Post by Cilan on Jun 7, 2020 14:02:36 GMT -8
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Personal Info:
Name: Cilan Michio
Species: Saiyan-Human
Age: 17
Gender: Female
Personal Info:
Name: Cilan Michio
Species: Saiyan-Human
Age: 17
Gender: Female
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Appearance:
Height: 5'7"
Weight: About 135 lbs
Hair Style: Ponytail
Hair Color: Black
Eye Color: Green-ish Black
Notable/Distinctive Characteristics:
Personality:
Cilan is a blunt and straight forward individual that looks out for the people she loves and cares about. She is normally an outgoing person that likes to socialize and learn new things, especially when it's about maximizing her new found abilities. Martial Artist has driven her to be the person she is today, but she still isn't satisfied with the way she is. She sometimes has personality issues. She sometimes tries to be someone that she really isn't and that is a constant problem in her mother's eyes.
History:
Cilan grew up with her mother and her younger brother, Maiz, which was only three years younger than she was. She didn't know about her true past and what she was exactly. As in, she didn't know that she was a Saiyan until she finally realized that she acted different from other teenage girls she knew. As for her father, it was said that once his second child was born, he left without telling anyone his whereabouts. The only thing he actually mentioned was that Cilan's mother shouldn't follow or try to find him at all cost, because where he'll be, it'll be extremely dangerous. Little Vegeta, to be specific. But, Cilan didn't really have a problem with him not being there, at least, not yet. The Saiyan hybrid grew up to be a very mannerable young lady, but always had these weird habits that she couldn't understand. She was always the person to eat most of the food inside the house. She would be told that it's an allergy which made her eat that much, which was silly. That is, until she was almost 15, when she confronted her mother about it. When she finally heard that she had Saiyan blood running through her veins, she simply questioned why she wasn't told this 10 years ago. Now, her ultimate goal is to find her father, in which she had a picture of and learn more about these 'Saiyans', which she apparently is. The only way to actually do this is to meet other people of their kind, which her mother spoke ill of, mentioning stuff about their bad habits, just like those weird things that Cilan was experiencing.
RP Sample:
Not Needed.
Referred By: It's me, Javi~
Appearance:
Height: 5'7"
Weight: About 135 lbs
Hair Style: Ponytail
Hair Color: Black
Eye Color: Green-ish Black
Notable/Distinctive Characteristics:
Personality:
Cilan is a blunt and straight forward individual that looks out for the people she loves and cares about. She is normally an outgoing person that likes to socialize and learn new things, especially when it's about maximizing her new found abilities. Martial Artist has driven her to be the person she is today, but she still isn't satisfied with the way she is. She sometimes has personality issues. She sometimes tries to be someone that she really isn't and that is a constant problem in her mother's eyes.
History:
Cilan grew up with her mother and her younger brother, Maiz, which was only three years younger than she was. She didn't know about her true past and what she was exactly. As in, she didn't know that she was a Saiyan until she finally realized that she acted different from other teenage girls she knew. As for her father, it was said that once his second child was born, he left without telling anyone his whereabouts. The only thing he actually mentioned was that Cilan's mother shouldn't follow or try to find him at all cost, because where he'll be, it'll be extremely dangerous. Little Vegeta, to be specific. But, Cilan didn't really have a problem with him not being there, at least, not yet. The Saiyan hybrid grew up to be a very mannerable young lady, but always had these weird habits that she couldn't understand. She was always the person to eat most of the food inside the house. She would be told that it's an allergy which made her eat that much, which was silly. That is, until she was almost 15, when she confronted her mother about it. When she finally heard that she had Saiyan blood running through her veins, she simply questioned why she wasn't told this 10 years ago. Now, her ultimate goal is to find her father, in which she had a picture of and learn more about these 'Saiyans', which she apparently is. The only way to actually do this is to meet other people of their kind, which her mother spoke ill of, mentioning stuff about their bad habits, just like those weird things that Cilan was experiencing.
RP Sample:
Not Needed.
Referred By: It's me, Javi~
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Skills & Statistics
Level Information:
Base Power Level:
Mastery Points Spent:
Skill Points:
Total: 0
Skills & Stats:
HP: 95
Ki: 100
Fighting: 75
Energy Control: 30
Reflexes: 45
Resilience: 30
Defense: 110
DR: 4
Melee Accuracy: +90
Energy Accuracy: +45
Melee Damage Bonus: +9
Energy Damage Bonus: +6
Ki Cost Reduction: -1
Class Information:
Class: Prodigy
Class Level: 3
Class Trait Slots: 2
Stat Modifiers [Level 3]
HP Modifier: +15
Accuracy Modifier: +15
Defense Modifier: +0
Damage Modifier: +3
DR Modifier: +3
Class Features:
Unrivalled Potential
You begin play with all enhanced basic techs
Genius
Your stats are no longer restricted by the natural 50 cap.
