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Ryoma's Techniques and Abilities
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Ryoma's Techniques and Abilities
Fire Techniques:
Name: Demonic Flame
Range: Mid to Long
Dice Usage: Attack
Attack Power: 290
Tsukara Value: 125
Warrior Affinity: N/A
Elemental Affinity: Fire
Benefit: N/A
Description: Ryoma is a demon who controls the elements of fire and darkness. This technique utilizes the element of fire. Ryoma first conjures up a ball of flame, this ball of flame will have a face (sort of). He then launches it at the opponent.
Name: Salamandra
Range: Mid to Long
Dice Usage: Special
Attack Power: 290 + 25x
Tsukara Value: 200
Warrior Affinity: N/A
Elemental Affinity: Fire
Benefit: Offensive
Description: Ryoma conjures up a massive "cloud" of flame. He can control this mass of flame telepathically so it is impoosible to evade. However, it can still be blocked. This technique cannot be evaded against and if Ryoma's dice roll was higher, it deals an additional 25 damage per dice roll higher than the opponent. For example, if Ryoma's dice roll was 13 and the opponent's was 10, it would deal an additional 75 HP damage to the opponent.
Name: Rampant Blaster
Range: Mid to Long
Dice Usage: Special
Attack Power: 50x
Tsukara Value: 300
Warrior Affinity: N/A
Elemental Affinity: Fire
Benefit: Offensive
Description: Ryoma conjures up balls of flames one after another. While doing so, he is also throwing them at his opponent. He can throw up to 20 fireballs at his opponent (1 for each dice roll amount). Each of these fireballs will deal the opponent 50 damage. For example, if Ryoma's dice roll amount was 15, it would deal him 750 damage. This technique CAN be blocked, evaded, or countered.
Name: Lava Dome
Range: N/A
Dice Usage: Special
Attack Power: N/A
Tsukara Value: 200
Warrior Affinity: N/A
Elemental Affinity: Fire
Benefit: Supplementary/Offensive
Description: Ryoma will erect a barrier around the battle ground in which he and his opponents are fighting. This stops outsiders from interfering with the battle and the battleground turns into a lava. It lasts for 5 turns and for each of these five turns (the turn that it is used doesn't count) the opponent will lose 100 HP due to burns. Despite his high tolerance for heat, Ryoma will still lose 25 HP each turn. This technique CAN be evaded, countered, or blocked.
Name: Wall of Fire
Range: N/A
Dice Usage: Defensive
Attack Power: N/A
Tsukara Value: 50
Warrior Affinity: N/A
Elemental Affinity: Fire
Benefit: N/A
Description: Ryoma will erect a wall of fire around him. This is done in response to an opponent's attack. The wall of flame will absorb the opponent's attack or block him from attacking and disperse shortly afterwards.
Name: Swordflare
Range: All
Dice Usage: Attack
Attack Power: 250
Tsukara Value: 100
Warrior Affinity: Swordsman
Elemental Affinity: Fire
Benefit: N/A
Description:
Ryoma will encase his sword with a red aura. This red aura is basically a magical flame. Ryoma will give his sword a mighty swing and the aura will fly off the sword at the opponent at very high speeds.
Darkness Techniques:
Name: Shadow Pierce
Range: All
Dice Usage: Special
Attack Power: 290
Tsukara Value: 500
Warrior Affinity: N/A
Elemental Affinity: Darkness
Benefit: Supplementary/Offensive
Description: Ryoma is very adept at manipulating shadows, that includes those of his opponent's and his own. He will change his opponent's shadow into a sharp spike which pierces the opponent from behind. Since it is an attack from behind, the opponent will not be able to predict it and thus cannot evade or counter it. However, it CAN still be blocked.
Name: Dark Hole
Range: Mid to Long
Dice Usage: Counterattack
Attack Power: 2x opponent's attack
Tsukara Value: 300
Warrior Affinity: N/A
Elemental Affinity: Darkness
Benefit: N/A
Description: Ryoma creates a black hole in response to an opponent's attack. This black hole will absorb all his opponent's attacks. After having absorbed the technique, the black hole will eject a compressed form of the technique. Ryoma will then telepathically launch it at his opponent while covering it with his own dark aura thus effectively doubling the technique attack power.
