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| Yakumo, Sakurai | |
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Sakurai College Junior
Chinese Symbol : Posts : 6761 Points : 5878 Join date : 2009-02-09 Age : 32
Character sheet Strength : (174/1000) Intelligence: (180/1000) HP: (174/1000)
| Subject: Yakumo, Sakurai Thu Jun 18, 2009 5:34 pm | |
| Name: Tenkei Technique: Soul Cutter Stamina Required: -10 strength, -5 intelligence HP Deduction: -10 Description: Tenkei glows a pure white and becomes edged with sharp points on the blade to "cut through the soul" of the opponent. It cuts the total consciousness/subconscious of the foe, leaving their body as if it were a corpse. It is temporary, but can permanently damage the opponent mentally if left under the Soul Cutter technique too long. Advantages: Easily works as it does not need time to "boot-up". Disadvantages: Can only be used 4 times in one battle; Causes user to become light-headed.
Name: Tenkei Technique: Death's Wall Stamina Required: Weak: -10 intelligence Strong: -15 intelligence HP Deduction: -0 Description: A blood-red pentagram shaped barrier projects from Tenkei's blade. Defends against any type of physical or mental disruption. It cannot be broken unless the user is distracted enough or injured. Advantages: Can block any type of mental or physical ailment. Shape and size can be changed at will. Disadvantages: If opponent's strength stats are higher, the chances of Death's Wall breaking raises to 75% (Then Strong level would be used).
Name: Tenkei Technique: Divine Wind Stamina Required: -6 strength, -4 intelligence HP Deduction: -8 per swipe Description: Divine Wind is a physical move caused by cutting the air parallel to the opponent, sending pressurized air in the shape of a crescent moon to cut the enemy. It is mainly used to dis-arm or defend against projectiles, but can also injure the enemy greatly if close enough. Advantages: Doesn't need time to 'boot-up'. Always works. Disadvantages: Must be within range (in topic). HP deduction is cut in half if used in an enclosed space (such as a classroom).
Name: Tenkei Technique: Counter Stamina Required: -8 strength, -4 intelligence HP Deduction: -8 Description: Absorbs an element or projectile(s) that is used by an opponent, builds it up, and sends it back, twice as strong and fast, a black-red appearing on the projectiles. Advantages: Can be used with any element and more difficult to dodge. Intelligence must be higher than opponent's for Counter to work and hit. Can choose in what direction to send back. Disadvantages: Can only deflect two elements and/or projectiles at a time. {That being someone throws a needle infused with ice and lightning, this move can only block two of those three actions, such as the ice and the needle, the lightning still hitting.}
Name: Tenkei Technique: Elemental Boost Stamina Required: -8 intelligence, -5 strength HP Deduction: Deduct -3 to each attack that it is applied to Description: Tenkei turns entirely silver with a dark purple aura pulsating from the hilt. Adds an elemental boost to the blade of Tenkei for a fair amount of time. Can be combined with Tenkei's other moves. Advantages: Any possible element can be used. Disadvantages: Can be canceled with weather. {Ex: I use a Fire Boost and it rains, Fire Boost will become null.}
Name: Tenkei Technique: Henshitsu Stamina Required: -10 intelligence HP Deduction: -0 Description: Tenkei flares up in painless, black flames and divides into two forearm blades (similar to tonfa) called Pandora. Advantages: New weapon choice for Sakurai. Disadvantages: Takes one post to alter Tenkei into Pandora, leaving the opponent time to attack or stop the conversion.
Name: Tenkei Technique: Echo Stamina Required: -8 intelligence, -8 strength HP Deduction: -5 from every member in the topic Description: User stabs Tenkei into the ground, sending a shock wave from the user out, ridding of any weather or terrain alterations. The shock also sends a bolt through each opponent around as an after-effect. Advantages: Rids fighting area of possibly malicious terrain adjustments or weather abnormalities. Disadvantages: Only works fully 3 times per battle. Tenkei needs to be sharpened as quickly as possibly or will receive permanent damage throughout the battle, all of his move's HP deduction halving.