Skillful
Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill
Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified
Potential Mastery Level 5 now instead increases all of your skills by +10.
Class Traits
Flawless Counter
Activation: Passive
Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Limit: --
Classes: Martial Artist, Mystic, Prodigy, Protector
Bend the Limits
Activation: Reactive At-Will
Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread.
Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Classes: Mystic, Prodigy, Techie
Masteries:
Focus Mastery Rank: 5
Potential Mastery Rank: 5
Ability Mastery Rank: 4
Technique Mastery Rank: 5
Class Mastery Rank: 3
Focus Mastery
Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25.
Potential Mastery
Each level of Potential Mastery increases all of your Skills by +5 permanently. The total value of Potential Mastery’s skill increases is +25 to all Skills.
Ability Mastery
Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits.
Technique Mastery
Each level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it.
Legendary Mastery
This Mastery has only one rank, but grants access to your Legendary Technique slot.
Class Mastery
Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait, chosen when you purchase respective ranks of Class Mastery (found on the Traits Page). Class Trait choices are restricted by your chosen Class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page.
General Traits:
Quick Draw
Activation: Passive
Effect: You may activate Weapon-type items as At-Will Actions.
Limit: May only At-Will activate up to 2 Weapons per turn.
Instinct
Requirements: Reflexes Skill of 30
Activation: None (Passive)
Effect: Your Defense is increased by +10.
Blitz
Requirements: Fighting Skill of 50
Activation: At-Will
Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Might
Requirements: Fighting Skill of 30
Activation: None (Passive)
Effect: Your Physical attacks deal +3 bonus damage.
Racial Trait
Zenkai
Requirements: Saiyan
Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
Skills & Statistics
Level Information:
Base Power Level:
Mastery Points Spent:
Skill Points:
Total: 0
Skills & Stats:
HP: 95
Ki: 100
Fighting: 75
Energy Control: 30
Reflexes: 45
Resilience: 30
Defense: 110
DR: 4
Melee Accuracy: +90
Energy Accuracy: +45
Melee Damage Bonus: +9
Energy Damage Bonus: +6
Ki Cost Reduction: -1
Class Information:
Class: Prodigy
Class Level: 3
Class Trait Slots: 2
Stat Modifiers [Level 3]
HP Modifier: +15
Accuracy Modifier: +15
Defense Modifier: +0
Damage Modifier: +3
DR Modifier: +3
Class Features:
Unrivalled Potential
You begin play with all enhanced basic techs
Genius
Your stats are no longer restricted by the natural 50 cap.
Skillful
Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill
Focus Mastery Level 3 now instead increases your chosen skill by +10.
Overqualified
Potential Mastery Level 5 now instead increases all of your skills by +10.
Class Traits
Flawless Counter
Activation: Passive
Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Limit: --
Classes: Martial Artist, Mystic, Prodigy, Protector
Bend the Limits
Activation: Reactive At-Will
Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread.
Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Classes: Mystic, Prodigy, Techie
Masteries:
Focus Mastery Rank: 5
Potential Mastery Rank: 5
Ability Mastery Rank: 4
Technique Mastery Rank: 5
Class Mastery Rank: 3
Focus Mastery
Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25.
Potential Mastery
Each level of Potential Mastery increases all of your Skills by +5 permanently. The total value of Potential Mastery’s skill increases is +25 to all Skills.
Ability Mastery
Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits.
Technique Mastery
Each level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it.
Legendary Mastery
This Mastery has only one rank, but grants access to your Legendary Technique slot.
Class Mastery
Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait, chosen when you purchase respective ranks of Class Mastery (found on the Traits Page). Class Trait choices are restricted by your chosen Class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page.
General Traits:
Quick Draw
Activation: Passive
Effect: You may activate Weapon-type items as At-Will Actions.
Limit: May only At-Will activate up to 2 Weapons per turn.
Instinct
Requirements: Reflexes Skill of 30
Activation: None (Passive)
Effect: Your Defense is increased by +10.