Name: Magia Atra: Double Edged Blade
Range: All
Dice Usage: Special
Attack Power: 150x
Tsukara Value: 500
Warrior Affinity: Swordsman
Elemental Affinity: Darkness
Benefit: Offensive
Description: Ryoma will conjure a dark aura around his sword. This dark aura is a manisfestation of the element of darkness. Ryoma will then launch the aura at the opponent by giving his sword a mighty swing. When this technique is used, the lower dice roll is best. If Ryoma's dice roll was lower, this technique will do damage equal to 150 x the opponent's dice roll. If Ryoma's dice roll was higher, his attack will be blocked/countered/evaded and he will take 100 HP damage.
Name: The Dark Abyss
Range: All
Dice Usage: Special
Attack Power: 100
Tsukara Value: 300
Warrior Affinity: N/A
Elemental Affinity: Darkness
Benefit: Supplementary/Offensive
Description: Ryoma sends his opponent into a dark abyss that he conjured. The opponent will be in this abyss for 5 turns. Ryoma will also jump into the abyss and since he created it, he will know how to move around in it. For the next 5 turns (includes turn that technique was activated), Ryoma will be dealing the opponent 100 damage each turn. However, the opponent will be unable to do anything since he cannot see anything. Also, this technique may be stopped even if the opponent failed to block, evade, or counter it if the opponent has the element of Light and paid 200 Tsukara. This technique CAN be blocked, evaded, or countered. However, once the technique is successful, nothing can be done over those 5 turns in which the opponent takes damage unless they have the element of light and pay 200 tsukara.
Alchemy Techniques:
Name: Fiendfyre
Range: All
Dice Usage: Special
Attack Power: 290 + 30x dice roll
Tsukara Value: 300 (and 200 HP)
Warrior Affinity: Alchemist
Elemental Affinity: Fire and Darkness
Benefit: Offensive
Description: Ryoma conjures up a ball of flame. He then proceeds to use his alchemy skills to add the element of darkness to the flame causing it to become Fiendfye, a cursed flame. If the attack is successful, the opponent will take 290 damage and on the next turn, 50 damage per dice roll. For example, when Ryoma uses the technique and it is successful, the opponent will take 290 HP damage. The next turn, the curse placed on the opponent due to the cursed flame will cause the opponent will lose 300 HP if Ryoma's dice roll had been 10.
Name: Flame Sword
Range: Close to Mid
Dice Usage: Attack
Attack Power: 250
Tsukara Value: 100
Warrior Affinity: Swordsman and Alchemist
Elemental Affinity: Fire
Benefit: N/A
Description: Ryoma is an excellent alchemist. He has learned to merge his sword with the element of fire. He then slashes his opponent with his blade of fire. The blade's range is increased and the power is also given an increase. As a result, this is a very useful technique for Ryoma.
Name: Shadow Blade
Range: Close to Mid
Dice Usage: Attack
Attack Power: 250
Tsukara Value: 100
Warrior Affinity: Swordsman and Alchemist
Elemental Affinity: Shadow
Benefit: N/A
Description: Ryoma merges his sword with the element of darkness. After doing so, his sword has increased power and range. He will then slash his opponent with his blade. It is one of Ryoma's most useful techniques.
Name: The Philosopher's Stone
Range: N/A
Dice Usage: Special
Attack Power: N/A
Tsukara Value: 50 (per 100 HP gained)
Warrior Affinity: Alchemist
Elemental Affinity: N/A
Benefit: Supplementary
Description: Ryoma is a skilled alchemist. As a result of years of hard work, he has finally managed to make a philosopher's stone. After creating the stone, he can make a potion out of it and when he drinks the potion, he will gain HP in increments of 100. The amount gained depends on the amount of Tsukara Ryoma used in the creation of the potion.
Abilities:
Name: Decisive Blow
Effect: Ryoma is a skilled alchemist and had been experimenting with different items. After years of experimentation, he had finally gained the ability to temporarily destroy his opponent's weapon. After rolling a offensive special or attack dice of 12 or higher, Ryoma can temporarily destroy his opponent's weapon. This effect will last until the end of the battle and it costs Ryoma some tsukara. This is done by using one of his premade solutions. He throws it at the opponent's weapon while the opponent is distracted and uses tsukara to cause the pouch to explode spewing its contents all over the weapon. This causes the weapon to become extremely brittle and unfit for use in battle. The cost of this ability is 200 tsukara. For people who equip multiple weapons, which weapon is being destroyed will be specified upon activation of ability.
