Post by Will O. Wisp on Jul 6, 2021 19:10:40 GMT -8
Name: Opun
Age: 1,300 Years old
Race: Demon
Eye Color: Black
Hair Color: White
Height: 5 feet tall
Distinctive Features: Green skin, pointed ears, and a strange helmet with three spikes on it.
Occupation: Self Proclaimed Master of Curses
Faction: Southern Demon Kingdom
Residence: Southern Demon Kingdom
Biography: Opun was once regarded as one of the most powerful spellcasters of all Demons with powerful destructive spells in his arsenal and dangerous curses. Though as the years have gone by he found himself aging and he lost the great power he once had. His frail body made him not fit to be able to contend with the most powerful warriors. Fearing his life might be nearing its end he looked for an apprentice until he found one called Sezame. Though they excelled more in healing magic, a practice Demons frown upon, he took Sezame under his wing seeing the potential within them. With Sezame's healing powers he finds himself much more energetic as if he was made much younger.
The master and his apprentice then became an infamous duo in the kingdom as they proceeded to kill the ones who bullied Sezame in the past. Still though while they make an amazing duo together as both of their abilities compliment one another it's still not enough for Opun. As he hopes to find some way to show the Northern Demon Kingdoms what they are capable of.
Relatives: N/A
Immortal: N
Controllable by Other Players: Y
Be made into an OC: N
Created by: Jay aka Will O. Wisp's player
Apperance
Skills & Statistics
Fighting: 25
Energy Control: 50
Reflexes: 40
Resilience: 40
Power Level: 13,000 (Can be adjusted depending on the opponent)
Accuracy: 1d100+ 25(Fighting) + 10 Level 3 Wizard / 1d100+ 40(Energy Control) + 10 Level 3 Wizard
Defense: 50+15 Reflexes= 65 + 5 Level 3 Wizard
HP: 50+ 40 Resilience - 5 Level 3 Wizard= 85
KI: 100
DR: -4 Level 3 Witch
Class: Wizard
Racial Trait: Lifedrinker
Requirements: Demon
Effect: Whenever you successfully land a hit on an opponent, regain 2 hp
Traits:
Infuse
Requirements: Energy Control Skill of 35
Activation: None (Passive)
Effect: Your Energy Blast Basic Technique ignores 2 of their target’s DR and inflict their target with Burning; this Trait may only apply one stack of Burning to a target per turn.
Efficiency
Requirements: Energy Control Skill of 40
Activation: None (Passive)
Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Surge
Requirements: Energy Control Skill of 50
Activation: None (Passive)
Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit.
Telekinetic
Activation: Passive
Effect: You immediately gain the utility technique “Psychic Powers” and it does not take up a technique slot. Once your Psychic Powers reaches rank 3, ranged: Strikes, Grapples, and Projectile Special Techniques deal an additional +3 damage.
Limit: --
Class Features:
Conjury - You gain the Utility Techniques “Magic Materialization” and “Paparapapa” at Rank 1 and they do not take up any technique slots.
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects:
-Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques.
-Divinate: You gain +10 Defense on your next turn.
-Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice.
-Evoke: You sacrifice 10 HP and restore 10 Ki.
-Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Bane - Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft - While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on that opponent.
Enthrall - Once per thread, as a Reactive At-Will action, you may have an opponent currently afflicted with a Status Effect(that you caused) take the damage and effects of all opponents’ Techniques targeting you this turn; you receive no damage or effects from those Techniques. Activating Enthrall removes all of your Status Effects(including those that would last for the duration of the thread) from the target opponent and prevents you from performing any other actions on this turn. If you are currently in a thread with a character benefiting from your Demon Mark Legendary Technique, you may target them with Enthrall rather than an opponent.
Class Traits:
Sadist
Activation: None (Passive)
Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects.
Limit: --
Classes: Bandit, Ravager, Witch/Wizard
Intimidating Power
Activation: Passive
Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.)
