Sturm's Techs
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paranoyia :: getting started :: character/techs :: Techniques :: pending techs
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Sturm's Techs
Name: Blade Launch
Level: Level 1
type: Physical
Cost: 3 mana, 3 stamina
Effect: 1/2Str+1/2Int +4
Description: 2 blades launch from one of Sturm's Guillotines and slice the opponent then. They then immediately circle back and re-attach themselves.
Name: Basic Illusion
Level: Level 1
type: Mental
Cost: 5 mana for both effects
Effect: One attack Adds 1/2 Cunning to damage, or Damage=Cunning
Description: A basic Illusion that effects only 1 of the 5 senses at a time, making things disappear or causing the feeling of slight pain in the body.
Name: Active Camo
Level: Level 2
type: Mental
Cost: 10 mana
Effect: Invisibility
Description: Sturm simply goes invisible, any movement that is hostile to the enemy will turn this effect off.
Name: Spark
Level: Level 1
type: Mental
Cost: 7 Mana
Effect: Intelligence + 4 = Damage
Description: Sturm shoots a spark of electricity at the enemy.
Name: Mirror Summon Illusion
Level: Same as Mirrored Move
type: Mental
Cost: 2*lvl of summon + 1/2 mana of summon
Effect: Same as Mirrored Move
Description: Sturm uses his power of Illusion to copy a foe's summon, using their knowledge of what their summon can do against them. For all intensive purposes, the Illusion functions exactly like the summon it copied. This move can only be used if Sturm has seen the Summon.
Name: Judgement
Level: 4
type: Mental
Cost:19 mana
Effect: Intelligence + 22
Description: Sturm fires a large lighting bolt into the sky. At the beginning of his next post, the bolt falls from the sky and electrocutes the target enemy.
Level: Level 1
type: Physical
Cost: 3 mana, 3 stamina
Effect: 1/2Str+1/2Int +4
Description: 2 blades launch from one of Sturm's Guillotines and slice the opponent then. They then immediately circle back and re-attach themselves.
Name: Basic Illusion
Level: Level 1
type: Mental
Cost: 5 mana for both effects
Effect: One attack Adds 1/2 Cunning to damage, or Damage=Cunning
Description: A basic Illusion that effects only 1 of the 5 senses at a time, making things disappear or causing the feeling of slight pain in the body.
Name: Active Camo
Level: Level 2
type: Mental
Cost: 10 mana
Effect: Invisibility
Description: Sturm simply goes invisible, any movement that is hostile to the enemy will turn this effect off.
Name: Spark
Level: Level 1
type: Mental
Cost: 7 Mana
Effect: Intelligence + 4 = Damage
Description: Sturm shoots a spark of electricity at the enemy.
Name: Mirror Summon Illusion
Level: Same as Mirrored Move
type: Mental
Cost: 2*lvl of summon + 1/2 mana of summon
Effect: Same as Mirrored Move
Description: Sturm uses his power of Illusion to copy a foe's summon, using their knowledge of what their summon can do against them. For all intensive purposes, the Illusion functions exactly like the summon it copied. This move can only be used if Sturm has seen the Summon.
Name: Judgement
Level: 4
type: Mental
Cost:19 mana
Effect: Intelligence + 22
Description: Sturm fires a large lighting bolt into the sky. At the beginning of his next post, the bolt falls from the sky and electrocutes the target enemy.
Sturm- level1
- Posts : 56
Join date : 2010-11-13
Stat sheet
Health:
(100/100)
Stamina:
(41/41)
Mana:
(44/44)
Re: Sturm's Techs
This technique updation has been brought to you by Archaea
Archaea- level1
- Posts : 79
Join date : 2010-09-19
Stat sheet
Health:
(2000/2000)
Stamina:
(1000/100)
Mana:
(1000/1000)
Re: Sturm's Techs
Name: Knight's Burden
Level:Level 2
type: Physical
Cost: 10 stamina
Effect: Str + 5 Removes a knock-back/throw effect.
Description: By a show of strength, Sturm bears with the pain of an incoming blow, stands his ground, and shrugs it off.
Name: Live by the Sword, Die by the sword
Level: 4+
type: Mental
Cost: 8*level of attack used against user
Effect: Damage= damage of mirrored move
Description: The moment when Sturm is hit by an attack, he creates an illusion around his enemy that puts him through the same experience that Sturm is going through, pain and all.
Name: PUMPED!
