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Henri's Techniques and Abilities

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Henri's Techniques and Abilities

Post by artemishiu on April 19th 2009, 4:45 pm

Darkness Techniques
Name:
Shadow Claw
Range: All
Dice Usage: Attack
Attack Power: 175
Tsukara Value: 75
Warrior Affinity: Spellcaster
Elemental Affinity: Darkness
Benefit: N/A
Description: Henri manipulates his own shadow. He turns his shadow into that of a gigantic dragon claw. After doing so, he causes the claw made out of his shadow to swat his opponent. It is a quite painful experience.

Name: Black Magic Blast
Range: Long
Dice Usage: Attack
Attack Power: 500
Tsukara Value: 200
Warrior Affinity: Spellcaster
Elemental Affinity: Darkness
Benefit: N/A
Description: Henri creates a ball of magical energy in his hands. After doing so, he shoots it at the opponent. It will expand on contact for a few seconds before exploding to cause the opponent quite a bit of damage.

Name: Black Sabbath
Range: Long
Dice Usage: Special
Attack Power: 600
Tsukara Value: 200
Warrior Affinity: Spellcaster
Elemental Affinity: Darkness
Benefit: Offensive
Description: Henri charges up black magical energy into his palms. After doing so, he shoots beams of magical energy at his opponent. These beams are massive and cover a wide area around the target making evasion impossible. Having expended a great amount of energy, Henri's attack and special dice values will be decreased by 1 for the next 5 turns.

Name: MegaDeath
Range: Long
Dice Usage: Special
Attack Power: 500x
Tsukara Value: 100x
Warrior Affinity: Spellcaster
Elemental Affinity: Darkness
Benefit: Offensive
Description: Henri will charge up a good amount of magical energy into his palms. After doing so, he will create large scale versions of Black Sabbath in quick succession. In doing so, evasion is impossible and defense dice values are decreased by 2 for the next 3 turns. After using up such a great amount of energy, Henri's Attack, Special, Counter, and Evade dice rolls are decreased by 1 for the next 5 turns.


Name: Tsukara Drain
Range: Close
Dice Usage: Special
Attack Power: N/A
Tsukara Value: N/A
Warrior Affinity: Spellcaster
Elemental Affinity: Darkness
Benefit: Supplementary/Defensive
Description: Henri will take the attack head on, but while doing so, a snake conjured out of dark magic will bite the opponent and suck out tsukara equal to the tsukara cost of the technique that was just used on Henri. Seeing as it requires for Henri to be attacked, this technique will be successful despite dice roll values. However, if Henri's dice roll value is higher than that of the opponent, he will only take half the HP damage that he should have received.

Name: Shadow Realm
Range: Close to Mid-Ranged
Dice Usage: Special
Attack Power: 150
Tsukara Value: 350
Warrior Affinity: Spellcaster
Elemental Affinity: Darkness
Benefit: Offensive
Description: By looking into the victim's eye, Henri casts an illusion spell on the opponent. This causes the opponent to believe that he has suffered through 5 days of torture (5 turns). During these 5 turns, neither the victim not Henri can use dice. During this 5-turn period, the victim will be dealt 100 damage for each of those turns except for the first when he is dealt 150 HP. If Henri chooses to, he can affect the opponent's creatures as well. If he does, for each creature that the opponent has out on the field during this technique, Henri will pay an additional 50 tsukara.

Light Techniques
Name:
Healing Palm
Range: Target Person
Dice Usage: N/A
Attack Power: N/A
Tsukara Value: 35 (per 100 HP healed)
Warrior Affinity: Spellcaster
Elemental Affinity: Light
Benefit: N/A
Description: Henri envelopes his hand with a healing aura. He then places his hand on the patient's wounds. This technique is rather fast due to Henri's expertise with healing spells. It can heal most non-fatal injuries.

Name: Lightspeed
Range: N/A
Dice Usage: Evade
Attack Power: N/A
Tsukara Value: 50
Warrior Affinity: Spellcaster
Elemental Affinity: Light
Benefit: N/A
Description: Henri changes his body into light and as a result, can move at the speed of light. However, he can only keep this up for a few seconds so it can't be used as an offensive technique. Basically, he transforms into light, disappears and reappears somewhere else, away from the attack.