Activation Requirement: This ability is activated when Ryoma has a Attack or Offensive Special dice roll of 12 or higher. It will also cost 200 Tsukara.
Cost: 200 Tsukara
Name: Demonic Flame
Range: Mid to Long
Dice Usage: Attack
Attack Power: 290
Tsukara Value: 125
Warrior Affinity: N/A
Elemental Affinity: Fire
Benefit: N/A
Description: Ryoma is a demon who controls the elements of fire and darkness. This technique utilizes the element of fire. Ryoma first conjures up a ball of flame, this ball of flame will have a face (sort of). He then launches it at the opponent.
Name: Salamandra
Range: Mid to Long
Dice Usage: Special
Attack Power: 290 + 25x
Tsukara Value: 200
Warrior Affinity: N/A
Elemental Affinity: Fire
Benefit: Offensive
Description: Ryoma conjures up a massive "cloud" of flame. He can control this mass of flame telepathically so it is impoosible to evade. However, it can still be blocked. This technique cannot be evaded against and if Ryoma's dice roll was higher, it deals an additional 25 damage per dice roll higher than the opponent. For example, if Ryoma's dice roll was 13 and the opponent's was 10, it would deal an additional 75 HP damage to the opponent.
Name: Rampant Blaster
Range: Mid to Long
Dice Usage: Special
Attack Power: 50x
Tsukara Value: 300
Warrior Affinity: N/A
Elemental Affinity: Fire
Benefit: Offensive
Description: Ryoma conjures up balls of flames one after another. While doing so, he is also throwing them at his opponent. He can throw up to 20 fireballs at his opponent (1 for each dice roll amount). Each of these fireballs will deal the opponent 50 damage. For example, if Ryoma's dice roll amount was 15, it would deal him 750 damage. This technique CAN be blocked, evaded, or countered.
Name: Lava Dome
Range: N/A
Dice Usage: Special
Attack Power: N/A
Tsukara Value: 200
Warrior Affinity: N/A
Elemental Affinity: Fire
Benefit: Supplementary/Offensive
Description: Ryoma will erect a barrier around the battle ground in which he and his opponents are fighting. This stops outsiders from interfering with the battle and the battleground turns into a lava. It lasts for 5 turns and for each of these five turns (the turn that it is used doesn't count) the opponent will lose 100 HP due to burns. Despite his high tolerance for heat, Ryoma will still lose 25 HP each turn. This technique CAN be evaded, countered, or blocked.
Name: Wall of Fire
Range: N/A
Dice Usage: Defensive
Attack Power: N/A
Tsukara Value: 50
Warrior Affinity: N/A
Elemental Affinity: Fire
Benefit: N/A
Description: Ryoma will erect a wall of fire around him. This is done in response to an opponent's attack. The wall of flame will absorb the opponent's attack or block him from attacking and disperse shortly afterwards.
Name: Swordflare
Range: All
Dice Usage: Attack
Attack Power: 250
Tsukara Value: 100
Warrior Affinity: Swordsman
Elemental Affinity: Fire
Benefit: N/A
Description:
Ryoma will encase his sword with a red aura. This red aura is basically a magical flame. Ryoma will give his sword a mighty swing and the aura will fly off the sword at the opponent at very high speeds.
Darkness Techniques:
Name: Shadow Pierce
Range: All
Dice Usage: Special
Attack Power: 290
Tsukara Value: 500
Warrior Affinity: N/A
Elemental Affinity: Darkness
Benefit: Supplementary/Offensive
Description: Ryoma is very adept at manipulating shadows, that includes those of his opponent's and his own. He will change his opponent's shadow into a sharp spike which pierces the opponent from behind. Since it is an attack from behind, the opponent will not be able to predict it and thus cannot evade or counter it. However, it CAN still be blocked.
