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Zandiel's Wind Style Techniques
Page 1 of 1
Zandiel's Wind Style Techniques
Name: Shatter Drill Bullet
Range: Long Ranged
Dice Usage: Attack
Attack Power: 55
Warrior affinity: Gunner
Elemental Affinity: Wind
Benefits: N/A
Description: Zane takes aim with his gun and pours elemental wind energy into the barrel of the gun, causing the glyphs on it to glow a bright blue. A glyph appears in front of the barrel. When the bullet leaves the gun, it travels through the glyph shattering it. The bullet is now glowing a bright blue and begins to spin, until it is spinning faster than a drill bit. This shot not only deals the penetrating damage of a regular bullet, but it has two other effects. First, the spinning of the bullet allows it to break through more defenses than a normal bullet, and also means that it deals more damage inside of the body. Second, upon contact, the bullet releases a burst of wind energy capable of pushing the enemy back a bit.
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Name: Windswept Moon
Range: Long Range
Dice Usage: Attack
Attack Power: 45
Warrior affinity: Swordsman
Elemental Affinity: Wind
Benefits: N/A
Description: Zane draws his long masamune and holds it out, point facing towards the opponent. He then chants three words in rapid succession: Ventus. Flatus. Luna! He then slashes upwards, creating a half circle of wind which remains in place. He then speaks the attack's name, simultaneously slashing downwards in the same direction as the first time. The two halfs combine to form one circle of roaring wind which flies towards and strikes the opponent. Due to the near supersonic speed of the winds created in this technique, this technique causes cutting damage upon contact, then dissipating. However, the attack also creates a small burst of wind upon contact, creating minor knockback damage.
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Name: Zephyr Blade
Range: Close-Mid Range
Dice Usage: Special
Attack Power: N/A
Warrior affinity: Swordsman
Elemental Affinity: Wind
Benefits: Supplementary
Description: This ability is used to increase the damage which Zane's masamune is capable of using. Zane takes hold of the blade and reverses it so that the blade is pointing behind him. He then speaks the name of the technique, and pours elemental wind energy into the blade of the sword, causing it to glow a bright blue color. He then snaps with his other hand. Upon the snap, a vortex of wind appears around the blade of the sword and then quickly dissipates. About 2 inches away from the blade all around, there is now a faint blue color. There is now a second blade comprised of wind energy around the blade. This second blade increases the knockback of strikes from the sword, as well as increasing penetrating damage from stabs. This aura can also be extended for about 2 feet to increase the range of the sword. This aura lasts for a max of 5 minutes per use. So about five or six posts.
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Name: Wind Burst Shot
Range: Far
Dice Usage: Attack
Attack Power: 50
Warrior affinity: Gunner
Elemental Affinity: Wind
Benefits: N/A
Description: Zane aims his gun at the opponent and passes his hand over the top of the gun, causing the glyphs on the gun to begin to glow, faintly at first, then with intense brightness. A new glyph appears in front of the barrel of the gun. When the bullet leaves the gun, it immediately glows a dull blue, then strikes the glyph. Upon hitting the glyph the symbol shatters, and bullet seems to disappear. Then, a few seconds later, a spread of 48 balls of wind in a wall formation, 6 per each of 8 horizontal rows appears, flying towards the enemy. While this attack can't deal any penetrating damage, each ball of wind explodes on contact, creating a great impact of blunt force and knockback, damaging the enemy.
_____________________________________________________________________________________________________________________
Name: Delta Aero Strike
Range: Far Ranged
Dice Usage: Attack
Attack Power: 70
Warrior affinity: Swordsman/Gunner
Elemental Affinity: Wind
Benefits: N/A
Description: Zane's current ultimate technique. Zane folds his hands in front of his chest, as if in prayer. His body glows with an eerie blue light, as his midnight black wings appear at his back, spreading out for a wingspan of about 12 feet, about 6 for each wing. He then draws his sword, which also glows with a blue light, and disappears. In reality he is moving at speeds too high to be seen by an untrained eye. He stops at a 90 angle to the opponent, and then proceeds to go through a process of dashing past and slashing the opponent at very high speeds from his start position to a fourty five degree angle, then to another, and then does a final slash, ending at his starting point. He has slashed in a triange, or delta pattern. He then leaps into the air, hovering above the opponent, and draws his gun. He imbues the gun with about a third of his wind energy, causing the gun to burst in light. He then fires three shots of pure blue wind energy, each about a foot in diameter, which hover in a triangle formation briefly, before combining into one large ball of energy about two and a half feet in diameter. He then transfers the energy from his gun into his sword, striking the ball of wind energy. The ball then flies towards the enemy at high speed, slamming into them. Upon contact it explodes, creating a tempest of wind which rapidly expands, assaulting the enemy with supersonic winds. While this technique is very powerful, it takes a third of Zane's energy to use, which means that, at max, it can only be used three times during a battle, and the third time will knock Zane out. Using it once also drains Zane, since it uses up so much energy.