Name: Light-Imprisoning Mirror
Range: N/A
Dice Usage: Special
Attack Power: N/A
Tsukara Value: N/A
Warrior Affinity: Spellcaster
Elemental Affinity: Light
Benefit: Supplementary
Description: Henri creates a magical mirror out of light or to be specific, light magic. The "mirror" attracts light and absorbs it leaving only darkness behind. Even non light techniques are absorbed if they are not darkness. As a result, for the next 5 turns, only darkness and non-elemental techniques can be used. This costs Henri 100 HP.

Name: Light Barrier
Range: N/A
Dice Usage: Defense
Attack Power: N/A
Tsukara Value: 50
Warrior Affinity: Spellcaster
Elemental Affinity: Light
Benefit: N/A
Description: This is one of Henri's defensive techniques. He erects a barrier made out of light that blocks out all attacks. Be they physical or projectile attacks. However, if the defense is unsuccessful, the attack will just slip right past it.

Name: White Lightning
Range: Long
Dice Usage: Special
Attack Power: 50x dice roll value
Tsukara Value: 125
Warrior Affinity: Spellcaster
Elemental Affinity: Light
Benefit: Offensive
Description: Henri cause "lightning bolts" to come down on the opponent. However, these bolts are lightning, they are pure light magical energy. If the dice roll value is 10 or above, the opponent is afflicted with Assistance Lock. If 12 or higher, Confused and if 15 or higher, they will be afflicted with Discharge. This technique can only afflict an opponent with one status effect at a time. The one with the higher requirement is the one that applies.

Name: Burst Stream of Destruction
Range: Long
Dice Usage: Counter
Attack Power: 2x Opponent's Attack
Tsukara Value: 300
Warrior Affinity: Spellcaster
Elemental Affinity: Light
Benefit: N/A
Description: This is Henri's most powerful Light Spell. It has power even exceeding that of Black Sabbath. Henri uses this attack to push back the attack of the opponent back at him/her and by adding this gigantic blast of white magic, he effectively doubles the original spell's power.

Miscellaneous
Name:
Firebreathing
Range: All
Dice Usage: Special
Attack Power: 400
Tsukara Value: 150
Warrior Affinity: N/A
Elemental Affinity: N/A
Benefit: Offensive
Description: Despite the fact that Henri can only use the elements of darkness and light. That restriction is only for his human side. Because he is also part dragon, he can breathe fire, whether he is in human form or dragon form.

Name: Awakening of the Beast
Range: All
Dice Usage: Special
Attack Power: 150
Tsukara Value: 500
Warrior Affinity: N/A
Elemental Affinity: N/A
Benefit: Supplementary
Description: This technique may only be used when Henri's dice roll values are being decreased by the effects of one of his own special techniques. This is because the dragon inside Henri will only awaken when Henri willingly relinquishes control or is too tired to maintain control. Henri's human body features will become slightly more animalistic, with sharper teeth/fangs/claws among other changes. He will charge at the opponent and go for a combo melee attack. The lesser dice roll is best when this technique is being used. When Henri's dice roll is less, this technique does 150 damage x the opponent's dice roll. If Henri's dice roll was higher, the opponent's technique would be successful and Henri would also lose 100 HP.

Name: The Snake of Ying and Yang
Range: All
Dice Usage: Special
Attack Power: 100 (per 75 Tsukara)
Tsukara Value: 75 (per 100 HP)
Warrior Affinity: Spellcaster
Elemental Affinity: Light and Darkness
Benefit: Supplementary
Description: Henri conjures up a two headed snake. One side is black and the other white to symbolize the ying-yang. The black side bites the opponent while the white side bites Henri. The black side sucks out the opponent's life force (HP) in increments of 100 while using Henri's tsukara to continue to be able to do so. The white side gives Henri health equal to what the black side sucked out of the opponent. When Henri stops giving the black snake tsukara, both the white and the black slowly dissipate into the air. It would be beautiful if it wasn't for what the technique did.

Name: Dragon's Wingbeat
Range: Mid-Ranged to Long
Dice Usage: Attack
Attack Power: 550
Tsukara Value: 250
Warrior Affinity: N/A
Elemental Affinity: N/A
Benefit: N/A
Description: This technique can only be used by Henri as a dragon. Henri as a human would not be able to manipulate wind but as a dragon, he can flap his wings at great speeds and cause a wind storm that buffets the opponent.

