsporting, isn't it? Courser has a special trick that lies in wait for anyone who attempts to bypass his normal games, and can release a whip shot of darkened water, either from his own whips, or blind-siding from a decoy, intended not only to temporarily blind the attacker and ruin their sight, but also to deprive them of whatever weapon they had been about to use, that would have spoiled his fun. If he's very lucky or skilled, he might even manage to take control of the attack himself, for future use, but that's not the primary intention, which is to rob his opponent of it.

Counter(Nullify or Seeking Attack directed against CourseMan or any of his decoys): (First: (Blind + Disarm, Shot-Type), Then (Decoy(1 round)) (Total Value: 120, Pool Points Used: 120) 3TCD

Alteration: Added Seeking to the conditional, removed Nerf and added a decoy for one round. Cooldown and cost increased.

Unchanged: Murky Deception:

If the clones and the shielding and the fields and his general slippery nature aren't enough to keep Courser in places where the pain is not, he can, for short periods of time, create a misty, shadowed field of darkness and obscurity about himself that tricks the eye and makes him even harder to hit. The effect doesn't have any obvious visual tell, unless someone can already see through the deception; it mostly works by making it seem like he's just a bit displaced from where he actually is.

(Shadow, Self, 1 Round (Total Value: 80, Pool Points Used: 80)) 2TCD

Unchanged: Wave Refresh:

Sometimes, no amount of trickery or deception, or clones, or decoys, or dodging, or illusions, or shields, or wave auras will be quite enough to stop the competent and suave adventurer from getting a few scrapes and bruises. Fortunately for CourseMan, just being surrounded by rushing water is enough to keep him feeling fit and fresh and ready for more. Moderately regularly, he can pull a quick wave wash over himself to freshen up and shake off his previous little mistakes.

(Healing 30 (Total Value: 40, Pool Points Used: 40)) 1TCD

Total: 480/480
Looks good, approved!


Level 12: Cap is 140 (210). Pool is 560

Unchanged: Forked Streams:

Taking a moment to scope out the situation around him and prepare for likely eventualities, CourseMan can respond with near pre-emptive alacrity to an attack directed at him. He dodges, most commonly with a dive-roll, in two opposite directions. Despite being designed without a manual dexterity preference, the real CourseMan usually (though not always) favours moving to his left, while the decoy goes right. The decoy will respond independently to CourseMan as it dodges away; if the terrain should be different, it can and will respond intelligently.

In the same moment as beginning his deception, CourseMan begins to prepare a quick-shot retaliation, charging tiny water pulses in each hand, yet, as he splits, his decoy carries one of the shots with it, safely englobed in its own wave-whip. As the navi and decoy come out of their respective evasions, they both release the tiny shots at the target that attacked them. The decoy will generally then smirk and flick his coat front with both hands or else make some manner of self-assured comment, gloating; CourseMan himself will often do the same, taunting his foe, but sometimes he'll remain quiet and simply allow the spotlight to go to his copy.

Courser has improved his response time with this trick, and is much more used to using it now, so he no longer suffers any kind of slow down post evasion, and he can make the retaliation shots just a little bit stronger than before. Even so, they're still nothing more than teasing flick.

Trap(Incoming Attack against CourseMan): Multi-Stage: First (Dodge + Decoy(1 round)), Then (10Aqua, Shot-Type x2 Hits). (Total Value: 80, Pool Points Used: 80) 2TCD

Unchanged: Mist and Shadow:

Following along with his philosophy of trying at all times to be where the damage is not, Courser has more than one trick up his sleeve for getting out of the way of harm. Not just a simple dodge, this trick sees Courseman doing a swift shadow blend that creates a double of himself rolling out of the way, while the navi himself warps quickly behind the attacking target.

The decoy will roll, then rise and taunt the target that attacked him, mockingly, while Courser will try to place a hand against the attacker directly as he comes out of his teleport, drawing off a partition of data through his wave-whip to help restore himself. Usually, when he does this, Courser is a bit slow on the recovery; he's still getting used to the disorientation of the sudden teleport, combined with the split in perspective with seeing back and forth through his clones.

Trap(Incoming Attack against CourseMan): Multi-Stage: First (Teleport + Decoy(1 round)), Then ((Aqua)LifeDrain 10, Shot-Type), Then (Self-Slow). (Total Value: 120, Pool Points Used: 80) 3 TCD

Unchanged: Solo Teamwork:

With both wave whips out and a wide variety of foes, courser will sometimes gather up a large amount of miniature water pulses inside the streams, before unleashing a scattering volley of micro shots about the battlefield. Any and all clones he currently has out will participate in this activity, with the shots coming equally spread from all active clones and Courser himself. If he has no clones when he does this, then courser will just fire the whole barrage himself, but that will look a lot more sad and lonely.