Limit: --
Classes: Conqueror, Powerhouse, Witch/Wizard
Technique Slots: 10/10
DEMON EYE
Using 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.
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.
HYPNOSIS
Your 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.
BARRIER
You create a shroud of protective ki around your body to soften blows and protect against harmful effects.
Type: Defensive
Action: Bonus Action
Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks.
Duration. Until temp HP is gone.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
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.
TELEPORT
You vanish--moving immediately through space and time by some unnatural means.
Type: Defense
Action: Standard Action - Reactive
Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread.
Cost: 25 ki.
Limit: Once per battle.
Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
COUNTERMEASURES
Predicting your enemy's attacks, you ready yourself to respond to incoming attacks.
Type: Defense
Action: Bonus Action
Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Cost: 15 Ki
Limit: Once per thread.
Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION
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.
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
Curse You!
Calling upon dark magic he performs a powerful spell to curse his enemies.
Type: (Energy,Ranged,Area)
Action: Standard Action
Base Damage: 10 damage to up to three targets with +15 Accuracy
Major Effect: Versatile
Minor Effect: Searing
Cost: -25 KI
Learn:
Wizard Bonus Slots:
MAGIC MATERIALIZATION
You 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.
PAPARAPAPA
You 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.
Telekinetic Bonus Slot:
PSYCHIC POWERS
Using 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 2 less ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Items:
Demonic Robes(Kai Robes)
Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of.
Type: Outfit - Robe
Zeni Value: 40000
Zeni Cost: 120000
Activation: Passive
Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted.
Limit: None.
Universal Targe
The Universal Targe is a Capsule Corporation production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense.
Type: Weapon - Shield
Zeni Value: 40000
Zeni Cost: 120000
Activation: Bonus Action - Reactive
Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn.
Limit: 2 uses per thread.
Elemental Band
A band magically enchanted to have an affinity with elemental attacks.
Type: Supplementary - Magic
Zeni Value: 30000
Zeni Cost: 80000
Activation: Passive
Effect: Your Special Techniques have an additional +25% chance to afflict Burn, Freeze, and Stun. This does not allow techniques that did not already have these effects to now afflict these effects.
Limit: --
Arcane Orb
A crystalline sphere used by mystics to see the future and weave spells from afar.
Type: Supplementary - Magic
Zeni Value: 30000
Zeni Cost: 80000
Activation: At-Will
Effect: Select up to two of your Energy Blast basic techniques that missed their target during your previous turn. The target of those techniques take direct damage equal to half the Energy Blasts' damage.
Limit: Twice per thread.
Age: 1,300 Years old
Race: Demon
Eye Color: Black
Hair Color: White
Height: 5 feet tall
Distinctive Features: Green skin, pointed ears, and a strange helmet with three spikes on it.
Occupation: Self Proclaimed Master of Curses
Faction: Southern Demon Kingdom
Residence: Southern Demon Kingdom
Biography: Opun was once regarded as one of the most powerful spellcasters of all Demons with powerful destructive spells in his arsenal and dangerous curses. Though as the years have gone by he found himself aging and he lost the great power he once had. His frail body made him not fit to be able to contend with the most powerful warriors. Fearing his life might be nearing its end he looked for an apprentice until he found one called Sezame. Though they excelled more in healing magic, a practice Demons frown upon, he took Sezame under his wing seeing the potential within them. With Sezame's healing powers he finds himself much more energetic as if he was made much younger.
The master and his apprentice then became an infamous duo in the kingdom as they proceeded to kill the ones who bullied Sezame in the past. Still though while they make an amazing duo together as both of their abilities compliment one another it's still not enough for Opun. As he hopes to find some way to show the Northern Demon Kingdoms what they are capable of.