Gunner Techniques
Name:
Explosive Blast
Range: Mid-Ranged to Long
Dice Usage: Attack
Attack Power: 500
Tsukara Value: 200
Warrior Affinity: Gunner
Elemental Affinity: N/A
Benefit: N/A
Description: This is one of Henri's Gunner Techniques. Henri basically blasts away at the opponent with a load of explosive bullets from his pair of Desert Eagle Pistols named "Twin Dragon Fangs". The bullets will explode upon contact within a radius of about 5 feet around the bullet so Henri doesn't really have to be too accurate.

Name: Hadoukyuu
Range: Mid-Ranged to Long
Dice Usage: Attack
Attack Power: 600
Tsukara Value: 250
Warrior Affinity: Gunner
Elemental Affinity: N/A
Benefit: N/A
Description: This technique is one of the few Gunner techniques that Henri knows. This technique is basically Henri charging up energy with the energy cells in his twin Desert Eagle pistols (which have been heavily modified to suit him). After charging enough energy, Henri shoots out a huge blast of red energy at the opponent. This "bullet" will expand before reaching the opponent making evasion difficult and explodes upon contact. (Just details, no real effects on dice roll values)

Name: Bullet Stream
Range: Mid-Ranged to Long
Dice Usage: Special
Attack Power: 50x
Tsukara Value: 150
Warrior Affinity: Gunner
Elemental Affinity: N/A
Benefit: Offensive
Description:
This technique is one of the few Gunner techniques that Henri knows.
This technique is basically Henri shooting a stream of bullets at the opponent. This technique can be rather hard to counter or block and each bullet deals 50 damage to the opponent. The number of bullets shot is equal to the dice roll value of Henri and if the opponent tries to counter or block in response to this technique, their dice roll values are decreased by 1.

Abilities
Name: Transformation
Effect: Henri is a human and dragon hybrid. As a result of his being half dragon, he can turn into a dragon at will. When this happens, it allots him the immense magical power of a dragon causing all of his Spellcaster techniques to deal an additional 100 damage. It also doubles the power of his firebreathing and allows him to use Dragon's Wingbeat. However, in dragon form, he cannot escape from battle until he changes back and evade dice rolls are decreased by 1 for as long as the ability is active.
Activation Requirement: It will stay until the battle is over once activated unless Henri chooses otherwise. Henri also needs to pay tsukara and HP for the transformation to be possible.
Cost: 150 HP and 200 Tsukara to transform into a dragon but only 75 Tsukara is needed to tranform back into human.

Name: Partial Transformation
Effect: After many years of trying to control his transformations, (he used to transform whenever he was in a lot of stress) he had finally been able to do it. After a few more years, he has been able to control his transformations to the point where he could just transform his limbs without transforming into a gargantuan dragon. When his arms are transformed, his attack, counter, and special dice rolls increase by 2. When his legs are transformed, his defense, evade, and escape dice roll increase by 2.
Activation Requirement: This ability lasts until the end of battle once activated unless Henri chooses otherwise and costs him tsukara and HP.
Cost: 100 Tsukara and HP to Transform and 50 Tsukara to change back.

Name: Crosshairs
Effect:
This is an ability activated when Henri is "in the zone". When this ability is activated, Henri's accuracy increases greatly and he can shoot bullets a lot faster than normal. All Gunner Technique Dice Roll values are increased by 2. It is a technique that Henri only just recently mastered so that he would be able to activate it upon will. It was very hard to master and it took Henri almost a century. This ability will cost Henri 200 Tsukara upon activation. After that, he can keep it up without any problems. This will last until the end of the battle just so everyone knows. That is why it is such a useful ability.
Activation Requirement: This ability lasts until the end of battle once activated unless Henri chooses otherwise and costs him tsukara.
Cost: 200 Tsukara


Last edited by artemishiu on April 11th 2010, 12:33 am; edited 11 times in total

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Health Points:
4900/4900  (4900/4900)
Tsukara-Skill Points:
4000/4000  (4000/4000)
Experience Points :
0/100  (0/100)

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Re: Henri's Techniques and Abilities

Post by artemishiu on April 19th 2009, 11:58 pm

Bump 'Tis finished

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Number of posts : 357
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Experience Points :
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Re: Henri's Techniques and Abilities

