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Moku's Techniques
2 posters
Page 1 of 1
Moku's Techniques
Name: Alchemical Unlock Shift
Range: Close, Mid-Ranged, Far
Technique Usage: Special
Attack Power: None
Warrior affinity: Alchemist
Elemental Affinity: None
Benefits: Supplementary
Description: Moku will extend the chain connecting her and Flament and throw Flament at an opponent. If Flament makes contact with the enemy's defense the defense turns into water that can be used by Flament and Moku later. This move can turn a defense into water just by making contact but the force of the move does not matter meaning that the dice amount that is rolled is not beneficial to Moku at all. This move requires precise timing because the opponent has to be defending for the move to work.
Name: Spinning Key Charge
Range: Close, Mid-Ranged, Far
Technique Usage: None
Attack Power: 75
Warrior affinity: Puppeteer
Elemental Affinity: None
Benefits: Offensive
Description: Moku will spin Flament rapidly using the chain that bonds them and toss him quickly. The impact can cause damage to an opponent that it smashes into hurts. The attack is a fancy move although it is unintentionally fancy since the spinning looks nice.
Name: Go-suto Fear Taunt
Range: Far
Technique Usage: Special
Attack Power: None
Warrior affinity: Alchemist
Elemental Affinity: None
Benefits: Supplementary
Description: Moku leans her head down and limps as though she is dead. While she takes this pose her Go-suto ,Flament, will leer directly at the opponent and begin to give an eerie smile. Usually, this move will frighten the opponent. The in-battle effects of this move besides the above is that an opponent's offensive dice is transfered into a defensive dice. The reason for this is because the opponent will become afraid to attack and rather defend.
Name: Padlock Charge
Range: mid-Range, Far
Technique Usage: Evasive, Escape
Attack Power: None
Warrior affinity: Puppeteer
Elemental Affinity: None
Benefits: None
Description: This dodge attack is used to fling both Moku and Flament to far places to avoid attacks or dangerous techniques. Moku will spin Flament fast with the chain as she sometimes does and fling him far depending on where she needs to go. Instead of maintaining the speed like she sometimes does, she lets go of the chain causing her to fly with Flamel. Luckily, Flamel is a living being, as he can catch her so that she isn't hurt when she lands.
Name: Attack of the Keys!
Range: Close, mid-Ranged, Far
Technique Usage: None
Attack Power: 50
Warrior affinity: Alchemist
Elemental Affinity: Water
Benefits: Offensive
Description: With tremendous strength, Moku slams down Flament into the ground near water causing it to rise into the air. Swiftly, she slices through the water before it hits the ground again in order to alchemically change them into water keys. Although water, the keys are still powerful and still hurt on contact.
Name: Nature's Key
Range: Close
Technique Usage: Counterattack
Attack Power: None
Warrior affinity: Alchemist
Elemental Affinity: Water
Benefits: Defensive
Description: By ramming Flament into a nearby plant or tree, Moku can release the water it had within it ultimately killing the plant. After doing this, Moku can use the water to form a defensive wall of water that can block and repel attacks back at the opponent.
Name: Healing Recourse of Flament
Range: Close
Technique Usage: Special
Attack Power:
None
Warrior affinity: Puppeteer
Elemental Affinity: None
Benefits: Supplementary
Description: This move can only be used in Moku's Zanshin form which means that it can't be used that often. By using her alchemical properties and skills, Zanshin Moku can recover 80 of her HP. This technique is used to keep Moku alive when she is in her Zanshin form because she is incapable of attacking. In order to activate this, Moku must give up another one of her dice from her dice inventory.
Name: Water's Gift
Range: Close
Technique Usage: None
Attack Power: None
Warrior affinity: Alchemist
Elemental Affinity: Water
Benefits: Defensive
Description: By using water from within her body, Zanshin Moku is allowed to protect herself in a quickly made armor of water. The armor wears of in one turn because of the lack of water used to make it. The move is used hastily because Zanshin form Moku is incapable of attacking in her Zanshin form.
Name: Recycle
Range: None
Technique Usage: Special
Attack Power: None
Warrior affinity: Alchemist
Elemental Affinity: None
Benefits: Supplementary
Description: This move can only be used when Moku is in her Zanshin Form. When in her Zanshin form, Zanshin is capable of rejuvenating her energy until she is capable of turning back into her average form. This move allows Moku to use her dice and transfer it into another. While she's in this form, she can give up one dice in order to make another.
Range: Close, Mid-Ranged, Far
Technique Usage: Special
Attack Power: None
Warrior affinity: Alchemist
Elemental Affinity: None
Benefits: Supplementary
Description: Moku will extend the chain connecting her and Flament and throw Flament at an opponent. If Flament makes contact with the enemy's defense the defense turns into water that can be used by Flament and Moku later. This move can turn a defense into water just by making contact but the force of the move does not matter meaning that the dice amount that is rolled is not beneficial to Moku at all. This move requires precise timing because the opponent has to be defending for the move to work.
Name: Spinning Key Charge
Range: Close, Mid-Ranged, Far
Technique Usage: None
Attack Power: 75
Warrior affinity: Puppeteer
Elemental Affinity: None
Benefits: Offensive
Description: Moku will spin Flament rapidly using the chain that bonds them and toss him quickly. The impact can cause damage to an opponent that it smashes into hurts. The attack is a fancy move although it is unintentionally fancy since the spinning looks nice.