(10Aqua, x 2 Hits, x 4 Targets, Shot-Type (Total Value: 80, Pool Points Used: 80) 2TCD

Unchanged No Peeking!

It takes the fun out of it if someone cheats and looks through all the deocys and illusions. That's just plain unsporting, isn't it? Courser has a special trick that lies in wait for anyone who attempts to bypass his normal games, and can release a whip shot of darkened water, either from his own whips, or blind-siding from a decoy, intended not only to temporarily blind the attacker and ruin their sight, but also to deprive them of whatever weapon they had been about to use, that would have spoiled his fun. If he's very lucky or skilled, he might even manage to take control of the attack himself, for future use, but that's not the primary intention, which is to rob his opponent of it.

Counter(Nullify or Seeking Attack directed against CourseMan or any of his decoys): (First: (Blind + Disarm, Shot-Type), Then (Decoy(1 round)) (Total Value: 120, Pool Points Used: 120) 3TCD

Altered: Murky Deception:

If the clones and the shielding and the fields and his general slippery nature aren't enough to keep Courser in places where the pain is not, he can, for short periods of time, create a misty, shadowed field of darkness and obscurity about himself that tricks the eye and makes him even harder to hit. The effect doesn't have any obvious visual tell, unless someone can already see through the deception; it mostly works by making it seem like he's just a bit displaced from where he actually is.

It lasts a little longer now, but delving into a shadow form for longer makes him less physically nimble while it is in effect.

(Shadow, Self, 2 Rounds, Self-Slow2 (1 round, 2 instances) (Total Value: 160, Pool Points Used: 160, Nerf as Cooldown reduction)) 2TCD

Alteration: Shadow lasts 2 Rounds, and reduces his evasion during the second round.

Unchanged: Wave Refresh:

Sometimes, no amount of trickery or deception, or clones, or decoys, or dodging, or illusions, or shields, or wave auras will be quite enough to stop the competent and suave adventurer from getting a few scrapes and bruises. Fortunately for CourseMan, just being surrounded by rushing water is enough to keep him feeling fit and fresh and ready for more. Moderately regularly, he can pull a quick wave wash over himself to freshen up and shake off his previous little mistakes.

(Healing 30 (Total Value: 40, Pool Points Used: 40)) 1TCD

Total: 560/560
Looks fine to me, approved
Level 15: Cap is 180 (270). Pool is 640

Unchanged: Forked Streams:

Taking a moment to scope out the situation around him and prepare for likely eventualities, CourseMan can respond with near pre-emptive alacrity to an attack directed at him. He dodges, most commonly with a dive-roll, in two opposite directions. Despite being designed without a manual dexterity preference, the real CourseMan usually (though not always) favours moving to his left, while the decoy goes right. The decoy will respond independently to CourseMan as it dodges away; if the terrain should be different, it can and will respond intelligently.

In the same moment as beginning his deception, CourseMan begins to prepare a quick-shot retaliation, charging tiny water pulses in each hand, yet, as he splits, his decoy carries one of the shots with it, safely englobed in its own wave-whip. As the navi and decoy come out of their respective evasions, they both release the tiny shots at the target that attacked them. The decoy will generally then smirk and flick his coat front with both hands or else make some manner of self-assured comment, gloating; CourseMan himself will often do the same, taunting his foe, but sometimes he'll remain quiet and simply allow the spotlight to go to his copy.

Courser has improved his response time with this trick, and is much more used to using it now, so he no longer suffers any kind of slow down post evasion, and he can make the retaliation shots just a little bit stronger than before. Even so, they're still nothing more than teasing flick.

Trap(Incoming Attack against CourseMan): Multi-Stage: First (Dodge + Decoy(1 round)), Then (10Aqua, Shot-Type x2 Hits). (Total Value: 80, Pool Points Used: 80) 2TCD

Unchanged: Mist and Shadow:

Following along with his philosophy of trying at all times to be where the damage is not, Courser has more than one trick up his sleeve for getting out of the way of harm. Not just a simple dodge, this trick sees Courseman doing a swift shadow blend that creates a double of himself rolling out of the way, while the navi himself warps quickly behind the attacking target.