Post by Kisuke on April 19th 2009, 11:59 pm

I think that due to its nature, Tsukara Drain should be Special with Defensive/Supplementary benefits. For Shadow Realm, elaborate some more and describe whether or not you mean simply the characters or creatures they control as well or any other items, equipment, etc. that may also use dice. For light-Imprisoning mirror, you mean non-elemental techniques when you say "normal", correct? For White Lightning, considering that it can potentially inflict a character with about 4 status conditions in a single turn, I would say that the Tsukara cost should be raised more. I also am not too sure if a character can be afflicted with multiple status conditions at the same time. I'll need to ask Jisenki (I think they can though). Awakening of the Beast needs a benefit so it can be chained. Make Dragon's Wingbeat at least 250.

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Re: Henri's Techniques and Abilities

Post by artemishiu on April 20th 2009, 11:11 am

My bad, I meant to say that only one of those status condition can be afflicted on the opponent. Whichever is the one with the higher dice roll required is the one activated.

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Re: Henri's Techniques and Abilities

Post by artemishiu on April 20th 2009, 11:22 am

I have finished editing

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Re: Henri's Techniques and Abilities

Post by Jisenki on April 20th 2009, 3:42 pm

Approved.

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Re: Henri's Techniques and Abilities

Post by artemishiu on April 22nd 2009, 11:56 pm

Edited

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Re: Henri's Techniques and Abilities

Post by Dagomis on April 23rd 2009, 5:39 pm

[Which techniques are the weapon additions?]
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Re: Henri's Techniques and Abilities

Post by artemishiu on April 23rd 2009, 7:41 pm

I don't get what you mean by that, all I did was add Gunner Techniques and an ability that helps Gunners.

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Re: Henri's Techniques and Abilities

Post by Dagomis on April 23rd 2009, 8:51 pm

[The word "weapons} was a typo, the statement was meant to read as me asking you to alert with a single post, which techniques were added post original approval.]
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Re: Henri's Techniques and Abilities

Post by artemishiu on April 23rd 2009, 8:54 pm

artemishiu wrote:
Gunner Techniques
Name:
Explosive Blast
Range: Mid-Ranged to Long
Dice Usage: Attack
Attack Power: 500
Tsukara Value: 200
Warrior Affinity: Gunner
Elemental Affinity: N/A
Benefit: N/A
Description: This is one of Henri's Gunner Techniques. Henri basically blasts away at the opponent with a load of explosive bullets from his pair of Desert Eagle Pistols named "Twin Dragon Fangs". The bullets will explode upon contact within a radius of about 5 feet around the bullet so Henri doesn't really have to be too accurate.

Name: Hadoukyuu
Range: Mid-Ranged to Long
Dice Usage: Attack
Attack Power: 600
Tsukara Value: 250
Warrior Affinity: Gunner
Elemental Affinity: N/A
Benefit: N/A
Description: This technique is one of the few Gunner techniques that Henri knows. This technique is basically Henri charging up energy with the energy cells in his twin Desert Eagle pistols (which have been heavily modified to suit him). After charging enough energy, Henri shoots out a huge blast of red energy at the opponent. This "bullet" will expand before reaching the opponent making evasion difficult and explodes upon contact. (Just details, no real effects on dice roll values)

Name: Bullet Stream
Range: Mid-Ranged to Long
Dice Usage: Special
Attack Power: 50x
Tsukara Value: 150
Warrior Affinity: Gunner
Elemental Affinity: N/A
Benefit: Offensive
Description:
This technique is one of the few Gunner techniques that Henri knows.
This technique is basically Henri shooting a stream of bullets at the opponent. This technique can be rather hard to counter or block and each bullet deals 50 damage to the opponent. The number of bullets shot is equal to the dice roll value of Henri and if the opponent tries to counter or block in response to this technique, their dice roll values are decreased by 1.

Abilities
Name: Crosshairs
Effect:
This is an ability activated when Henri is "in the zone". When this ability is activated, Henri's accuracy increases greatly and he can shoot bullets a lot faster than normal. All Gunner Technique Dice Roll values are increased by 2.
Activation Requirement: This ability lasts until the end of battle once activated unless Henri chooses otherwise and costs him tsukara.
Cost: 100 Tsukara

Those are the new ones.

