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Post by Bass on Jun 20, 2020 3:09:04 GMT -8
Signature Rank 1 ---------------- MAGNETAR REBOUND Designed by an everyday Black Heart Namekian accountant going by the name of Bass, this technique was created the product of the pursuit of perfection. It is performed by closing a gap fast enough to catch an opponent by surprise, grabbing them and using every muscle and bit of ki one can muster to whip them at lightning speeds towards the ground. Though as a relentless attack, as a Magnetar draws in things like a magnet the throw is done with the intent of bouncing the opponent back upwards using trace ki from the physical contact. As they bounce up, to complete the technique one's to blitz and crash into them to drill them deep into the ground. It has a viral sort of popularity among strongmen and martial arts seeking physical perfection above all else. Type: Signature Physical, Melee, Single Action: Standard Action Base Damage: 4d10+5 Signature Effect: Ultra-destructive: Your technique is so destructive to the area around it that it causes debris in the area and other obstacles. For the next two turns, increase your Edge by X, where X is your class level plus one. If you already have edge 4, double the effects of edge 4 for 2 turns. Major Effect: Rejuvenate: For the next two turns yourself or a target of your choice regenerates 3HP and 3Ki per turn. Two stacks of rejuvenate may be active at a time. Minor Effect: Immobilizing: This technique has a 40% chance to inflict Immobilize on hit. Cost: 15 ki Learn: ---
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Post by Bass on Jun 20, 2020 4:30:20 GMT -8
Signature Mastery 3 -------------------- QUASAR PITCH An energy attack rapidly rising in popularity within the Martial Arts community; a controversial topic. This technique is achieved through incredible precision and extreme brute force as the user amasses latent ki from battle and uses it to bring something already powerful to the next level; beyond. This attack takes the form of a sphere the size of a house, the challenge being the task of hyper condensing it to something no doubt hundreds of times smaller than that size; a baseball. Upon impact it seems to strike not like most blasts and instead like a physical object; holding some sort of gravitational field that can pull the target around it. Some have drawn parallels to the famous Spirit Bomb because of the method to which it's formed. Of course while not having nearly as much energy, the energy it does have should be if done correctly efficiently applied. It is to the Spirit Bomb as Final Flash is to the True Kamehameha, a brutally effective, ruthless and efficient alternative that while not having quite as much force can be performed in significantly less time. Since it was created some martial artists upon witnessing it around the world have tried to replicate it with varying but inadequate results. The technique got the name it has after the Black Heart Namekian that used it seemed to unleash it like a baseball pitcher would a baseball. Type: Signature Energy, Ranged, Finisher Action: Standard Action Base Damage: 6d8+15 Signature Effect: Penance: This technique does additional damage equal to half of what total damage before damage resistance the target has done in the greater of the past two turns. The cost of this technique is increased by 5 HP for the user. Major Effect: Smelting: Select one non-artifact, non-outfit item equipped by this technique’s target. The target item cannot be activated on the target’s next turn if they were hit. Smelt may not affect the same item twice in a row and a character may only have 1 item “Smelted” at a time. Minor Effect: Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. Cost: 35 ki +5 hp Learn: ---
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Post by Cayle Pota on Jun 21, 2020 0:55:51 GMT -8
I need these both posted in 'Technique Creation' where I can review them/approve them there.
Learning Instant Transmission and speeding up learning it, for that matter is approved.
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Post by Bass on Jun 21, 2020 23:55:28 GMT -8
ENERGY SHIELD You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Using 4MP to instantly learn this. Following that with... MORPH Through 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.
1 week learning ticket being spent. New learning date is 20/06/06
Speeding the other two weeks with 4MP to finish it off. And with that, Bass has all 10 of his techniques.
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