Post by David Huxley on Jul 19, 2013 20:49:05 GMT -5
For: Fullbring
Name: Vedova Di Vento
Type: Offensive/Defensive
Cooldown: 3 posts
Cost: Low
Range: Attack/Defense
Description: Small blades of red wind surround the users body, manifesting and encompassing whatever limbs the user chooses. The blades of wind spin violently around the limbs and upon contact, grind and shred. Alternatively, by switching the speed and direction of the wind blades, the user can repulse objects. This allows the person to grab blades or fists with little damage to the limbs so long as the users HAK stat is within 4 points of the enemies BUK/HAK skill. The power of the offensive use of Vedova Di Vento is proportionate to the users SEI skill.
If the enemies HAN skills is equal rank to the users SEI skill, the damage is minimal, but painful. The victim will receive many light cuts, albeit, shallow as well as having small burns from the tension of having skin pulled in many directions. If the enemies HAN skill is 1-7 points lower than the users SEI skill then the cuts are much deeper, Vedova Di Vento in this match-up also has the potential to remove chunks of flesh but does not have the damage to permanently damage the point of impact. If there is a 8 gap difference between HAN and SEI, Vedova Di Vento has the ability to cut deep and inflict internal bleeding, along with breaking and cutting through bones.
If the enemies HAN skill is higher than the users SEI skill, the technique does little more than cause small stretch marks, and irritate.
This technique lasts for 3 posts.
For: Fullbring
Name: Il Brandello
Type: Offensive
Cooldown: 4 posts
Cost: Medium
Range: Long
Description: Using a point of origin (the mouth, a finger tip, nose, whatever) the user can create and condense a small sphere of rapidly moving winds. The winds are red hue and can be freely thrown or be placed on an object or person. If attached to an object, it will change it's shape to the objects shape, on humans or animals (or large objects) it will simply bulge out and attach itself on it. The spheres of wind are around the size of a close fist and upon contact or at will, rapidly expand into a much larger sphere of wind. Red spheres will explode, causing blunt trauma as well as producing a loud bang that may disorientate opponents. Almost immediately after the expansion the red orbs will releases blades of wind as shrapnel in a 360 degree radius that ends at about 20 meters.
All comparisons are made between the enemies HAN skill and users SEI skill:
+1 (in favor of the enemy) Red sphere will do nothing but cause a flinch or minor push. Black spheres will do the same, the blades will cause minor cuts.
+0 (equal rank) Red spheres can cause average blunt trauma and propel an enemy back. Black sphere shrapnel will dig into the skin and penetrate, but the cuts will be shallow.
-1/2/3 (in favor of caster) Red spheres will cause a sudden blunt trauma that can bruise and damage unprotected regions, it will leave mild injuries. Black sphere shrapnel can penetrate but will not go through, the cuts may cause moderate bleeding.
-4 Red spheres will bruise severely and can disjoint bones. Black Sphere shrapnel can cause internal bleeding and penetrate organs.
For: Fullbring
Name: Anche Vento Può Spostare
Type: Offensive
Cooldown: 4 posts
Cost: Medium
Range: Long
Description: White winds surround a thrown object in the form a drill, this allows the object to move at maximum velocity (equivalent to the users HOH skill) without drag reducing the speed at any distance. The winds allow for mid air maneuvering, allowing the object to make immediate right turns or turn around completely at the users whim At impact, with whatever objects was thrown, the white winds will penetrate and for that attack, will be negligent of 2 of the enemies HAN stats. The object will permanently move forward until it hits something or leaves a 100 meter radius. The object can be controlled for a total of two posts.
For: Fullbring
Name: Galleria del Vento
Type: Defensive
Cooldown: 6 posts
Cost: High
Range: Medium Ranged
Description: Within 30 meters of the user, a wind tunnels can be created the pull an enemy towards it (they do not affect the caster), the small tornado will stay in place for 2 more of the users posts. If caught within the vortex, the enemy is stuck inside a small vortex of wind that can be freely entered by and exited by the user (or his weapons). The enemy can attempt to leave but will suffer extreme damage from being pulled by opposing winds and most likely will suffer broken bones or removed appendages.
Being pulled inside depends on the enemies HOH rank compared to the users SEI rank. At equal or a single rank difference, the tornado will have a pull that can disrupt combat and make it difficult to keep up with the casters movements.
At 2-3 stat difference, the enemy must put emphasis at escaping or runs the risk of getting caught.
At a 4 stat difference, the enemy will have large difficulty escaping.
Damage taken when inside the prison and attempting to escape depends on the enemies HAN and users SEI skill.
If the enemy has a higher HAN rating, the enemy can escape with small bruises and cuts. At an equal skill rating, the enemy will suffer few gashes across the body as well as physical trauma. If the difference is 1-9 points lower in favor of the caster, then the damage will cause many large gashes across the body. At 10 skill points or lower in favor of the caster, then the victim runs the risk of losing limbs.