Blitz
Requirements: Fighting Skill of 50
Activation: At-Will
Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Might
Requirements: Fighting Skill of 30
Activation: None (Passive)
Effect: Your Physical attacks deal +3 bonus damage.
Racial Trait
Zenkai
Requirements: Saiyan
Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
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Technique Information
Technique Slots:
Extra Techniques Slots:
Enhanced Technique Slots:
Techniques Known:
Technique List:
Basic Techniques
Technique Information
Technique Slots:
Extra Techniques Slots:
Enhanced Technique Slots:
Techniques Known:
Technique List:
Basic Techniques
FOCUS ENERGY
You infuse extra ki into an attack, boosting its potency right before you release it.
Type: Utility
Action: Bonus Action
Effect: Increase your Accuracy with Energy Attacks on this turn by +15.
Cost: 10 ki
Limit: None
Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
You infuse extra ki into an attack, boosting its potency right before you release it.
Type: Utility
Action: Bonus Action
Effect: Increase your Accuracy with Energy Attacks on this turn by +15.
Cost: 10 ki
Limit: None
Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
DRAGON DASH
Your aura burns around you as you rush forth to launch a violent assault.
Type: Utility
Action: Bonus Action
Effect: Increase your Damage with Melee Attacks used on this turn by +3.
Cost: 7 ki
Limit: None
Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
Your aura burns around you as you rush forth to launch a violent assault.
Type: Utility
Action: Bonus Action
Effect: Increase your Damage with Melee Attacks used on this turn by +3.
Cost: 7 ki
Limit: None
Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST
You fire a crackling bolt of ki that explodes when it makes impact.
Type: Ranged Energy Attack
Action: Standard Action
Damage: 2d6+2
Effects: None
Cost: 2 ki
Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
You fire a crackling bolt of ki that explodes when it makes impact.
Type: Ranged Energy Attack
Action: Standard Action
Damage: 2d6+2
Effects: None
Cost: 2 ki
Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
GRAPPLE
You grab your opponent and put them in a crushing hold.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d6
Effects: This technique has a 40% chance to inflict Immobilize on its target.
Cost: 3 ki
Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
You grab your opponent and put them in a crushing hold.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d6
Effects: This technique has a 40% chance to inflict Immobilize on its target.
Cost: 3 ki
Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD
You hunker down against incoming attacks to survive them.
Type: Defensive
Action. Bonus Action - Reactive
Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.)
Cost: 10 ki
Limit: Once per turn.
Enhanced: Guard now only costs 7 ki.
You hunker down against incoming attacks to survive them.
Type: Defensive
Action. Bonus Action - Reactive
Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.)
Cost: 10 ki
Limit: Once per turn.
Enhanced: Guard now only costs 7 ki.
POWER UP
Your aura bursts around you as your power increases and you draw out your ki.
Type: Utility
Action: Bonus Action
Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
Duration: 2 turns
Cost: None
Limit: Once per turn. Max of 100 ki restored.
Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
Your aura bursts around you as your power increases and you draw out your ki.
Type: Utility
Action: Bonus Action
Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
Duration: 2 turns
Cost: None
Limit: Once per turn. Max of 100 ki restored.
Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
RAPID MOVEMENT
You use your ki to enhance your speed and allow yourself to escape attacks easier.
Type: Defensive
Action: Bonus Action - Reactive
Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type.
Cost: 15 ki
Limit: Once per turn.
Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
You use your ki to enhance your speed and allow yourself to escape attacks easier.
Type: Defensive
Action: Bonus Action - Reactive
Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type.
Cost: 15 ki
Limit: Once per turn.
Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
SENSE
You reach out with a sixth sense and can feel the energy of others around you.
Type: Utility
Action: Bonus Action - Reactive
Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Once per turn.
Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
You reach out with a sixth sense and can feel the energy of others around you.
Type: Utility
Action: Bonus Action - Reactive
Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Once per turn.
Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
SUPPRESSION
You compress your ki down inside of you and lower your power level.
Type: Utility
Action: At-Will / Reactive At-Will to Release
Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn.
Cost: None
Limit: None
Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
You compress your ki down inside of you and lower your power level.
Type: Utility
Action: At-Will / Reactive At-Will to Release
Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn.
Cost: None
Limit: None
Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
FLIGHT
Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha.
Type: Defensive
Action: Bonus Action - Reaction
Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit.
Out of Battle: This technique may lower travel time/word/EP requirements by 25%.
Cost: 15 Ki
Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%.
Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha.
Type: Defensive
Action: Bonus Action - Reaction
Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit.