Name: Dark Hole
Range: Mid to Long
Dice Usage: Counterattack
Attack Power: 2x opponent's attack
Tsukara Value: 300
Warrior Affinity: N/A
Elemental Affinity: Darkness
Benefit: N/A
Description: Ryoma creates a black hole in response to an opponent's attack. This black hole will absorb all his opponent's attacks. After having absorbed the technique, the black hole will eject a compressed form of the technique. Ryoma will then telepathically launch it at his opponent while covering it with his own dark aura thus effectively doubling the technique attack power.
Name: Magia Atra: Double Edged Blade
Range: All
Dice Usage: Special
Attack Power: 150x
Tsukara Value: 500
Warrior Affinity: Swordsman
Elemental Affinity: Darkness
Benefit: Offensive
Description: Ryoma will conjure a dark aura around his sword. This dark aura is a manisfestation of the element of darkness. Ryoma will then launch the aura at the opponent by giving his sword a mighty swing. When this technique is used, the lower dice roll is best. If Ryoma's dice roll was lower, this technique will do damage equal to 150 x the opponent's dice roll. If Ryoma's dice roll was higher, his attack will be blocked/countered/evaded and he will take 100 HP damage.
Name: The Dark Abyss
Range: All
Dice Usage: Special
Attack Power: 100
Tsukara Value: 300
Warrior Affinity: N/A
Elemental Affinity: Darkness
Benefit: Supplementary/Offensive
Description: Ryoma sends his opponent into a dark abyss that he conjured. The opponent will be in this abyss for 5 turns. Ryoma will also jump into the abyss and since he created it, he will know how to move around in it. For the next 5 turns (includes turn that technique was activated), Ryoma will be dealing the opponent 100 damage each turn. However, the opponent will be unable to do anything since he cannot see anything. Also, this technique may be stopped even if the opponent failed to block, evade, or counter it if the opponent has the element of Light and paid 200 Tsukara. This technique CAN be blocked, evaded, or countered. However, once the technique is successful, nothing can be done over those 5 turns in which the opponent takes damage unless they have the element of light and pay 200 tsukara.
Alchemy Techniques:
Name: Fiendfyre
Range: All
Dice Usage: Special
Attack Power: 290 + 30x dice roll
Tsukara Value: 300 (and 200 HP)
Warrior Affinity: Alchemist
Elemental Affinity: Fire and Darkness
Benefit: Offensive
Description: Ryoma conjures up a ball of flame. He then proceeds to use his alchemy skills to add the element of darkness to the flame causing it to become Fiendfye, a cursed flame. If the attack is successful, the opponent will take 290 damage and on the next turn, 50 damage per dice roll. For example, when Ryoma uses the technique and it is successful, the opponent will take 290 HP damage. The next turn, the curse placed on the opponent due to the cursed flame will cause the opponent will lose 300 HP if Ryoma's dice roll had been 10.
Name: Flame Sword
Range: Close to Mid
Dice Usage: Attack
Attack Power: 250
Tsukara Value: 100
Warrior Affinity: Swordsman and Alchemist
Elemental Affinity: Fire
Benefit: N/A
Description: Ryoma is an excellent alchemist. He has learned to merge his sword with the element of fire. He then slashes his opponent with his blade of fire. The blade's range is increased and the power is also given an increase. As a result, this is a very useful technique for Ryoma.
Name: Shadow Blade
Range: Close to Mid
Dice Usage: Attack
Attack Power: 250
Tsukara Value: 100
Warrior Affinity: Swordsman and Alchemist
Elemental Affinity: Shadow
Benefit: N/A
Description: Ryoma merges his sword with the element of darkness. After doing so, his sword has increased power and range. He will then slash his opponent with his blade. It is one of Ryoma's most useful techniques.
Name: The Philosopher's Stone
Range: N/A
Dice Usage: Special
Attack Power: N/A
Tsukara Value: 50 (per 100 HP gained)
Warrior Affinity: Alchemist
Elemental Affinity: N/A
Benefit: Supplementary
Description: Ryoma is a skilled alchemist. As a result of years of hard work, he has finally managed to make a philosopher's stone. After creating the stone, he can make a potion out of it and when he drinks the potion, he will gain HP in increments of 100. The amount gained depends on the amount of Tsukara Ryoma used in the creation of the potion.