Name: Vedova Di Vento
Type: Offensive/Defensive
Cooldown: 3 posts
Cost: Low
Range: Attack/Defense
Description: Small blades of red wind surround the users body, manifesting and encompassing whatever limbs the user chooses. The blades of wind spin violently around the limbs and upon contact, grind and shred. Alternatively, by switching the speed and direction of the wind blades, the user can repulse objects. This allows the person to grab blades or fists with little damage to the limbs so long as the users HAK stat is within 4 points of the enemies BUK/HAK skill. The power of the offensive use of Vedova Di Vento is proportionate to the users SEI skill.
If the enemies HAN skills is equal rank to the users SEI skill, the damage is minimal, but painful. The victim will receive many light cuts, albeit, shallow as well as having small burns from the tension of having skin pulled in many directions. If the enemies HAN skill is 1-7 points lower than the users SEI skill then the cuts are much deeper, Vedova Di Vento in this match-up also has the potential to remove chunks of flesh but does not have the damage to permanently damage the point of impact. If there is a 8 gap difference between HAN and SEI, Vedova Di Vento has the ability to cut deep and inflict internal bleeding, along with breaking and cutting through bones.
If the enemies HAN skill is higher than the users SEI skill, the technique does little more than cause small stretch marks, and irritate.
This technique lasts for 3 posts.
For: Fullbring
Name: Il Brandello
Type: Offensive
Cooldown: 4 posts
Cost: Medium
Range: Long
Description: Using a point of origin (the mouth, a finger tip, nose, whatever) the user can create and condense a small sphere of rapidly moving winds. The winds are red hue and can be freely thrown or be placed on an object or person. If attached to an object, it will change it's shape to the objects shape, on humans or animals (or large objects) it will simply bulge out and attach itself on it. The spheres of wind are around the size of a close fist and upon contact or at will, rapidly expand into a much larger sphere of wind. Red spheres will explode, causing blunt trauma as well as producing a loud bang that may disorientate opponents. Almost immediately after the expansion the red orbs will releases blades of wind as shrapnel in a 360 degree radius that ends at about 20 meters.
All comparisons are made between the enemies HAN skill and users SEI skill:
+1 (in favor of the enemy) Red sphere will do nothing but cause a flinch or minor push. Black spheres will do the same, the blades will cause minor cuts.
+0 (equal rank) Red spheres can cause average blunt trauma and propel an enemy back. Black sphere shrapnel will dig into the skin and penetrate, but the cuts will be shallow.
-1/2/3 (in favor of caster) Red spheres will cause a sudden blunt trauma that can bruise and damage unprotected regions, it will leave mild injuries. Black sphere shrapnel can penetrate but will not go through, the cuts may cause moderate bleeding.
-4 Red spheres will bruise severely and can disjoint bones. Black Sphere shrapnel can cause internal bleeding and penetrate organs.
For: Fullbring
Name: Anche Vento Può Spostare
Type: Offensive
Cooldown: 4 posts
Cost: Medium
Range: Long
Description: White winds surround a thrown object in the form a drill, this allows the object to move at maximum velocity (equivalent to the users HOH skill) without drag reducing the speed at any distance. The winds allow for mid air maneuvering, allowing the object to make immediate right turns or turn around completely at the users whim At impact, with whatever objects was thrown, the white winds will penetrate and for that attack, will be negligent of 2 of the enemies HAN stats. The object will permanently move forward until it hits something or leaves a 100 meter radius. The object can be controlled for a total of two posts.
For: Fullbring
Name: Galleria del Vento
Type: Defensive
Cooldown: 6 posts
Cost: High
Range: Medium Ranged
Description: Within 30 meters of the user, a wind tunnels can be created the pull an enemy towards it (they do not affect the caster), the small tornado will stay in place for 2 more of the users posts. If caught within the vortex, the enemy is stuck inside a small vortex of wind that can be freely entered by and exited by the user (or his weapons). The enemy can attempt to leave but will suffer extreme damage from being pulled by opposing winds and most likely will suffer broken bones or removed appendages.
Being pulled inside depends on the enemies HOH rank compared to the users SEI rank. At equal or a single rank difference, the tornado will have a pull that can disrupt combat and make it difficult to keep up with the casters movements.
At 2-3 stat difference, the enemy must put emphasis at escaping or runs the risk of getting caught.
At a 4 stat difference, the enemy will have large difficulty escaping.
Damage taken when inside the prison and attempting to escape depends on the enemies HAN and users SEI skill.
If the enemy has a higher HAN rating, the enemy can escape with small bruises and cuts. At an equal skill rating, the enemy will suffer few gashes across the body as well as physical trauma. If the difference is 1-9 points lower in favor of the caster, then the damage will cause many large gashes across the body. At 10 skill points or lower in favor of the caster, then the victim runs the risk of losing limbs.