The decoy will roll, then rise and taunt the target that attacked him, mockingly, while Courser will try to place a hand against the attacker directly as he comes out of his teleport, drawing off a partition of data through his wave-whip to help restore himself. Usually, when he does this, Courser is a bit slow on the recovery; he's still getting used to the disorientation of the sudden teleport, combined with the split in perspective with seeing back and forth through his clones.

Trap(Incoming Attack against CourseMan): Multi-Stage: First (Teleport + Decoy(1 round)), Then ((Aqua)LifeDrain 10, Shot-Type), Then (Self-Slow). (Total Value: 120, Pool Points Used: 80) 3 TCD

Unchanged: Solo Teamwork:

With both wave whips out and a wide variety of foes, Courser will sometimes gather up a large amount of miniature water pulses inside the streams, before unleashing a scattering volley of micro shots about the battlefield. Any and all clones he currently has out will participate in this activity, with the shots coming equally spread from all active clones and Courser himself. If he has no clones when he does this, then courser will just fire the whole barrage himself, but that will look a lot more sad and lonely.

(10Aqua, x 2 Hits, x 4 Targets, Shot-Type (Total Value: 80, Pool Points Used: 80) 2TCD

Unchanged: No Peeking!

It takes the fun out of it if someone cheats and looks through all the deocys and illusions. That's just plain unsporting, isn't it? Courser has a special trick that lies in wait for anyone who attempts to bypass his normal games, and can release a whip shot of darkened water, either from his own whips, or blind-siding from a decoy, intended not only to temporarily blind the attacker and ruin their sight, but also to deprive them of whatever weapon they had been about to use, that would have spoiled his fun. If he's very lucky or skilled, he might even manage to take control of the attack himself, for future use, but that's not the primary intention, which is to rob his opponent of it.

Counter(Nullify or Seeking Attack directed against CourseMan or any of his decoys): (First: (Blind + Disarm, Shot-Type), Then (Decoy(1 round)) (Total Value: 120, Pool Points Used: 120) 3TCD

Unchanged: Murky Deception:

If the clones and the shielding and the fields and his general slippery nature aren't enough to keep Courser in places where the pain is not, he can, for short periods of time, create a misty, shadowed field of darkness and obscurity about himself that tricks the eye and makes him even harder to hit. The effect doesn't have any obvious visual tell, unless someone can already see through the deception; it mostly works by making it seem like he's just a bit displaced from where he actually is.

It lasts a little longer now, but delving into a shadow form for longer makes him less physically nimble while it is in effect.

(Shadow, Self, 2 Rounds, Self-Slow2 (1 round, 2 instances) (Total Value: 160, Pool Points Used: 160, Nerf as Cooldown reduction)) 2TCD

Unchanged: Wave Refresh:

Sometimes, no amount of trickery or deception, or clones, or decoys, or dodging, or illusions, or shields, or wave auras will be quite enough to stop the competent and suave adventurer from getting a few scrapes and bruises. Fortunately for CourseMan, just being surrounded by rushing water is enough to keep him feeling fit and fresh and ready for more. Moderately regularly, he can pull a quick wave wash over himself to freshen up and shake off his previous little mistakes.

(Healing 30 (Total Value: 40, Pool Points Used: 40)) 1TCD

New: Ebb and Flow:

Small mistakes can sometimes lead to larger problems if they aren't dealt with quickly. When minor mishaps throw Courser off his game in a more pronounced way, he is able to roll with the ebb and flow of the battle, falling back with whatever affliction has landed on him, before returning to the fray with a renewing pulse and increased force.

Multi-Stage(First: Status Cure, Healing 5, Strengthen 10), (Then: Healing 5, Per Action, for 5 additional actions) (Total Value: 80, Pool Points Used: 80)) 2TCD

Total: 640/640
Approved.
Level 21: Cap is 220 (330). Pool is 880

Unchanged: Forked Streams:

Taking a moment to scope out the situation around him and prepare for likely eventualities, CourseMan can respond with near pre-emptive alacrity to an attack directed at him. He dodges, most commonly with a dive-roll, in two opposite directions. Despite being designed without a manual dexterity preference, the real CourseMan usually (though not always) favours moving to his left, while the decoy goes right. The decoy will respond independently to CourseMan as it dodges away; if the terrain should be different, it can and will respond intelligently.