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artemishiu
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Health Points:
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Re: Henri's Techniques and Abilities

Post by Dagomis on April 23rd 2009, 9:04 pm

artemishiu wrote:
artemishiu wrote:
Gunner Techniques
Name:
Explosive Blast
Range: Mid-Ranged to Long
Dice Usage: Attack
Attack Power: 500
Tsukara Value: 200
Warrior Affinity: Gunner
Elemental Affinity: N/A
Benefit: N/A
Description: This is one of Henri's Gunner Techniques. Henri basically blasts away at the opponent with a load of explosive bullets from his pair of Desert Eagle Pistols named "Twin Dragon Fangs". The bullets will explode upon contact within a radius of about 5 feet around the bullet so Henri doesn't really have to be too accurate.

Name: Hadoukyuu
Range: Mid-Ranged to Long
Dice Usage: Attack
Attack Power: 600
Tsukara Value: 250
Warrior Affinity: Gunner
Elemental Affinity: N/A
Benefit: N/A
Description: This technique is one of the few Gunner techniques that Henri knows. This technique is basically Henri charging up energy with the energy cells in his twin Desert Eagle pistols (which have been heavily modified to suit him). After charging enough energy, Henri shoots out a huge blast of red energy at the opponent. This "bullet" will expand before reaching the opponent making evasion difficult and explodes upon contact. (Just details, no real effects on dice roll values)

Name: Bullet Stream
Range: Mid-Ranged to Long
Dice Usage: Special
Attack Power: 50x
Tsukara Value: 150
Warrior Affinity: Gunner
Elemental Affinity: N/A
Benefit: Offensive
Description:
This technique is one of the few Gunner techniques that Henri knows.
This technique is basically Henri shooting a stream of bullets at the opponent. This technique can be rather hard to counter or block and each bullet deals 50 damage to the opponent. The number of bullets shot is equal to the dice roll value of Henri and if the opponent tries to counter or block in response to this technique, their dice roll values are decreased by 1.

Approved. Crosshairs, I'm not sure about that.
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Dagomis
Ryoushi

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Re: Henri's Techniques and Abilities

Post by Jisenki on April 24th 2009, 12:19 am

For Crosshairs, the effect isn't enough and the activation requirement should be written in the effects.

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Re: Henri's Techniques and Abilities

Post by artemishiu on April 25th 2009, 9:07 pm

Bump.

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Re: Henri's Techniques and Abilities

Post by Kisuke on April 25th 2009, 9:23 pm

Crosshairs still doesn't have enough lines. You need 5.

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Re: Henri's Techniques and Abilities

Post by artemishiu on April 25th 2009, 9:41 pm

I have edited

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Re: Henri's Techniques and Abilities

Post by Kisuke on April 25th 2009, 9:50 pm

Crosshairs is still one line away, and I think 100 Tsukara is a tad too low for an increase of dice. I'd say 200 is much better. Also if you won't need a dice to activate it, then make sure that you make it clear when you do activate it in battle or if its in effect.

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Re: Henri's Techniques and Abilities

Post by artemishiu on April 25th 2009, 9:56 pm

Mea culpa. On the editing page, it looked long enough. I edited again.

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Re: Henri's Techniques and Abilities

Post by Kisuke on April 25th 2009, 10:03 pm

So close. You still have about 3 and a half there unless I'm miscounting. You just need a little more.

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Re: Henri's Techniques and Abilities

Post by artemishiu on April 25th 2009, 10:05 pm

Done

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Re: Henri's Techniques and Abilities

Post by Kisuke on April 25th 2009, 10:16 pm

Its still four lines but I'll accept it as long as the other mods are okay with it. Approved.

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Re: Henri's Techniques and Abilities

Post by artemishiu on April 7th 2010, 10:31 pm

Name: Obsidian Power Magnet
Range: Far
Dice Usage: Special
Attack Power: N/A
Tsukara Value: N/A
Warrior Affinity: Spellcaster
Elemental Affinity: Darkness
Benefit: Supplementary
Description: Henri creates a magical stone out of darkness or to be specific, dark magic. The magnet attracts all elemental energies and leaves nothing behind. As a result, for the next 10 turns, only non-elemental techniques can be used. However, being conjured of darkness, this magnet is weak to light energy. If Henri or an opponent with an affinity for Light pays 200 tsukara, this technique will dissipate. This costs Henri 150 HP.

