Zetta Sophomore
Posts : 1570 Points : 1594 Join date : 2009-11-02 Location : Hokkaido Academy
Character sheet Strength : (102/1000) Intelligence: (103/1000) HP: (107/1000)
| Subject: Tatsu, Zet Tue Nov 03, 2009 8:13 pm | |
| Name: Stand Technique: Summon Stamina Required: {Riza or Suzumi will determine this.} HP Deduction: 0 Description: Zet summons Judgement, allowing him to use his stand moves. The stand is only summoned for a period of time, then has to be resummoned if he wants to use Judgement some more. Judgement can be unsummoned to dodge an attack towards Judgement. Though if he is unsummoned Zet has to wait 3 posts before he can summon him again. Advantages: Allows Zet to use Stand moves. Can be unsummoned to dodge moves towards Judgement. Can use a stand move immediately after being summoned. Disadvantages: Only lasts 10 posts from the user. If unsummoned directly by Zet then Zet has to wait 3 posts from the user to be able to summon him again. However if the 10 posts are up he can summon him again immediately, if he wishes to do so.
Name: Katana Technique: Explosion Stamina Required: -17 Strength, -6 Intelligence HP Deduction: 15, damages the user by 5 Description: Using Judgements bomb abilities he has him put a big bomb on his sword before he slashes down onto an opponent, before hitting the opponent he yells out "EXPLOSION!". The user is damaged a little because of the range of the explosion. But it does a huge amount of damage to the opponent. Advantages: Does a good amount of damage to the opponent. Disadvantages: Stand has to be available. Damages the user a little.
Name: Katana Technique: Slice Stamina Required: -8 Strength HP Deduction: 5 Description: Slices vertically down the opponents chest. Advantages: Doesnt take up a lot of stamina. Disadvantages: Slow, and not very useful.
Name: Katana Technique: Combo Stamina Required: Without bombs: 13 Strength, 4 Intelligence With bombs: 18 Intelligence, 7 Strength HP Deduction: Without bombs: 10 With bombs: 15 Description: Does a barrage of slices. If Judgement is available he puts small bombs on the sword before each hit. Not big enough to effect Zet, but still does a little extra damage. Advantages: Can be used with or without Judgement. Disadvantages: Doesnt do much damage without Judgements bombs. If his bombs are used it takes away extra stamina.
Name: Stand Technique: Tracking Bomb Stamina Required: -12 Strength, -10 Intelligence HP Deduction: 10 Description: Using the bomb on his left hand it tracks the opponent where ever they go until it hits them. Not doing as much as normal bombs. Advantages: Disadvantages: Doesnt do much damage. Can only use it twice in a fight.
Name: Stand Technique: Ora Stamina Required: -8 Strength, -7 Intelligence HP Deduction: 5 Description: Judgement hits the opponent with a fury of punches while shouting "Ora" each time he punches. Each punch puts a bomb on the opponents body. So Zet can detonate it anytime. Advantages: Lets Zet detonate the bombs Judgement put on the opponents body. Disadvantages: Fury of punches doesnt do that much damage, since his stand isnt known for its strength. Has to have the Stand available.
Name: Stand Technique: Ora Detonation Stamina Required: HP Deduction: 15 Description: Detonates the bombs put on the opponents body when Judgement used Ora. Advantages: Does big damage. Disadvantages: Requires Ora to hit the opponent. If used, cant use stand for 1 post by the user. The Stand has to be available.
Name: Stand Technique: Opperation, Kamakazi Stamina Required: -7 Strength, -4 Intelligence HP Deduction: 0 Description: Places a bomb on Zet. He can detonate it if the opponent uses a close range attack, thus canceling it out by using the shockwave from the explosion. Advantages: Can cancel out close range moves. Disadvantages: Can only be used once per battle. Stand has to be available.
Name: Stand Technique: Opperation, Kamakazi Detonation Stamina Required: -6 Intelligence, -8 Intelligence HP Deduction: -2 to Zet Description: Detonates the bomb on Zets body. Damages Zet, but not as much as normal thanks to Judgements great control of his bombs. Uses the shock wave to push the opponent and Zet back, thus canceling the attack. Advantages: Cancels out a close range attack. Disadvantages: Hurts Zet. Can only be used once per battle. Stand has to be available. Since it stops them mid attack, they dont use up any stamina.
Name: Stand Technique: Intimidation Stamina Required: -6 Strength, -8 Intelligence HP Deduction: 0 Description: Detonates a mini bomb in front of the attacker. Makes them flinch and not go through with the attack. Advantages: Stops the enemy from doing the stamina attack. Can follow it up with an attack. Disadvantages: Stand has to be available. Doesn't take away stamina from the opponent, since it prevents them from doing the attack.
Name: Stand Technique: Triple Punch Stamina Required: -9 Strength, -5 Intelligence HP Deduction: 5 all together Description: Stand hits the opponent 3 times, each placing a bomb on his/her body. Zet can detonate them one by one or all at once. Advantages: All the bombs together do a decent amount of damage. Disadvantages: Stand has to be available. Doesnt do much damage by itself.
Name: Stand Technique: Triple Punch Detonation Stamina Required: HP Deduction: 5 for each bomb, if detonated one by one 20 if all together. Description: Detonates the 3 bombs put on the opponents body. Can detonate them one at a time or all at once. If detonated together it does more damage then one by one. Advantages: All the bombs together do a decent amount of damage. Disadvantages: Detonating them all together takes up more stamina then if he were to do it one by one. Detonating them all together makes it so I cant use my stand for 2 posts by the user. Stand has to be available.
Name: Stand Technique: Fuse Stamina Required: -9 Strength, -11 Intelligence HP Deduction: 0 Description: Fuses with the Stand. When fusing it gets rid of all poisons or parasites in Zets body. And it takes off any bombs on the opponent, but allows Zet to use his Fusion moves. Can only be used once a day, since fusing with the stand puts a huge strain on his body. Advantages: Allows Zet to use his fusion moves. Gets rid of any poisons or parasites inside of Zet. Disadvantages: Stands bombs are all gone. Stand has to be available. Cant use stand moves unless he defuses. Can only be used once a day.
Name: Fusion Technique: Precognition Stamina Required: Whatever stamina amount of Stamina Move being dodged is, -4 Strength HP Deduction: 0 Description: Allows Zet to see what the next move his opponent is going to do and evade it with ease, allowing for a counter attack. Is required to do before almost all of the Fusion moves. Advantages: Allows Zet to dodge the stamina move. Disadvantages: Has to be fused with the Stand. Cant be used for one post after using it. Has to be used before almost all of his Fusion moves. Cant dodge area of effect moves (Moves that hit everyone in the area).
Name: Fusion Technique: Precognition Counter Stamina Required: HP Deduction: 15 Description: After dodging the opponents move, he does a counter attack towards the opponents weak point for massive damage. Advantages: Unavoidable Disadvantages: Has to use Precognition in the same post. After using, cant be used for 3 posts from the user. Cant be used without his sword. Takes away a lot of stamina.
Last edited by Zetta on Sat Dec 05, 2009 9:52 pm; edited 5 times in total | |
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Suzumi Admin
Chinese Symbol : Posts : 4109 Points : 3418 Join date : 2009-02-08 Age : 30 Location : places...
Character sheet Strength : (161/1000) Intelligence: (167/1000) HP: (158/1000)
| Subject: Re: Tatsu, Zet Thu Nov 19, 2009 6:44 pm | |
| Updated by Suzumi and/or Sakurai {Temporarily doing Riza's job}. | |
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