*weapons coming soon, I have to go now though
Range: Long Ranged
Dice Usage: Attack
Attack Power: 55
Warrior affinity: Gunner
Elemental Affinity: Wind
Benefits: N/A
Description: Zane takes aim with his gun and pours elemental wind energy into the barrel of the gun, causing the glyphs on it to glow a bright blue. A glyph appears in front of the barrel. When the bullet leaves the gun, it travels through the glyph shattering it. The bullet is now glowing a bright blue and begins to spin, until it is spinning faster than a drill bit. This shot not only deals the penetrating damage of a regular bullet, but it has two other effects. First, the spinning of the bullet allows it to break through more defenses than a normal bullet, and also means that it deals more damage inside of the body. Second, upon contact, the bullet releases a burst of wind energy capable of pushing the enemy back a bit.
_____________________________________________________________________________________________________________________
Name: Windswept Moon
Range: Long Range
Dice Usage: Attack
Attack Power: 45
Warrior affinity: Swordsman
Elemental Affinity: Wind
Benefits: N/A
Description: Zane draws his long masamune and holds it out, point facing towards the opponent. He then chants three words in rapid succession: Ventus. Flatus. Luna! He then slashes upwards, creating a half circle of wind which remains in place. He then speaks the attack's name, simultaneously slashing downwards in the same direction as the first time. The two halfs combine to form one circle of roaring wind which flies towards and strikes the opponent. Due to the near supersonic speed of the winds created in this technique, this technique causes cutting damage upon contact, then dissipating. However, the attack also creates a small burst of wind upon contact, creating minor knockback damage.
_____________________________________________________________________________________________________________________
Name: Zephyr Blade
Range: Close-Mid Range
Dice Usage: Special
Attack Power: N/A
Warrior affinity: Swordsman
Elemental Affinity: Wind
Benefits: Supplementary
Description: This ability is used to increase the damage which Zane's masamune is capable of using. Zane takes hold of the blade and reverses it so that the blade is pointing behind him. He then speaks the name of the technique, and pours elemental wind energy into the blade of the sword, causing it to glow a bright blue color. He then snaps with his other hand. Upon the snap, a vortex of wind appears around the blade of the sword and then quickly dissipates. About 2 inches away from the blade all around, there is now a faint blue color. There is now a second blade comprised of wind energy around the blade. This second blade increases the knockback of strikes from the sword, as well as increasing penetrating damage from stabs. This aura can also be extended for about 2 feet to increase the range of the sword. This aura lasts for a max of 5 minutes per use. So about five or six posts.
_____________________________________________________________________________________________________________________
Name: Wind Burst Shot
Range: Far
Dice Usage: Attack
Attack Power: 50
Warrior affinity: Gunner
Elemental Affinity: Wind
Benefits: N/A
Description: Zane aims his gun at the opponent and passes his hand over the top of the gun, causing the glyphs on the gun to begin to glow, faintly at first, then with intense brightness. A new glyph appears in front of the barrel of the gun. When the bullet leaves the gun, it immediately glows a dull blue, then strikes the glyph. Upon hitting the glyph the symbol shatters, and bullet seems to disappear. Then, a few seconds later, a spread of 48 balls of wind in a wall formation, 6 per each of 8 horizontal rows appears, flying towards the enemy. While this attack can't deal any penetrating damage, each ball of wind explodes on contact, creating a great impact of blunt force and knockback, damaging the enemy.