Abilities:
Name: Decisive Blow
Effect: Ryoma is a skilled alchemist and had been experimenting with different items. After years of experimentation, he had finally gained the ability to temporarily destroy his opponent's weapon. After rolling a offensive special or attack dice of 12 or higher, Ryoma can temporarily destroy his opponent's weapon. This effect will last until the end of the battle and it costs Ryoma some tsukara. This is done by using one of his premade solutions. He throws it at the opponent's weapon while the opponent is distracted and uses tsukara to cause the pouch to explode spewing its contents all over the weapon. This causes the weapon to become extremely brittle and unfit for use in battle. The cost of this ability is 200 tsukara. For people who equip multiple weapons, which weapon is being destroyed will be specified upon activation of ability.
Activation Requirement: This ability is activated when Ryoma has a Attack or Offensive Special dice roll of 12 or higher. It will also cost 200 Tsukara.
Cost: 200 Tsukara
Last edited by artemishiu on April 30th 2009, 10:15 pm; edited 3 times in total
artemishiu- Independent
-
Number of posts : 357
Age : 31
Location : The World Wide Web
Occupation : That Guy
Interests : Manga, Table Tennis, Martial Arts, etc.
The BattleField
Health Points:
(4900/4900)
Tsukara-Skill Points:
(4000/4000)
Experience Points :
(0/100)
Re: Ryoma's Techniques and Abilities
Rampant Blaster's Tsukara value is too low. I think it should be at least 300 based on what it does. Decisive Blow's Tsukara cost is too low, and how will the opponent know which weapon is being destroyed?
Kisuke- Suzaku Leader
-
Number of posts : 732
Age : 33
Location : If I told you I'd have to kill you
Occupation : I'm doing...that
Interests : Not interested
The BattleField
Health Points:
(6035/6225)
Tsukara-Skill Points:
(3575/4500)
Experience Points :
(100/100)
Re: Ryoma's Techniques and Abilities
I have edited.
artemishiu- Independent
-
Number of posts : 357
Age : 31
Location : The World Wide Web
Occupation : That Guy
Interests : Manga, Table Tennis, Martial Arts, etc.
The BattleField
Health Points:
(4900/4900)
Tsukara-Skill Points:
(4000/4000)
Experience Points :
(0/100)
Re: Ryoma's Techniques and Abilities
Rampart blaster's description is a little confusing. Instead of putting per dice, just put per dice amount to be more specific. For your decisive blow ability, just specify by name which one you are destroying. Saying highest benefit isn't specific depending on the weapons and who you are asking since they may think the weapon that decreased your dice are more of a benefit than a weapon that increases their dice.
Kisuke- Suzaku Leader
-
Number of posts : 732
Age : 33
Location : If I told you I'd have to kill you
Occupation : I'm doing...that
Interests : Not interested
The BattleField
Health Points:
(6035/6225)
Tsukara-Skill Points:
(3575/4500)
Experience Points :
(100/100)
Re: Ryoma's Techniques and Abilities
I have edited.
artemishiu- Independent
-
Number of posts : 357
Age : 31
Location : The World Wide Web
Occupation : That Guy
Interests : Manga, Table Tennis, Martial Arts, etc.
The BattleField
Health Points:
(4900/4900)
Tsukara-Skill Points:
(4000/4000)
Experience Points :
(0/100)
Re: Ryoma's Techniques and Abilities
artemishiu wrote:Fire Techniques:
Name: Demonic Flame
Range: Mid to Long
Dice Usage: Attack
Attack Power: 290
Tsukara Value: 125
Warrior Affinity: N/A
Elemental Affinity: Fire
Benefit: N/A
Description: Ryoma is a demon who controls the elements of fire and darkness. This technique utilizes the element of fire. Ryoma first conjures up a ball of flame, this ball of flame will have a face (sort of). He then launches it at the opponent.
Name: Salamandra
Range: Mid to Long
Dice Usage: Special
Attack Power: 290 + 25x
Tsukara Value: 200
Warrior Affinity: N/A
Elemental Affinity: Fire
Benefit: Offensive
Description: Ryoma conjures up a massive "cloud" of flame. He can control this mass of flame telepathically so it is impoosible to evade. However, it can still be blocked. This technique cannot be evaded against and if Ryoma's dice roll was higher, it deals an additional 25 damage per dice roll higher than the opponent. For example, if Ryoma's dice roll was 13 and the opponent's was 10, it would deal an additional 75 HP damage to the opponent.