Name: Go-suto Fear Taunt
Range: Far
Technique Usage: Special
Attack Power: None
Warrior affinity: Alchemist
Elemental Affinity: None
Benefits: Supplementary
Description: Moku leans her head down and limps as though she is dead. While she takes this pose her Go-suto ,Flament, will leer directly at the opponent and begin to give an eerie smile. Usually, this move will frighten the opponent. The in-battle effects of this move besides the above is that an opponent's offensive dice is transfered into a defensive dice. The reason for this is because the opponent will become afraid to attack and rather defend.
Name: Padlock Charge
Range: mid-Range, Far
Technique Usage: Evasive, Escape
Attack Power: None
Warrior affinity: Puppeteer
Elemental Affinity: None
Benefits: None
Description: This dodge attack is used to fling both Moku and Flament to far places to avoid attacks or dangerous techniques. Moku will spin Flament fast with the chain as she sometimes does and fling him far depending on where she needs to go. Instead of maintaining the speed like she sometimes does, she lets go of the chain causing her to fly with Flamel. Luckily, Flamel is a living being, as he can catch her so that she isn't hurt when she lands.
Name: Attack of the Keys!
Range: Close, mid-Ranged, Far
Technique Usage: None
Attack Power: 50
Warrior affinity: Alchemist
Elemental Affinity: Water
Benefits: Offensive
Description: With tremendous strength, Moku slams down Flament into the ground near water causing it to rise into the air. Swiftly, she slices through the water before it hits the ground again in order to alchemically change them into water keys. Although water, the keys are still powerful and still hurt on contact.
Name: Nature's Key
Range: Close
Technique Usage: Counterattack
Attack Power: None
Warrior affinity: Alchemist
Elemental Affinity: Water
Benefits: Defensive
Description: By ramming Flament into a nearby plant or tree, Moku can release the water it had within it ultimately killing the plant. After doing this, Moku can use the water to form a defensive wall of water that can block and repel attacks back at the opponent.
Name: Healing Recourse of Flament
Range: Close
Technique Usage: Special
Attack Power:
None
Warrior affinity: Puppeteer
Elemental Affinity: None
Benefits: Supplementary
Description: This move can only be used in Moku's Zanshin form which means that it can't be used that often. By using her alchemical properties and skills, Zanshin Moku can recover 80 of her HP. This technique is used to keep Moku alive when she is in her Zanshin form because she is incapable of attacking. In order to activate this, Moku must give up another one of her dice from her dice inventory.
Name: Water's Gift
Range: Close
Technique Usage: None
Attack Power: None
Warrior affinity: Alchemist
Elemental Affinity: Water
Benefits: Defensive
Description: By using water from within her body, Zanshin Moku is allowed to protect herself in a quickly made armor of water. The armor wears of in one turn because of the lack of water used to make it. The move is used hastily because Zanshin form Moku is incapable of attacking in her Zanshin form.
Name: Recycle
Range: None
Technique Usage: Special
Attack Power: None
Warrior affinity: Alchemist
Elemental Affinity: None
Benefits: Supplementary
Description: This move can only be used when Moku is in her Zanshin Form. When in her Zanshin form, Zanshin is capable of rejuvenating her energy until she is capable of turning back into her average form. This move allows Moku to use her dice and transfer it into another. While she's in this form, she can give up one dice in order to make another.
Last edited by Moku on May 7th 2008, 6:57 pm; edited 2 times in total
Riko- Rank Blue Warrior
-
Number of posts : 356
Age : 33
Location : Dancing through the storms of destiny
Occupation : I don't know, what's yours?
Interests : Do I look like I have interests?
The BattleField
Health Points:
(2200/3000)
Tsukara-Skill Points:
(1700/2500)
Experience Points :
(100/100)
Re: Moku's Techniques
There are a few problems with some of the techniques:
- Go-suto Fear Taunt: can not change people's dice, that would be too powerful.
- Healing of the Alchemist: the only way that could be an alchemical move is if you have to use more than one die, the other beign the sacrifice.
- Water's Gift: add Special for Technique Usage.
- Recycle: can not rejuvenate energy.
Everythign else not mentioned is fine.
- Go-suto Fear Taunt: can not change people's dice, that would be too powerful.
- Healing of the Alchemist: the only way that could be an alchemical move is if you have to use more than one die, the other beign the sacrifice.
- Water's Gift: add Special for Technique Usage.
- Recycle: can not rejuvenate energy.
Everythign else not mentioned is fine.
Guest- Guest
Re: Moku's Techniques
The Taunt is fine, but change the last 3 as Militis asked.
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: Moku's Techniques
Water's Gift isn't special. Its just an average defense. Everything else is edited.
Riko- Rank Blue Warrior
-
Number of posts : 356
Age : 33
Location : Dancing through the storms of destiny
Occupation : I don't know, what's yours?
Interests : Do I look like I have interests?
The BattleField
Health Points:
(2200/3000)
Tsukara-Skill Points:
(1700/2500)
Experience Points :
(100/100)
Re: Moku's Techniques
Approved
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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