In the same moment as beginning his deception, CourseMan begins to prepare a quick-shot retaliation, charging tiny water pulses in each hand, yet, as he splits, his decoy carries one of the shots with it, safely englobed in its own wave-whip. As the navi and decoy come out of their respective evasions, they both release the tiny shots at the target that attacked them. The decoy will generally then smirk and flick his coat front with both hands or else make some manner of self-assured comment, gloating; CourseMan himself will often do the same, taunting his foe, but sometimes he'll remain quiet and simply allow the spotlight to go to his copy.

Courser has improved his response time with this trick, and is much more used to using it now, so he no longer suffers any kind of slow down post evasion, and he can make the retaliation shots just a little bit stronger than before. Even so, they're still nothing more than teasing flick.

Trap(Incoming Attack against CourseMan): Multi-Stage: First (Dodge + Decoy(1 round)), Then (10Aqua, Shot-Type x2 Hits). (Total Value: 80, Pool Points Used: 80) 2TCD

Unchanged: Mist and Shadow:

Following along with his philosophy of trying at all times to be where the damage is not, Courser has more than one trick up his sleeve for getting out of the way of harm. Not just a simple dodge, this trick sees Courseman doing a swift shadow blend that creates a double of himself rolling out of the way, while the navi himself warps quickly behind the attacking target.

The decoy will roll, then rise and taunt the target that attacked him, mockingly, while Courser will try to place a hand against the attacker directly as he comes out of his teleport, drawing off a partition of data through his wave-whip to help restore himself. Usually, when he does this, Courser is a bit slow on the recovery; he's still getting used to the disorientation of the sudden teleport, combined with the split in perspective with seeing back and forth through his clones.

Trap(Incoming Attack against CourseMan): Multi-Stage: First (Teleport + Decoy(1 round)), Then ((Aqua)LifeDrain 10, Shot-Type), Then (Self-Slow). (Total Value: 120, Pool Points Used: 80) 3 TCD

Modified: Solo Teamwork:

With both wave whips out and a wide variety of foes, Courser will sometimes gather up a large amount of miniature water pulses inside the streams, before unleashing a scattering volley of micro shots about the battlefield. Any and all clones he currently has out will participate in this activity, with the shots coming equally spread from all active clones and Courser himself. If he has no clones when he does this, then Courser will just fire the whole barrage himself, but that will look a lot more sad and lonely.

Frequent practice with this ability have helped Courser improve the density of shots spread around by his barrage, pelting his foes more thoroughly than before, although the increased effort makes him unlikely to use this trick more than once a fight.

(10Aqua, x 4 Hits, x 4 Targets, Shot-Type (Total Value: 160, Pool Points Used: 160)) 4TCD

Unchanged: No Peeking!

It takes the fun out of it if someone cheats and looks through all the deocys and illusions. That's just plain unsporting, isn't it? Courser has a special trick that lies in wait for anyone who attempts to bypass his normal games, and can release a whip shot of darkened water, either from his own whips, or blind-siding from a decoy, intended not only to temporarily blind the attacker and ruin their sight, but also to deprive them of whatever weapon they had been about to use, that would have spoiled his fun. If he's very lucky or skilled, he might even manage to take control of the attack himself, for future use, but that's not the primary intention, which is to rob his opponent of it.

Counter(Nullify or Seeking Attack directed against CourseMan or any of his decoys): (First: (Blind + Disarm, Shot-Type), Then (Decoy(1 round)) (Total Value: 120, Pool Points Used: 120) 3TCD

Unchanged: Murky Deception:

If the clones and the shielding and the fields and his general slippery nature aren't enough to keep Courser in places where the pain is not, he can, for short periods of time, create a misty, shadowed field of darkness and obscurity about himself that tricks the eye and makes him even harder to hit. The effect doesn't have any obvious visual tell, unless someone can already see through the deception; it mostly works by making it seem like he's just a bit displaced from where he actually is.

It lasts a little longer now, but delving into a shadow form for longer makes him less physically nimble while it is in effect.

(Shadow, Self, 2 Rounds, Self-Slow2 (1 round, 2 instances) (Total Value: 160, Pool Points Used: 160, Nerf as Cooldown reduction)) 2TCD

New: River's Silver:

The river flows and gives, sliding around or parting for force directed against it without being diminished. When the most tactical solution to a situation demands a forward-facing approach, or hiding and shadows aren't an option, Courser can instead focus on his more playfully mercurial aspects, quite literally. His form further embraces the waters that surround him and he becomes almost entirely made of flowing quicksilver instead; highly visible and yet nearly invulnerable to most attacks; rather than overt deflection, in this form attacks that strike Courser find no real resistance as his shape twists and parts fluidly around them, while he tends to behave with more showmanship and flair, randomly interspersed with brief flashes of unpredictable savagery in his retaliations.

