Utility Techniques
Utility techniques are ones that you use to increase your own effectiveness in battle or to reduce an enemy’s. Though Utility techniques are closely related to Defensive techniques, they are not one and the same- meaning effects interact with them differently.
Some Utility techniques may directly target an opponent to inflict them with a Status Effect. These techniques do not have a standard Accuracy roll, but instead have a self-contained “success” roll. If they roll successfully, their targets are automatically inflicted with the respective Status Effect at the beginning of their next turn. Unlike attacks which resolve after an opponent responds to them(or does not, whichever), the aforementioned Utility techniques resolve on
your turn. This means that they are subject to the respective Status Effects before they respond to anything else targeting them.
In the instance where a Utility Technique would deal damage, it receives no damage modifiers unless it or another effect specifically states that it increases damage that is otherwise excluded from modifiers.
ABSORBYou take foreign energy into your body and use it to replenish your own.Type: Utility
Action: At-Will - Reactive
Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki.
Cost: None
Limit: Once per thread.
Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
AFTER IMAGEYou disappear, leaving behind an illusion of yourself where you were before. It fades after a second, but works to misdirect your opponent.Type: Utility
Action: Bonus Action
Requirements: Reflexes skill of 40.
Effect: Any reactive techniques, traits, or items a single opponent uses that are At-Will or use a Bonus Action instead require a Standard Action.
Duration: 1 turn.
Cost: 15 ki
Limit: Twice per thread.
Ranks: Rank 2 tech costs 10 ki and Rank 3 tech costs 5 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEMON EYEUsing magic you hurl tiny beads of cursed ki at your opponent and it sticks to them, wracking them with pain.Type: Utility
Action: Bonus Action
Requirements: Requires Energy Control skill of 30 or Magic Materialization.
Effect: You have a 70% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%.
Cost: 5 ki.
Limit: Three times per thread.
Ranks: Rank 2 is 80% chance to Cripple. Rank 3 of the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. "Cursed" possesses the same duration as Cripple inflicted by Demon Eye and may not stack with itself; while "Cursed", the target loses 3 ki at the beginning of their turn.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FISTYou adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on.Type: Utility
Action: Bonus Action / At-Will to take sips
Requirements: Requires Fighting skill of 40.
Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips.
--As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip.
--Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki
Limit: Once per thread. You may only have one stack of Sips active at a time.
Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
EIGHT ARMSYou attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique.Type: Utility
Action: At-Will
Requirements: Requires Fighting skill of 35.
Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.)
Cost: 10 ki
Limit: Twice per thread.
Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ENERGY CONSTRUCTSYou form constructs of pure energy that help you fight in various ways.Type: Utility
Action: Bonus Action / At-Will to use constructs
Requirements: Requires Energy Control skill of 40.
Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn.
--Give +10 to a single Accuracy roll on your turn. One per attack.
--Gain +2 bonus damage for a single attack you make. Two per attack max.
--Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
--As a reaction you gain +5 Defense against all attacks. One per turn.
--As a reaction you gain 2 DR against all attacks during turn. One per turn.
Cost: 15 ki
Limit: Once per thread. You may have only one set of Energy Constructs active at a time.
Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
FREEZE
You unleash a torrent of cold at your opponent to encase them in ice and slow down their movements.Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Freeze status on your target and the effect lasts for +1 turn. The max chance to inflict with any effect is 95%.
Cost: 5 ki
Limit: Three times per thread.
Ranks: Rank 2 is 80% chance to Freeze. Rank 3 the effect lasts for +2 turns.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HEALYou mend flesh and knit bone using a mystical power.
Type: Utility
Action: Bonus Action
Requirements: Requires an Energy Control skill of 25 or the Mystic class.
Effect: You restore 30 HP to a willing ally or yourself.
Cost: 10 ki.
Limit: Once per ally.
Ranks: Rank 2 heals 35 HP. Rank 3 heals 40 HP.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
HYPNOSISYour opponent gazes into your eyes and is enthralled by telepathic power.Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Immobilize status on your target and the effect lasts for +2 turn. The max chance to inflict with any effect is 95%.
Cost: 5 ki.
Limit: Twice per thread.
Ranks: Rank 2 is 80% chance to Immobilize. Rank 3 of the technique also inflicts the Special Status Effect “Heavy” on its target if it is successful. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action wold not usually cost ki.
Learn: Rank 1 takes 1 week to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORMYou take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase.Type: Utility
Action: Bonus Action
Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active.
Duration: Until Temporary HP is depleted.
Cost: 15 ki
Limit: Once per battle.
Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADECombining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight.
Type: Utility
Action: --
Prerequisite: Requires a Fighting skill of 20.
Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill.
Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast)
Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
LIGHTNING AURAA buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you
Type: Utility
Action: Bonus Action
Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR.