Name: Pandora Technique: Void Stamina Required: -12 intelligence HP Deduction: -0 Description: When Sakurai cuts Pandora in the air in the form of an X, the X spreads and swallows up any type of move that would lower any sense or take away a necessary option. {Ex: Someone uses a move and the area clouds up, blocking sight, the X sucks up that move, ridding the inability to see. If someone cuts the oxygen, Void also nulls that.) Advantages: All-in-all, good move to use to keep senses clear. Disadvantages: Rids of any sense-decreasing moves user put up earlier. If Void is returning oxygen to user, user may become lightheaded.
Name: Pandora Technique: Destitute Stamina Required: -8 intelligence, -4 strength HP Deduction: -8 Description: When Pandora is scratched against each other, causes everyone within the battle terrain to become numb and lose every sense temporarily, except the user. Advantages: Can stop many opponents from using a move. Will always work. Disadvantages: Can only be used 2 times a day. Only lasts 2 posts made by the user.
Name: Pandora (Awakening.) Technique: Inversion Stamina Required: -16 intelligence, -6 strength HP Deduction: -2 Description: When user is injured to a certain extent, Pandora begins acting on it's own. Pandora pulsates black rings and 'Inversion' literally inverts the area, making everything and everyone move in slow motion, excluding for the user. Advantages: Allows Sakurai to kill opponents without much strength exertion. Once Inversion is executed, spells or abilities cannot be used to keep it from happening. Always works. Can choose whom is not affected. Disadvantages: Causes Sakurai to become unconscious after finished for 1 post, leaving a time for attack. Only lasts 3 posts made by the user. Can only be used 2 times in one day.
Name: Isshin Technique: Healing Stamina Required: Weak: -5 intelligence Medium: -12 intelligence Strong: -18 intelligence HP Deduction: -0 Description: Healing allows Sakurai to create a dome shaped glow from her palm. Can heal someone's physical wounds. It can also fix Tenkei or Gokusotsu if any damage is done to them or if any repair is needed. Advantages: Can heal 2 allies simultaneously (Each palm.) Can heal external and internal wounds, regardless of level of injury. Disadvantages: There must be direct contact, unless used on self. Cannot revive a dead person.
Name: Isshin Technique: Trance Stamina Required: -8 intelligence HP Deduction: -3 Description: Trance is a move that causes the attacker to forget any thoughts that the user was in. The opponent's body lights up in black flames when in Trance, although the flames do not burn literally, but rather sting and numb. Advantages: Works 10/10 of the time and doesn't take much energy. Erases the memory of something they should not know. Disadvantages: Must have eye contact for at least 5 minutes/3 posts. If eye contact is broken it has to be restarted.
Name: Isshin Technique: Chains Stamina Required: -8 strength, -5 intelligence Longer time: -12 strength, -8 intelligence HP Deduction: -12 Description: Chains is a physical move in which after the user snaps their fingers, black chains glowing red shoot up from the ground and hold down the opponent from every limb and the neck. It nulls any type of power/special ability, making the one sustained completely vulnerable (completely human). Advantages: Always works. Indestructible. No 'boot up' needed. Can not be dodged as it shoots up in a blur. Disadvantages: Only lasts a short period of time normally (about 2-3 posts). Can only be used 3 times in a battle.
Name: Isshin Technique: Numbing Stamina Required: -8 strength, -5 intelligence HP Deduction: -3 per successful hit Description: Small black flames appear on the tips of user's fingers. Hits pressure points, paralyzing the opponent and burning where fingers touched. Advantages: Paralyzes area hit and burns the area touched. Disadvantages: If one pressure point is missed, the technique is cut off entirely, canceling the paralysis caused, still leaving the burning sensation.