Out of Battle: This technique may lower travel time/word/EP requirements by 25%.
Cost: 15 Ki
Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%.
Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
Utility Techniques
Defensive Techniques
Special Techniques
Legendary Techniques
GIANT FORM III
You 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.
You 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.
SOLAR FLARE I
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.
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.
DRUNKEN FIST I
You 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.
You 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.
KI BLADE II
Combining 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.
Combining 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.
Defensive Techniques
INSTINCTUAL DEFENSE II
You swiftly blink in and out of your opponent's attacks using your powerful natural instincts.
Type: Defense
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 defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
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.
You swiftly blink in and out of your opponent's attacks using your powerful natural instincts.
Type: Defense
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 defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
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.
FEINT I
You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination.
Type: Defense
Action: Standard Action - Reactive
Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits.
Cost: 15 ki
Limit: Twice per thread, once per turn.
Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination.
Type: Defense
Action: Standard Action - Reactive
Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits.
Cost: 15 ki
Limit: Twice per thread, once per turn.
Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III
You deftly parry or knock aside an attack headed towards you.
Type: Defensive
Action: Bonus Action - Reactive
Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
You deftly parry or knock aside an attack headed towards you.
Type: Defensive
Action: Bonus Action - Reactive
Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I
Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead.
Type: Defense
Action: Bonus Action
Effect: You gain +35 defense against against attacks targeting you on your next turn.
Cost: None
Limit: Once per thread.
Ranks: Rank 2 defense is +40 and Rank 3 defense is +50.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead.
Type: Defense
Action: Bonus Action
Effect: You gain +35 defense against against attacks targeting you on your next turn.
Cost: None
Limit: Once per thread.
Ranks: Rank 2 defense is +40 and Rank 3 defense is +50.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Special Techniques
CUTTING EDGE [Starting Tech]
Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine.
Type: Physical, Melee, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Slashing
Minor Effect: Crippling
Cost: 15 ki
Learn: 2 weeks
Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine.
Type: Physical, Melee, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Slashing
Minor Effect: Crippling
Cost: 15 ki
Learn: 2 weeks
PUNISHMENT OF A THOUSAND BLOWS
Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face.
Type: Physical, Melee, Finisher
Action: Standard Action
Base Damage: 5d8+15
Major Effect: Draining
Minor Effect: Blinding
Cost: 35 ki, 5 HP
Learn: 2 weeks
Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face.
Type: Physical, Melee, Finisher
Action: Standard Action
Base Damage: 5d8+15
Major Effect: Draining
Minor Effect: Blinding
Cost: 35 ki, 5 HP
Learn: 2 weeks
Legendary Techniques
Instant Transmission I
You lock onto a single ki signature and teleport directly to a location near it in an instant.
Type: Legendary Defensive / Utility
Action: Reactive Bonus Action (Defensive Use) / Bonus Action (Utility Use)
Effect: When using this technique, you may decide if you are using it as a Defensive Technique or a Utility Technique. If used as a Defensive Technique, avoid one attack(including criticals) targeting you this turn. If used as a Utility Technique, increase the critical hit range of 1 attack used on your turn by 20.
Duration: --
Cost: 20 Ki
Limit: Defensive variation may be used once per thread. Utility variation may be used twice per thread.
Special: Once per week, you may instantly travel to another region without any requirements(though you must still make a travel post simply stating that you are moving).
Ranks: Rank 2 costs 15 Ki. Rank 3 allows the Defensive variation to avoid all attacks targeting you this turn.
Learn: Requires 5,000 EP and 4 weeks to learn.
You lock onto a single ki signature and teleport directly to a location near it in an instant.
Type: Legendary Defensive / Utility
Action: Reactive Bonus Action (Defensive Use) / Bonus Action (Utility Use)
Effect: When using this technique, you may decide if you are using it as a Defensive Technique or a Utility Technique. If used as a Defensive Technique, avoid one attack(including criticals) targeting you this turn. If used as a Utility Technique, increase the critical hit range of 1 attack used on your turn by 20.
Duration: --
Cost: 20 Ki
Limit: Defensive variation may be used once per thread. Utility variation may be used twice per thread.
Special: Once per week, you may instantly travel to another region without any requirements(though you must still make a travel post simply stating that you are moving).
Ranks: Rank 2 costs 15 Ki. Rank 3 allows the Defensive variation to avoid all attacks targeting you this turn.
Learn: Requires 5,000 EP and 4 weeks to learn.