Duration: 3 turns.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MAGIC MATERIALIZATIONYou conjure or summon an object out of thin air using magic.Type: Utility
Action: At-Will
Requirements: Requires an Energy Control skill of 50.
Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item.
Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items.
Limit: Once per thread.
Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MORPHThrough spiritual energy manipulation or magic you transform yourself into another form in a puff of smoke. Type: Utility
Action: At-Will - Reactive
In-Battle Effect: You gain a variety of effects based on the rank of mastery which you have over the transformation technique. At first rank you have a 50% chance to cause your opponent to lose a bonus action and in addition, you gain +5 to a skill rating of your choice for this round,
Out-of-Battle Effects: For every rank of Transformation you have, you have a 5% minimum chance to evade life or death battles and/or Artifact Challenges, up to a maximum of 90% chance. You determine your chance to evade them by stating you are using the technique for that purpose and rolling a d100. Your chance to evade is based off of the class level difference between the hunting player and the hunted player (your character) as well as your ranks of the Transformation technique. If you are the same level as your hunter, you have a base 25% chance to evade with Transformation at level 1, a 30% chance to evade with Transformation at level 2, and a 35% chance to evade with transformation at level 3. If you are 1 level higher, your chances are 40%/45%/50%. If you are 2 levels higher, your chances are 60%/65%/70%. If you are 3 levels higher, your chances are 80%/85%/90%. If you are one or more levels lower, your chances are 5%/10%/20%.
Cost: None
Limit: Twice per thread.
Ranks: At second rank, you have a 75% chance to cause your opponent to lose a bonus action and in addition you gain +5 to a skill rating of your choice for this round. At third rank, you have the choice of either having a 90% chance to cause your opponent to lose a bonus action and in addition a +5 bonus to the skill rating of two stats, or you may have an 80% chance cause your opponent to lose a standard action.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
PARALYZEYou stun your target with raw mystical force, a powerful aura, or a precise pressure point attack.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%.
Cost: 5 ki
Limit: Twice per battle.
Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
PAPARAPAPAYou use magic to call forth a minion or ally to help you in your fight. Type: Utility
Prerequisite: Requires Magic Materialization.
Action: Bonus Action / At-will to order sidekick
Effect: You create a Sidekick to fight alongside you. This technique may be used while a Sidekick equipped. As an At-Will Action your sidekick can take one action listed below:
--Make a melee or energy attack with a +30 modifier that deals 1d6 damage.
--Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.)
--Increase the damage of 1 Special Technique used on this turn by +1d6.
--As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you.
Limit: One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki
Ranks: Rank 2 costs 10 ki and your sidekick has 20 HP. and Rank 3 costs 5 ki and your sidekick has 25 HP.
Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
POISONYou imbue your fists or weapon with a deadly poison.
Type: Utility
Action. Bonus Action
Effect: All melee techniques you use have a 75% chance to inflict the Poison status and the effect lasts for +1 turn.
Duration: 3 turns.
Cost: 10 ki
Limit: Once per battle.
Ranks: Rank 2 increase the duration to 4 turns. Rank 3 increases the duration to 5 turns.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
PSYCHIC POWERSUsing your ki you're able to communicate with other minds telepathically and move objects using telekinesis.
Type: Utility
Action: --
Prerequisite: Requires an Energy Control skill of 20.
Effect: You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Control skill to determine their Accuracy.
Cost: 1 ki per ranged Strike. 5 ki per ranged Grapple. (Replaces Strike/Grapple’s base costs.)
Ranks: Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 3 less ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REMEDYFocusing your energy, you use your ki to rid an ally of your choice of deleterious effects.Type: Utility
Action: Standard Action
Effect: Removes one non-special Status Effect that a target of your choice is inflicted with.
Cost: -3 ki turn of Status Effect remaining.
Limit: Once per turn. Four uses total per battle.
Ranks: Rank 2 allows for special status effects to be targeted with Remedy for removal. Rank 3 allows for two status effects a target is inflicted with to be removed in the same use.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REVENGER CHARGE
You recollect the ambient ki you left behind when you wasted your previous energy attacks.
Type: Utility
Action: At-Will
Prerequisite: Requires Energy Control skill of 35.
Effect: You gain a stack of Ambient Ki each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Ki can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect.
Cost: None
Limit: Can spend total of 6 stacks of Ambient Ki per thread.
Ranks: Rank 2 lets you spend 9 stacks of Ambient Ki per thread. Rank 3 lets you gain stacks of Ambient Ki when your Basic and Special Energy Techniques hit.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE
You use your ki to amplify the light around you into a blinding flash.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%.
Cost: 5 ki.
Limit: Twice per thread.
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK
You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents.Type: Utility
Action: At-Will
Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Instinct may be shared between instinctive defense and wild attack, but no more than 4 units of instinct may be spent at a time to increase accuracy.
Duration: N/A
Cost: 2 ki per Instinct generated.
Limit: Once per battle.
Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.