Name: Isshin Technique: Sealing Stamina Required: -55 strength, -32 intelligence HP Deduction: -30 for every post made by user Death if opponent is willing. Description: Nine white flames appear in a circle surrounding the foe, the opponent not being able to see them at all. It automatically finds the correct opponent Seal will be used on. {Ex: Doppelgangers and such are useless.} The white flames follow the opponent for the first post, doing nothing and only being able to be removed if frozen solid. It nulls any type of power/special ability and physically paralyzes them after the second post. The flames all touch on the third post, creating a white flame ring and it stops all vital organs, killing them in two posts and somewhat painfully. The opponent dies after the seventh post made by the user. Unless consent of the opponent is given, then the opponent(s) will die within two posts. Advantages: Always works. Easy to finish off foe after the technique. Once it starts, it finishes. {Ex: Spells cannot rewind or keep it from occurring, etc.} Disadvantages: User must not have any physical wounds for Seal to be used/begin. User must also take time to create the flames {2 post}. After opponent is killed, user blacks out.
Name: Isshin Technique: Deluge Stamina Required: -10 strength, -5 intelligence HP Deduction: -4 for each post by user Description: A shower of any substance being liquid or element of choice rains down on the opponent at an unpredictable speed and direction. Advantages: User can choose whom it affects. Has a wide radius. Disadvantages: Only lasts 4 posts. Needs 1 post to boot up.
Name: Isshin Technique: Repose Stamina Required: -10 intelligence HP Deduction: -3 for each post made by user if opponent is in a "nightmare" Description: Causes the opponent to fall instantly into a sleep. User can choose to have opponent have either a "good dream" or a "nightmare". Advantages: Fail safe. Works for some time {Ex: Six posts or less if cut off.} If close enough, does not need physical contact. Disadvantages: If opponent's intelligence is higher, then time is cut in half and has a greater chance of failing. If opponent is far enough, physical contact is needed and there has to be skin contact.
Name: Isshin Technique: Phoenix Style; Willow Wisp. Stamina Required: Weak: -12 intelligence Strong: -15 intelligence, -4 strength HP Deduction: Weak: -10 Strong: -16 Description: Thin wisps of of fire will spin from where user stands, up in a tornado-manner. User will be able to avoid any type of projectile, elemental and otherwise by increasing or reducing the intensity of the temperature and density of the wisps. Can also be used offensively and created around an opponent with same options. Advantages: User can avoid hits from projectiles, lessen the impact of lightning strikes, and other elemental incoming. Cannot be sucked up by fire users. Disadvantages: Can burn user or opponent while in tornado. Lessens the flow of oxygen in the tornado, depending on the temperature and density of the flames.
Name: Isshin Technique: Phoenix Style; Crimson Egg. Stamina Required: -6 intelligence HP Deduction: -0 Description: A clear/red tinted cover in the form of an oval emanates around user, letting user avoid status damage such as poisons, burns, paralysis, freezing, etc. Advantages: User doesn't need to worry about being paralyzed, poisoned, etc because it lasts the rest of the battle after performed. Can not be opened/stopped until user wishes so. Disadvantages: After the battle, the user becomes very dazed and sluggish.
Name: Isshin Technique: Wareyasui-Hari Stamina Required: -16 intelligence HP Deduction: -6 for each post made by user while opponent is under the technique Description: Allows user to let opponent re-live the most horrific moment that has ever happened/would ever happen against their will. Advantages: Once under condition, user become extremely vulnerable to attack. Lasts quite a while. Disadvantages: If user's intelligence is higher, time under spell is cut in half. Can't be broken unless user gains conscious. (i.e.- realizing that it isn't real.)
Name: Isshin Technique: Kumonosu no Gin (Silver Spiderweb) Stamina Required: -10 intelligence, -10 strength HP Deduction: Initial: -8; For each user's specified post after: -3 Description: The user attaches thin, invisible wires to fingertips. When user throws a punch to the opponent, even if the punch misses, the invisible wires attach to the skin of the foe if close enough. On the second post, the wires sink through the skin into the muscles and tendons where it then attaches, hooking onto the muscles and tendons like fish hooks. When this happens, user can manipulate the movements of the opponent, injuring them all the while by pulling and ripping their muscle fibers and tendons. Advantages: See description. Disadvantages: The hooks only last three posts before they disintegrate into the blood harmlessly. The wires can only be broken with electricity or a powerful shock.