Name: Rampant Blaster
Range: Mid to Long
Dice Usage: Special
Attack Power: 50x
Tsukara Value: 300
Warrior Affinity: N/A
Elemental Affinity: Fire
Benefit: Offensive
Description: Ryoma conjures up balls of flames one after another. While doing so, he is also throwing them at his opponent. He can throw up to 20 fireballs at his opponent (1 for each dice roll amount). Each of these fireballs will deal the opponent 50 damage. For example, if Ryoma's dice roll amount was 15, it would deal him 750 damage. This technique CAN be blocked, evaded, or countered.
Name: Lava Dome
Range: N/A
Dice Usage: Special
Attack Power: N/A
Tsukara Value: 200
Warrior Affinity: N/A
Elemental Affinity: Fire
Benefit: Supplementary/Offensive
Description: Ryoma will erect a barrier around the battle ground in which he and his opponents are fighting. This stops outsiders from interfering with the battle and the battleground turns into a lava. It lasts for 5 turns and for each of these five turns (the turn that it is used doesn't count) the opponent will lose 100 HP due to burns. Despite his high tolerance for heat, Ryoma will still lose 25 HP each turn. This technique CAN be evaded, countered, or blocked.
Name: Wall of Fire
Range: N/A
Dice Usage: Defensive
Attack Power: N/A
Tsukara Value: 50
Warrior Affinity: N/A
Elemental Affinity: Fire
Benefit: N/A
Description: Ryoma will erect a wall of fire around him. This is done in response to an opponent's attack. The wall of flame will absorb the opponent's attack or block him from attacking and disperse shortly afterwards.
Name: Swordflare
Range: All
Dice Usage: Attack
Attack Power: 250
Tsukara Value: 100
Warrior Affinity: Swordsman
Elemental Affinity: Fire
Benefit: N/A
Description:
Ryoma will encase his sword with a red aura. This red aura is basically a magical flame. Ryoma will give his sword a mighty swing and the aura will fly off the sword at the opponent at very high speeds.
Darkness Techniques:
Name: Shadow Pierce
Range: All
Dice Usage: Special
Attack Power: 290
Tsukara Value: 500
Warrior Affinity: N/A
Elemental Affinity: Darkness
Benefit: Supplementary/Offensive
Description: Ryoma is very adept at manipulating shadows, that includes those of his opponent's and his own. He will change his opponent's shadow into a sharp spike which pierces the opponent from behind. Since it is an attack from behind, the opponent will not be able to predict it and thus cannot evade or counter it. However, it CAN still be blocked.
Name: Dark Hole
Range: Mid to Long
Dice Usage: Counterattack
Attack Power: 2x opponent's attack
Tsukara Value: 300
Warrior Affinity: N/A
Elemental Affinity: Darkness
Benefit: N/A
Description: Ryoma creates a black hole in response to an opponent's attack. This black hole will absorb all his opponent's attacks. After having absorbed the technique, the black hole will eject a compressed form of the technique. Ryoma will then telepathically launch it at his opponent while covering it with his own dark aura thus effectively doubling the technique attack power.
Name: Magia Atra: Double Edged Blade
Range: All
Dice Usage: Special
Attack Power: 150x
Tsukara Value: 500
Warrior Affinity: Swordsman
Elemental Affinity: Darkness
Benefit: Offensive
Description: Ryoma will conjure a dark aura around his sword. This dark aura is a manisfestation of the element of darkness. Ryoma will then launch the aura at the opponent by giving his sword a mighty swing. When this technique is used, the lower dice roll is best. If Ryoma's dice roll was lower, this technique will do damage equal to 150 x the opponent's dice roll. If Ryoma's dice roll was higher, his attack will be blocked/countered/evaded and he will take 100 HP damage.