(Steelbody, Self, 2 Rounds, Self-Slow2 (1 round, 2 instances) (Total Value: 160, Pool Points Used: 160, Nerf as Cooldown Reduction)) 2TCD

Unchanged: Wave Refresh:

Sometimes, no amount of trickery or deception, or clones, or decoys, or dodging, or illusions, or shields, or wave auras will be quite enough to stop the competent and suave adventurer from getting a few scrapes and bruises. Fortunately for CourseMan, just being surrounded by rushing water is enough to keep him feeling fit and fresh and ready for more. Moderately regularly, he can pull a quick wave wash over himself to freshen up and shake off his previous little mistakes.

(Healing 30 (Total Value: 40, Pool Points Used: 40)) 1TCD

Unchanged Ebb and Flow:

Small mistakes can sometimes lead to larger problems if they aren't dealt with quickly. When minor mishaps throw Courser off his game in a more pronounced way, he is able to roll with the ebb and flow of the battle, falling back with whatever affliction has landed on him, before returning to the fray with a renewing pulse and increased force.

Multi-Stage(First: Status Cure, Healing 5, Strengthen 10), (Then: Healing 5, Per Action, for 5 additional actions) (Total Value: 80, Pool Points Used: 80)) 2TCD

Total: 880/880
Everything looks fine to me, Approved

Level 25: Cap is 260 (390). Pool is 1080

Unchanged: Forked Streams:
Spoiler

Taking a moment to scope out the situation around him and prepare for likely eventualities, CourseMan can respond with near pre-emptive alacrity to an attack directed at him. He dodges, most commonly with a dive-roll, in two opposite directions. Despite being designed without a manual dexterity preference, the real CourseMan usually (though not always) favours moving to his left, while the decoy goes right. The decoy will respond independently to CourseMan as it dodges away; if the terrain should be different, it can and will respond intelligently.

In the same moment as beginning his deception, CourseMan begins to prepare a quick-shot retaliation, charging tiny water pulses in each hand, yet, as he splits, his decoy carries one of the shots with it, safely englobed in its own wave-whip. As the navi and decoy come out of their respective evasions, they both release the tiny shots at the target that attacked them. The decoy will generally then smirk and flick his coat front with both hands or else make some manner of self-assured comment, gloating; CourseMan himself will often do the same, taunting his foe, but sometimes he'll remain quiet and simply allow the spotlight to go to his copy.

Courser has improved his response time with this trick, and is much more used to using it now, so he no longer suffers any kind of slow down post evasion, and he can make the retaliation shots just a little bit stronger than before. Even so, they're still nothing more than teasing flick.

Trap(Incoming Attack against CourseMan): Multi-Stage: First (Dodge + Decoy(1 round)), Then (10Aqua, Shot-Type x2 Hits). (Total Value: 80, Pool Points Used: 80) 2TCD


Unchanged: Mist and Shadow:
Spoiler

Following along with his philosophy of trying at all times to be where the damage is not, Courser has more than one trick up his sleeve for getting out of the way of harm. Not just a simple dodge, this trick sees Courseman doing a swift shadow blend that creates a double of himself rolling out of the way, while the navi himself warps quickly behind the attacking target.

The decoy will roll, then rise and taunt the target that attacked him, mockingly, while Courser will try to place a hand against the attacker directly as he comes out of his teleport, drawing off a partition of data through his wave-whip to help restore himself. Usually, when he does this, Courser is a bit slow on the recovery; he's still getting used to the disorientation of the sudden teleport, combined with the split in perspective with seeing back and forth through his clones.

Trap(Incoming Attack against CourseMan): Multi-Stage: First (Teleport + Decoy(1 round)), Then ((Aqua)LifeDrain 10, Shot-Type), Then (Self-Slow). (Total Value: 120, Pool Points Used: 80) 3 TCD


Strengthened: Solo Teamwork:

With both wave whips out and a wide variety of foes, Courser will sometimes gather up a large amount of miniature water pulses inside the streams, before unleashing a scattering volley of micro shots about the battlefield. Any and all clones he currently has out will participate in this activity, with the shots coming equally spread from all active clones and Courser himself. If he has no clones when he does this, then Courser will just fire the whole barrage himself, but that will look a lot more sad and lonely.