_____________________________________________________________________________________________________________________
Name: Delta Aero Strike
Range: Far Ranged
Dice Usage: Attack
Attack Power: 70
Warrior affinity: Swordsman/Gunner
Elemental Affinity: Wind
Benefits: N/A
Description: Zane's current ultimate technique. Zane folds his hands in front of his chest, as if in prayer. His body glows with an eerie blue light, as his midnight black wings appear at his back, spreading out for a wingspan of about 12 feet, about 6 for each wing. He then draws his sword, which also glows with a blue light, and disappears. In reality he is moving at speeds too high to be seen by an untrained eye. He stops at a 90 angle to the opponent, and then proceeds to go through a process of dashing past and slashing the opponent at very high speeds from his start position to a fourty five degree angle, then to another, and then does a final slash, ending at his starting point. He has slashed in a triange, or delta pattern. He then leaps into the air, hovering above the opponent, and draws his gun. He imbues the gun with about a third of his wind energy, causing the gun to burst in light. He then fires three shots of pure blue wind energy, each about a foot in diameter, which hover in a triangle formation briefly, before combining into one large ball of energy about two and a half feet in diameter. He then transfers the energy from his gun into his sword, striking the ball of wind energy. The ball then flies towards the enemy at high speed, slamming into them. Upon contact it explodes, creating a tempest of wind which rapidly expands, assaulting the enemy with supersonic winds. While this technique is very powerful, it takes a third of Zane's energy to use, which means that, at max, it can only be used three times during a battle, and the third time will knock Zane out. Using it once also drains Zane, since it uses up so much energy.
*weapons coming soon, I have to go now though
Guest- Guest
Re: Zandiel's Wind Style Techniques
-For Zephyr Blade, does it increase the attack power of any moves?
-I would advise you to make counterattack, defensive, evade, and escape techniques too. You won't be able to win many battles with offense alone. The techniques are good though and well written. Normally, I would a approve from here but I think you should make more techniques with different dice uses. If you choose not to, you can always make more later and I can approve this.
-I would advise you to make counterattack, defensive, evade, and escape techniques too. You won't be able to win many battles with offense alone. The techniques are good though and well written. Normally, I would a approve from here but I think you should make more techniques with different dice uses. If you choose not to, you can always make more later and I can approve this.
Jisenki- Head Warrior
-
Number of posts : 1722
Age : 32
Location : Down the path of life
Occupation : The guy with the sword
Interests : Martial Arts, Kung-fu, Swordsmanship
The BattleField
Health Points:
(6400/6400)
Tsukara-Skill Points:
(4400/4400)
Experience Points :
(63/100)
Re: Zandiel's Wind Style Techniques
There is no max number of techniques you can have. You can use your creativity without restraint, but remember that on this you battle with dice, and dice are limited (and they are the source of how many times you can attack). There is a limit to the base amount of power your attacks can do. This makes RPing on this forum more of a challenge and may require more thought against some opponents with an equal or greater rank.
Jisenki- Head Warrior
-
Number of posts : 1722
Age : 32
Location : Down the path of life
Occupation : The guy with the sword
Interests : Martial Arts, Kung-fu, Swordsmanship
The BattleField
Health Points:
(6400/6400)
Tsukara-Skill Points:
(4400/4400)
Experience Points :
(63/100)
Re: Zandiel's Wind Style Techniques
alrighty, thanks! ^^ I'm off to make some more moves! Oh, and yes, Zeypher Blade would increase the power of Zane's current best move, but that's all for the time being.
Guest- Guest
Re: Zandiel's Wind Style Techniques
Add in Zephyr Blade how much it would increase an attack by.
Jisenki- Head Warrior
-
Number of posts : 1722
Age : 32
Location : Down the path of life
Occupation : The guy with the sword
Interests : Martial Arts, Kung-fu, Swordsmanship
The BattleField
Health Points:
(6400/6400)
Tsukara-Skill Points:
(4400/4400)
Experience Points :
(63/100)
Re: Zandiel's Wind Style Techniques
sorry for being gone for a while I 'll get right on it!
Guest- Guest
Re: Zandiel's Wind Style Techniques
Did you forget the password for your old account or something. If you want, I could always change it for you.
Jisenki- Head Warrior
-
Number of posts : 1722
Age : 32
Location : Down the path of life
Occupation : The guy with the sword
Interests : Martial Arts, Kung-fu, Swordsmanship
The BattleField
Health Points:
(6400/6400)
Tsukara-Skill Points:
(4400/4400)
Experience Points :
(63/100)
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