Name: The Dark Abyss
Range: All
Dice Usage: Special
Attack Power: 100
Tsukara Value: 300
Warrior Affinity: N/A
Elemental Affinity: Darkness
Benefit: Supplementary/Offensive
Description: Ryoma sends his opponent into a dark abyss that he conjured. The opponent will be in this abyss for 5 turns. Ryoma will also jump into the abyss and since he created it, he will know how to move around in it. For the next 5 turns (includes turn that technique was activated), Ryoma will be dealing the opponent 100 damage each turn. However, the opponent will be unable to do anything since he cannot see anything. Also, this technique may be stopped even if the opponent failed to block, evade, or counter it if the opponent has the element of Light and paid 200 Tsukara. This technique CAN be blocked, evaded, or countered. However, once the technique is successful, nothing can be done over those 5 turns in which the opponent takes damage unless they have the element of light and pay 200 tsukara.
Alchemy Techniques:
Name: Fiendfyre
Range: All
Dice Usage: Special
Attack Power: 290 + 30x dice roll
Tsukara Value: 300 (and 200 HP)
Warrior Affinity: Alchemist
Elemental Affinity: Fire and Darkness
Benefit: Offensive
Description: Ryoma conjures up a ball of flame. He then proceeds to use his alchemy skills to add the element of darkness to the flame causing it to become Fiendfye, a cursed flame. If the attack is successful, the opponent will take 290 damage and on the next turn, 50 damage per dice roll. For example, when Ryoma uses the technique and it is successful, the opponent will take 290 HP damage. The next turn, the curse placed on the opponent due to the cursed flame will cause the opponent will lose 300 HP if Ryoma's dice roll had been 10.
Name: Flame Sword
Range: Close to Mid
Dice Usage: Attack
Attack Power: 250
Tsukara Value: 100
Warrior Affinity: Swordsman and Alchemist
Elemental Affinity: Fire
Benefit: N/A
Description: Ryoma is an excellent alchemist. He has learned to merge his sword with the element of fire. He then slashes his opponent with his blade of fire. The blade's range is increased and the power is also given an increase. As a result, this is a very useful technique for Ryoma.
Name: Shadow Blade
Range: Close to Mid
Dice Usage: Attack
Attack Power: 250
Tsukara Value: 100
Warrior Affinity: Swordsman and Alchemist
Elemental Affinity: Shadow
Benefit: N/A
Description: Ryoma merges his sword with the element of darkness. After doing so, his sword has increased power and range. He will then slash his opponent with his blade. It is one of Ryoma's most useful techniques.
Name: The Philosopher's Stone
Range: N/A
Dice Usage: Special
Attack Power: N/A
Tsukara Value: 50 (per 100 HP gained)
Warrior Affinity: Alchemist
Elemental Affinity: N/A
Benefit: Supplementary
Description: Ryoma is a skilled alchemist. As a result of years of hard work, he has finally managed to make a philosopher's stone. After creating the stone, he can make a potion out of it and when he drinks the potion, he will gain HP in increments of 100. The amount gained depends on the amount of Tsukara Ryoma used in the creation of the potion.
Abilities:
Name: Decisive Blow
Effect: Ryoma is a skilled alchemist and had been experimenting with different items. After years of experimentation, he had finally gained the ability to temporarily destroy his opponent's weapon. After rolling a offensive special or attack dice of 12 or higher, Ryoma can temporarily destroy his opponent's weapon. This effect will last until the end of the battle and it costs Ryoma some tsukara. This is done by using one of his premade solutions. He throws it at the opponent's weapon while the opponent is distracted and uses tsukara to cause the pouch to explode spewing its contents all over the weapon. This causes the weapon to become extremely brittle and unfit for use in battle. The cost of this ability is 200 tsukara. For people who equip multiple weapons, which weapon is being destroyed will be specified upon activation of ability.
Activation Requirement: This ability is activated when Ryoma has a Attack or Offensive Special dice roll of 12 or higher. It will also cost 200 Tsukara.
Cost: 200 Tsukara
Approved.
Kisuke- Suzaku Leader
-
Number of posts : 732
Age : 33
Location : If I told you I'd have to kill you
Occupation : I'm doing...that
Interests : Not interested
The BattleField
Health Points:
(6035/6225)
Tsukara-Skill Points:
(3575/4500)
Experience Points :
(100/100)
Re: Ryoma's Techniques and Abilities
Name: Metamorhosis (Flame)
Effect: After many years of experimentation and studying, Ryoma has mastered alchemy to the point of being able to temporarily transmute his own body into the non-corporeal such as darkness or flame. He transmutes his body into flame, hell fire to be specific, and it is so hot that just being in proximity with Ryoma will cause ally and enemy alike to burn and be hurt. For the rest of the battle in which this ability has been activated, 25 damage will be done to everyone except for Ryoma for each post. Only one type of Metamorphosis can be active at a time.