Name: Chaos Control
Range: All
Dice Usage: Counterattack
Attack Power: 3x Opponent's attack
Tsukara Value: 200
Warrior Affinity: Spellcaster
Elemental Affinity: Light and Darkness
Benefit: N/A
Description: This technique makes use of Henri's mastery of Light and Darkness, the two elements that he has an affinity to. It is one of his most powerful techniques and requires precision and control. It can only be used if his opponent uses a light or darkness technique. If that is done, Henri stretches out his arms with his palms facing the opponent. His left palm absorbs the blast and it is transferred throughout his body finally reaching his right palm where it is released at the opponent. As it travels throughout his body, his own energy will be applied to it, effectively tripling the technique's power.

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Re: Henri's Techniques and Abilities

Post by artemishiu on April 11th 2010, 12:35 am

I have edited a few techniques of mine to update them a bit.

Name:[/b][/u] Healing Palm
Range: All
Dice Usage: N/A
Attack Power: N/A
Tsukara Value: 35 (per 100 HP healed)
Warrior Affinity: Spellcaster
Elemental Affinity: Light
Benefit: N/A
Description: Henri envelopes his hand with a healing aura. He then places his hand on the patient's wounds. This technique is rather fast due to Henri's expertise with healing spells. It can heal most non-fatal injuries.

Name: Obsidian Power Magnet
Range: Far
Dice Usage: Special
Attack Power: N/A
Tsukara Value: N/A
Warrior Affinity: Spellcaster
Elemental Affinity: Darkness
Benefit: Supplementary
Description: Henri creates a magical stone out of darkness or to be specific, dark magic. The magnet attracts all elemental energies and leaves nothing behind. As a result, for the next 8 turns, only non-elemental techniques can be used. However, being conjured of darkness, this magnet is weak to light energy. If Henri or an opponent with an affinity for Light pays 200 tsukara, this technique will dissipate. This costs Henri 150 HP.

Name: Chaos Control
Range: All
Dice Usage: Counterattack
Attack Power: 3x Opponent's attack
Tsukara Value: 300
Warrior Affinity: Spellcaster
Elemental Affinity: Light and Darkness
Benefit: N/A
Description: This technique makes use of Henri's mastery of Light and Darkness, the two elements that he has an affinity to. It is one of his most powerful techniques and requires precision and control. It can only be used if his opponent uses a light or darkness technique. If that is done, Henri stretches out his arms with his palms facing the opponent. His left palm absorbs the blast and it is transferred throughout his body finally reaching his right palm where it is released at the opponent. As it travels throughout his body, his own energy will be applied to it, effectively tripling the technique's power.

Name: The Snake of Ying and Yang
Range: All
Dice Usage: Special
Attack Power: 100 (per 75 Tsukara)
Tsukara Value: 75 (per 100 HP)
Warrior Affinity: Spellcaster
Elemental Affinity: Light and Darkness
Benefit: Supplementary
Description: Henri conjures up a two headed snake. One side is black and the other white to symbolize the ying-yang. The black side bites the opponent while the white side bites Henri. The black side sucks out the opponent's life force (HP) in increments of 100 while using Henri's tsukara to continue to be able to do so. The white side gives Henri health equal to what the black side sucked out of the opponent. When Henri stops giving the black snake tsukara, both the white and the black slowly dissipate into the air. It would be beautiful if it wasn't for what the technique did.


Last edited by artemishiu on April 12th 2010, 9:48 pm; edited 2 times in total

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Re: Henri's Techniques and Abilities

Post by Hitomi on April 12th 2010, 12:40 am

~Healing palm needs a more legitimate range (Close, Mid-Range, or Far) since techniques can be based on them. For obsidian power magnet, I think only 150 HP is a bit much for only 10 turns. Perhaps more HP or a shorter turn amount would be better. Chaos Control's tsukara value is too low for how much it does. Also, I don't think it is a big deal but there is another technique that I think is called Chaos Control.
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Re: Henri's Techniques and Abilities

Post by artemishiu on April 12th 2010, 11:40 am

I edited.

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Re: Henri's Techniques and Abilities

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