GUIDE TO SPECIAL TECHNIQUES
Step One: Choose a Type
[/b]: Uses the Fighting skill to determine Accuracy values.
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Energy: Uses the Energy Control skill to determine Accuracy values.
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Step Two: Choose a Range
[/b]: Target is engaged in close-range combat- this is typically for Physical Attacks only.
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[/b]: Target is shot at from afar- this is typically for Energy Attacks only.
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Step Three: Choose a Damage Mechanic
[/b]: Costs 15 Ki, Deals 3d10 Base Damage
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Barrage: Costs 20 Ki, Deals 4d6+4 Base Damage
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Area: Costs 25 Ki, Deals 10 Damage to up to 3 Targets and has +15 Accuracy
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Finisher: Costs 35 Ki, Deals 5d8+10 Base Damage, may be used once per thread
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Step Four: Choose a Major Effect
Major Effects[/b]: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%.
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Charging: Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy.
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Draining: This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage.
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Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself.
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Fortify: Using this technique increases your natural DR by 3 until the end of your next turn; this stacks with itself up to a maximum of +6 DR.
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Piercing: This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects.
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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.
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Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage.
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Temper: If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 ki.
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Versatile: As an At-Will Action, you may change the Minor Effect on this technique. This may not be used to add the Imbued or Projectile Minor Effects.
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Step Five: Choose a Minor Effect
Minor Effects [/b]: This technique has a 40% chance to inflict Cripple on hit, Physical Attacks only.
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Blinding: This technique has a 30% chance to inflict Blind on hit.
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Freezing: This technique has a 40% chance to inflict Freeze on hit, Energy Attacks only.
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Imbued: This technique is now a Melee Energy attack and uses the Fighting Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Projectile.
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Immobilizing: This technique has a 40% chance to inflict Immobilize on hit.
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Poisoning: This technique has a 40% chance to inflict Poison on hit.
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Projectile: This technique is now a Ranged Physical attack and uses the Energy Control Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Imbued.
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Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
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Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only.
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Wounding: This technique has a 40% chance to inflict Wound on hit.
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