Level: 4
type:Physical
Cost: 20 mana
Effect: 1/2 will is added to Strength and Athletics for 6 posts
Description: Sturm psyches himself up for battle, flexing his muscles and getting the adrenaline pumping, adding to his physical performance...... Ladies
Last edited by Sturm on Fri Nov 19, 2010 1:42 pm; edited 1 time in total (Reason for editing : Deleted unaccepted moves)
Sturm- level1
- Posts : 56
Join date : 2010-11-13
Stat sheet
Health:
(100/100)
Stamina:
(41/41)
Mana:
(44/44)
Re: Sturm's Techs
this technique updation has been brought to you by Archaea
Archaea- level1
- Posts : 79
Join date : 2010-09-19
Stat sheet
Health:
(2000/2000)
Stamina:
(1000/100)
Mana:
(1000/1000)
Re: Sturm's Techs
Name: Concentrated Lightning Blast
Level: 2+
type: Mental
Cost: 12 Mana
Effect: Intellegence + Will, "Glorp" (+3 damage for each point of mana extra, +1 level for each point of mana extra)
Description: Sturm uses his elemental control to send a powerful blast of lightning at the enemy. This blast can only be used at range (4+ feet away) and has a "Glorp!" effect. More mana can be spent to increase this attack's damage, but will increase its level.
"Glorp" effect- Is an effect normally seen in DBZ shows and games, it is where a blast of energy consumes another ranged attack and the power of the consumed attack subtracts from the damage of the more powerful attack. This only works for ranged attacks and the remainder of the damage that is not subtracted from the more powerful attack is taken from the enemy.
Example-
Bob's ranged attack does 10 damage
Sturms Blast does 11 damage and has the GLORP effect
11-10= 1
1 damage is done to bob.
Glorp affect is assumed for attacks, for more info check out the advanced rules of combat in the rules topic.
Level: 2+
type: Mental
Cost: 12 Mana
Effect: Intellegence + Will, "Glorp" (+3 damage for each point of mana extra, +1 level for each point of mana extra)
Description: Sturm uses his elemental control to send a powerful blast of lightning at the enemy. This blast can only be used at range (4+ feet away) and has a "Glorp!" effect. More mana can be spent to increase this attack's damage, but will increase its level.
"Glorp" effect- Is an effect normally seen in DBZ shows and games, it is where a blast of energy consumes another ranged attack and the power of the consumed attack subtracts from the damage of the more powerful attack. This only works for ranged attacks and the remainder of the damage that is not subtracted from the more powerful attack is taken from the enemy.
Example-
Bob's ranged attack does 10 damage
Sturms Blast does 11 damage and has the GLORP effect
11-10= 1
1 damage is done to bob.
Glorp affect is assumed for attacks, for more info check out the advanced rules of combat in the rules topic.
Sturm- level1
- Posts : 56
Join date : 2010-11-13
Stat sheet
Health:
(100/100)
Stamina:
(41/41)
Mana:
(44/44)
Re: Sturm's Techs
Name:Illusionary Shift
Level: Level 2
type: Mental
Cost: 15 mana
Effect: Subtract Sturm's Will from attacks for 6 posts
Description: Sturm creates and illusion around his body which places him a little bit off from where he is actually standing, due to refraction this distance gets larger depending one how far away the opponent is. (So if the attacker uses a melee attack, he could be just a couple inches from where he is but if it's a ranged attacker, it's a couple feet.) Either way, this is not an auto-dodge, it just makes attacks that would have been head on, graze him instead- lessening their effectiveness.
Name:Praise Him!
Level: Level 2
type: Physical
Cost: 5 stamina, 5 mana
Effect: Str + Int
Description: Sturm grabs the opponent with both of his hands and sends a large electrical current through their body. Sturm prefers to grab his opponent's head and do this (for dramatic effect) but does not need to. This can also be done through any metal item an opponent could be holding.
Level: Level 2
type: Mental
Cost: 15 mana
Effect: Subtract Sturm's Will from attacks for 6 posts
Description: Sturm creates and illusion around his body which places him a little bit off from where he is actually standing, due to refraction this distance gets larger depending one how far away the opponent is. (So if the attacker uses a melee attack, he could be just a couple inches from where he is but if it's a ranged attacker, it's a couple feet.) Either way, this is not an auto-dodge, it just makes attacks that would have been head on, graze him instead- lessening their effectiveness.
Name:Praise Him!
Level: Level 2
type: Physical
Cost: 5 stamina, 5 mana
Effect: Str + Int
Description: Sturm grabs the opponent with both of his hands and sends a large electrical current through their body. Sturm prefers to grab his opponent's head and do this (for dramatic effect) but does not need to. This can also be done through any metal item an opponent could be holding.
Sturm- level1
- Posts : 56
Join date : 2010-11-13
Stat sheet
Health:
(100/100)
Stamina:
(41/41)
Mana:
(44/44)
Re: Sturm's Techs
this technique updation has been brought to you by archaea
Archaea- level1
- Posts : 79
Join date : 2010-09-19
Stat sheet
Health:
(2000/2000)
Stamina:
(1000/100)
Mana:
(1000/1000)
paranoyia :: getting started :: character/techs :: Techniques :: pending techs
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