Frequent practice with this ability have helped Courser improve the density of shots spread around by his barrage, pelting his foes more thoroughly than before, although the increased effort makes him unlikely to use this trick more than once a fight.

(15Aqua, x 4 Hits, x 4 Targets, Shot-Type, (Total Value: 240, Pool Points Used: 240)) 6TCD

Unchanged: No Peeking!
Spoiler

It takes the fun out of it if someone cheats and looks through all the deocys and illusions. That's just plain unsporting, isn't it? Courser has a special trick that lies in wait for anyone who attempts to bypass his normal games, and can release a whip shot of darkened water, either from his own whips, or blind-siding from a decoy, intended not only to temporarily blind the attacker and ruin their sight, but also to deprive them of whatever weapon they had been about to use, that would have spoiled his fun. If he's very lucky or skilled, he might even manage to take control of the attack himself, for future use, but that's not the primary intention, which is to rob his opponent of it.

Counter(Nullify or Seeking Attack directed against CourseMan or any of his decoys): (First: (Blind + Disarm, Shot-Type), Then (Decoy(1 round)) (Total Value: 120, Pool Points Used: 120) 3TCD


Unchanged: Murky Deception:
Spoiler

If the clones and the shielding and the fields and his general slippery nature aren't enough to keep Courser in places where the pain is not, he can, for short periods of time, create a misty, shadowed field of darkness and obscurity about himself that tricks the eye and makes him even harder to hit. The effect doesn't have any obvious visual tell, unless someone can already see through the deception; it mostly works by making it seem like he's just a bit displaced from where he actually is.

It lasts a little longer now, but delving into a shadow form for longer makes him less physically nimble while it is in effect.

(Shadow, Self, 2 Rounds, Self-Slow2 (1 round, 2 instances) (Total Value: 160, Pool Points Used: 160, Nerf as Cooldown reduction)) 2TCD


Unchanged: River's Silver:
Spoiler

The river flows and gives, sliding around or parting for force directed against it without being diminished. When the most tactical solution to a situation demands a forward-facing approach, or hiding and shadows aren't an option, Courser can instead focus on his more playfully mercurial aspects, quite literally. His form further embraces the waters that surround him and he becomes almost entirely made of flowing quicksilver instead; highly visible and yet nearly invulnerable to most attacks; rather than overt deflection, in this form attacks that strike Courser find no real resistance as his shape twists and parts fluidly around them, while he tends to behave with more showmanship and flair, randomly interspersed with brief flashes of unpredictable savagery in his retaliations.

(Steelbody, Self, 2 Rounds, Self-Slow2 (1 round, 2 instances) (Total Value: 160, Pool Points Used: 160, Nerf as Cooldown Reduction)) 2TCD


Unchanged: Wave Refresh:
Spoiler

Sometimes, no amount of trickery or deception, or clones, or decoys, or dodging, or illusions, or shields, or wave auras will be quite enough to stop the competent and suave adventurer from getting a few scrapes and bruises. Fortunately for CourseMan, just being surrounded by rushing water is enough to keep him feeling fit and fresh and ready for more. Moderately regularly, he can pull a quick wave wash over himself to freshen up and shake off his previous little mistakes.

(Healing 30 (Total Value: 40, Pool Points Used: 40)) 1TCD


New: Delta Flood

Once in a while, a stronger rise to the river is needed; great enough to burst the banks, drench the flood-planes and return life to all it reaches. It's a prosaic way of saying that sometimes Courser messes up on a grander scale and needs a stronger shot of restorative healing. He saves this one for emergencies. Rather than pulling the wave over himself directly, this ability is usually signified by a large flow of water building up behind Courser, crashing over him on its own, and then flooding out and forward from him in a broad fan.

(Healing 90 (Total Value: 120, Pool Points Used: 120)) 3TCD

Unchanged: Ebb and Flow:
Spoiler

Small mistakes can sometimes lead to larger problems if they aren't dealt with quickly. When minor mishaps throw Courser off his game in a more pronounced way, he is able to roll with the ebb and flow of the battle, falling back with whatever affliction has landed on him, before returning to the fray with a renewing pulse and increased force.

Multi-Stage(First: Status Cure, Healing 5, Strengthen 10), (Then: Healing 5, Per Action, for 5 additional actions) (Total Value: 80, Pool Points Used: 80)) 2TCD


Total: 1080/1080
Looking good, approved!