Activation Requirement: N/A
Cost: 200 Tsukara
Name: Metamorhosis (Darkness)
Effect: After many years of experimentation and studying, Ryoma has mastered alchemy to the point of being able to temporarily transmute his own body into the non-corporeal such as darkness or flame. He transmutes his body in darkness and can merge with the shadow of ally and enemy alike. In this state, he is invisible to the enemy and allies. As a result, this is an ideal state for sneak attacks. All his evade, attack, and counter dice roll values are increased by 1. Once this ability is activated, it lasts until the end of the battle. Only one form of Metamorphosis can be in effect at a time.
Activation Requirement: N/A
Cost: 250 Tsukara
Effect: After many years of experimentation and studying, Ryoma has mastered alchemy to the point of being able to temporarily transmute his own body into the non-corporeal such as darkness or flame. He transmutes his body into flame, hell fire to be specific, and it is so hot that just being in proximity with Ryoma will cause ally and enemy alike to burn and be hurt. For the rest of the battle in which this ability has been activated, 25 damage will be done to everyone except for Ryoma for each post. Only one type of Metamorphosis can be active at a time.
Activation Requirement: N/A
Cost: 200 Tsukara
Name: Metamorhosis (Darkness)
Effect: After many years of experimentation and studying, Ryoma has mastered alchemy to the point of being able to temporarily transmute his own body into the non-corporeal such as darkness or flame. He transmutes his body in darkness and can merge with the shadow of ally and enemy alike. In this state, he is invisible to the enemy and allies. As a result, this is an ideal state for sneak attacks. All his evade, attack, and counter dice roll values are increased by 1. Once this ability is activated, it lasts until the end of the battle. Only one form of Metamorphosis can be in effect at a time.
Activation Requirement: N/A
Cost: 250 Tsukara
artemishiu- Independent
-
Number of posts : 357
Age : 31
Location : The World Wide Web
Occupation : That Guy
Interests : Manga, Table Tennis, Martial Arts, etc.
The BattleField
Health Points:
(4900/4900)
Tsukara-Skill Points:
(4000/4000)
Experience Points :
(0/100)
Re: Ryoma's Techniques and Abilities
~The first one is approved but the second one confuses me just slightly. When a character attacks when Invisible, they return to the state that allows them to be attacked. This means that unfortunately, your character would not be able to attack unless he were to to lose his Invisibility. Does this ability allow you to attack and be Invisible for the entire battle or does it deactivate when your character attacks? If it lets you attacks and be invisible there may be some type of issues since your character would be immune to most attacks. I would have to ask Jisenki about this just to be sure though.
Hitomi- Rank Red Warrior
-
Number of posts : 511
Age : 33
Location : Walking, Running, something like that
Occupation : Your average Japanese schoolgirl
Interests : ...I won't tell
The BattleField
Health Points:
(2300/2300)
Tsukara-Skill Points:
(2800/2800)
Experience Points :
(0/100)
Re: Ryoma's Techniques and Abilities
No, the invisible is the description, not the status effect. Sorry for the confusion, should I change the wording?
artemishiu- Independent
-
Number of posts : 357
Age : 31
Location : The World Wide Web
Occupation : That Guy
Interests : Manga, Table Tennis, Martial Arts, etc.
The BattleField
Health Points:
(4900/4900)
Tsukara-Skill Points:
(4000/4000)
Experience Points :
(0/100)
Re: Ryoma's Techniques and Abilities
No its fine. I just wasn't sure. If its not the status condition then is fine.
~Approved
~Approved
Hitomi- Rank Red Warrior
-
Number of posts : 511
Age : 33
Location : Walking, Running, something like that
Occupation : Your average Japanese schoolgirl
Interests : ...I won't tell
The BattleField
Health Points:
(2300/2300)
Tsukara-Skill Points:
(2800/2800)
Experience Points :
(0/100)
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