Last edited by Sakurai on Sat Nov 21, 2009 8:28 pm; edited 7 times in total | |
| | | Sakurai College Junior
Chinese Symbol : Posts : 6761 Points : 5878 Join date : 2009-02-09 Age : 32
Character sheet Strength : (174/1000) Intelligence: (180/1000) HP: (174/1000)
| Subject: Re: Yakumo, Sakurai Sun Aug 16, 2009 6:46 pm | |
| Name: Fuyou (芙蓉 Lit. Lotus Blossom) Technique: Summoning Stamina Required: -22 intelligence, -20 strength HP Deduction: Add -12 to each damaging move Description: Sakurai presses the pads of both her index fingers together, creating a dull, white glow in between them. A magic circle appears a foot away from her back, glowing with spectrum colors, and a white dragon flies out through the center. This dragon's name is Fuyou and chains stay wrapped around him while his is summoned with some torn sutra attached. This dragon serves as a second ally and proves to be very versatile. From having extremely heightened senses to being able to fly as well as strengthen each and every move.
Magic Circle:- Spoiler:
Fuyou:- Spoiler:
Advantages: Stays out for as long as needed. An extra ally if need be. Exceedingly large. Has a mind of it's own (Cannot be told what to do unless told by summoner.) Immune to status problems. (Burns, poisons, paralysis, etc.) Disadvantages: Two unyielding black chains stay attached to her shoulder blades, connecting their souls together. Her fingers must be able to touch to release the summoning. Any damage that Fuyou himself takes, Sakurai takes one-half of that due to soul-bonding.
Last edited by Sakurai on Sat Nov 21, 2009 8:29 pm; edited 4 times in total | |
| | | Sakurai College Junior
Chinese Symbol : Posts : 6761 Points : 5878 Join date : 2009-02-09 Age : 32
Character sheet Strength : (174/1000) Intelligence: (180/1000) HP: (174/1000)
| Subject: Re: Yakumo, Sakurai Mon Sep 07, 2009 7:06 pm | |
| Name: Isshin Technique: Shunkanidou Stamina Required: Low: -3 intelligence High: -6 intelligence HP Deduction: -0 unless specified Description: Using Sakurai's special ability to a higher extent, Shunkanidou allows Sakurai to transfer her teleportation abilities to anything/anyone, forcing it to teleport against it's will. Advantages: Always works. Doesn't take much exertion but can be very versatile. Can teleport objects and people alike, regardless of the weight or dimensions. Disadvantages: Must be within range (in topic). Can only teleport someone/something, not move it.
Name: Isshin Technique: Shunkanidou; Yatsuzaki Stamina Required: -18 strength, -2 HP per limb torn off HP Deduction: -28 Description: Using Sakurai's special ability to a higher extent, Shunkanidou; Yatsuzaki allows Sakurai to literally open a void and suck in a limb, from a foot to an entire leg or even a head and brutally tearing it clean off, the limb completely disappearing into the black void. Advantages: Can decapitate or amputate limbs off. Extremely painful. Once the limb is ripped off, the cleaved piece disappears permanently. Can tear off more than one limb if and only if the current HP of the user is higher than the opponent's. Disadvantages: Decapitation cost triple the initial stamina points required. Sakurai cannot teleport due to over-exertion after the use of this move.
Last edited by Sakurai on Tue Nov 10, 2009 7:38 pm; edited 1 time in total | |
| | | Sakurai College Junior
Chinese Symbol : Posts : 6761 Points : 5878 Join date : 2009-02-09 Age : 32
Character sheet Strength : (174/1000) Intelligence: (180/1000) HP: (174/1000)
| Subject: Re: Yakumo, Sakurai Tue Oct 13, 2009 8:21 pm | |
| Name: Isshin Technique: Manryou Stamina Required: Half the stamina required for the canceled spell. HP Deduction: -5 for every person on the field Description: The user of this moves chants a sentence in Latin and any and all spells/moves affecting the user terminate, automatically ending. Can take off any spell, return anyone to their original state, stop a move, etc. at any time given. Manryou can also cancel something that takes one turn to prepare, boot up, etc. Advantages: Quick to use. Not much strength needed. Fail safe. Can not be reversed. Disadvantages: User must be injured in some way enough to feel pain. Only works three times per battle.
Name: Isshin Technique: Kakusei Stamina Required: Equal the amount of the move deflected HP Deduction: -0 Description: The user will build an internal fire within the body that does not burn, but continually exterminates all foreign liquids, masses, etc. Once the move has started, it will only terminate at the user's will. Foreign liquids such as venom, poison, acid or anything negative, as well as any type of mass, regardless of size will be rendered useless under this move. When the move begins it will rid of anything foreign in the body in an instant, the user throwing up blood as a consequence of the first time. Advantages: See Description. Disadvantages: Deals no damage. Fuyou cannot be active during this move. The user must have a black band on their right wrist to have Kakusei working at full power. (I.E. - Without the band, it is possible for masses to unaffect her but liquids might.) | |
| | | Sakurai College Junior
Chinese Symbol : Posts : 6761 Points : 5878 Join date : 2009-02-09 Age : 32
Character sheet Strength : (174/1000) Intelligence: (180/1000) HP: (174/1000)
| Subject: Re: Yakumo, Sakurai Tue Nov 24, 2009 6:33 pm | |
| Name: Isshin Technique: Phoenix Style; Hinote Arrow Stamina Required: -14 intelligence, -10 strength HP Deduction: -35; -4 per post made by opponent after/if hit Description: The user distances herself enough and takes the stance of an archer. In one hand, a tall bow made of flames appears in her held out hand. One post after, the user will line up an arrow of what appears to be light. The moment the arrows is aligned, an extremely thin line of fire shoots out and locks the opponent in place, rendering them unable to move. The user will launch the arrow as it shoot through the people in it's path. Devastating results. After the arrow strikes through the opponent, the area that was hit will receive burns that, if not healed, will deplete HP through the battle. Advantages: Lasting results. Semi-powerful move. Once opponent is in line of the shot, it cannot be escaped, reversed, etc. Disadvantages: The user needs time (1 post) to create the bow of flames. Everything must be re-done in order for another flame arrow to be sent. Only three arrows can be used in one day. Any fire related move cannot be used for one post after the move has been successfully used.Name: Isshin Technique: Phoenix Style; Kiniro no Chou Stamina Required: -16 intelligence, -10 strength HP Deduction: -15 per explosion; -5 per post made by opponent if burned. Description: Using her ability to manipulate fire and wind, Sakurai creates a perfect balance of both elements to create beautiful orange-yellow butterflies made of flames. They're sizes can range from a flower petal to a common, medium sized canine. Controlling the butterflies, Sakurai can have the winged bugs explode at any given time that she wishes, the explosions ranging from a weak spark to a disastrous explosion. They're overall very versatile, as well as they can swarm around something specific and give searing and terrible burns. The user can also adjust the temperature of the butterflies, having them only like a warm glow or even a searing flame that sticks. Levels or heat/explosion:
- 1 - Warm heat. Firefly sized. Light flicker.
- 2 - First Degree burns. Palm sized. Weak/strong explosion.
- 3 - Second Degree burns. Two-palm sized. Strong/Brutal explosion
- 4 - Third Degree burns. Small dog sized. Very large explosion range.
Advantages: See description. Disadvantages: If a semi-strong rain is in effect, the butterflies will not appear. Only one large butterfly can be made during the move while it's in effect. Regardless of the level of heat/explosion, limbs cannot be blown off.
Last edited by Sakurai on Mon Dec 14, 2009 8:05 pm; edited 1 time in total | |
| | | Itasuku Grave Robber
Posts : 1825 Points : 1821 Join date : 2009-02-28
Character sheet Strength : (108/1000) Intelligence: (90/1000) HP: (108/1000)
| Subject: Re: Yakumo, Sakurai Wed Nov 25, 2009 10:38 pm | |
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