Relatives: N/A
Immortal: N
Controllable by Other Players: Y
Be made into an OC: N
Created by: Jay aka Will O. Wisp's player
Apperance
Skills & Statistics
Fighting: 25
Energy Control: 50
Reflexes: 40
Resilience: 40
Power Level: 13,000 (Can be adjusted depending on the opponent)
Accuracy: 1d100+ 25(Fighting) + 10 Level 3 Wizard / 1d100+ 40(Energy Control) + 10 Level 3 Wizard
Defense: 50+15 Reflexes= 65 + 5 Level 3 Wizard
HP: 50+ 40 Resilience - 5 Level 3 Wizard= 85
KI: 100
DR: -4 Level 3 Witch
Class: Wizard
Racial Trait: Lifedrinker
Requirements: Demon
Effect: Whenever you successfully land a hit on an opponent, regain 2 hp
Traits:
Infuse
Requirements: Energy Control Skill of 35
Activation: None (Passive)
Effect: Your Energy Blast Basic Technique ignores 2 of their target’s DR and inflict their target with Burning; this Trait may only apply one stack of Burning to a target per turn.
Efficiency
Requirements: Energy Control Skill of 40
Activation: None (Passive)
Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Surge
Requirements: Energy Control Skill of 50
Activation: None (Passive)
Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit.
Telekinetic
Activation: Passive
Effect: You immediately gain the utility technique “Psychic Powers” and it does not take up a technique slot. Once your Psychic Powers reaches rank 3, ranged: Strikes, Grapples, and Projectile Special Techniques deal an additional +3 damage.
Limit: --
Class Features:
Conjury - You gain the Utility Techniques “Magic Materialization” and “Paparapapa” at Rank 1 and they do not take up any technique slots.
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects:
-Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques.
-Divinate: You gain +10 Defense on your next turn.
-Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice.
-Evoke: You sacrifice 10 HP and restore 10 Ki.
-Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Bane - Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft - While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on that opponent.
Enthrall - Once per thread, as a Reactive At-Will action, you may have an opponent currently afflicted with a Status Effect(that you caused) take the damage and effects of all opponents’ Techniques targeting you this turn; you receive no damage or effects from those Techniques. Activating Enthrall removes all of your Status Effects(including those that would last for the duration of the thread) from the target opponent and prevents you from performing any other actions on this turn. If you are currently in a thread with a character benefiting from your Demon Mark Legendary Technique, you may target them with Enthrall rather than an opponent.
Class Traits:
Sadist
Activation: None (Passive)
Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects.
Limit: --
Classes: Bandit, Ravager, Witch/Wizard
Intimidating Power
Activation: Passive
Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.)
Limit: --
Classes: Conqueror, Powerhouse, Witch/Wizard
Technique Slots: 10/10
DEMON EYE
Using 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.
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.
HYPNOSIS
Your 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.
BARRIER
You create a shroud of protective ki around your body to soften blows and protect against harmful effects.
Type: Defensive
Action: Bonus Action
Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks.
Duration. Until temp HP is gone.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
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.
TELEPORT
You vanish--moving immediately through space and time by some unnatural means.
Type: Defense
Action: Standard Action - Reactive
Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread.
Cost: 25 ki.
Limit: Once per battle.
Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
COUNTERMEASURES
Predicting your enemy's attacks, you ready yourself to respond to incoming attacks.
Type: Defense
Action: Bonus Action
Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Cost: 15 Ki
Limit: Once per thread.
Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION
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.
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
Curse You!
Calling upon dark magic he performs a powerful spell to curse his enemies.
Type: (Energy,Ranged,Area)
Action: Standard Action
Base Damage: 10 damage to up to three targets with +15 Accuracy
Major Effect: Versatile
Minor Effect: Searing
Cost: -25 KI
Learn:
Wizard Bonus Slots:
MAGIC MATERIALIZATION
You 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.
PAPARAPAPA
You 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.
Telekinetic Bonus Slot:
PSYCHIC POWERS
Using 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 2 less ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Items:
Demonic Robes(Kai Robes)
Few Mortals know how these Robes made it into the mortal realm, but few care to question when they don the God’s regalia and experience their energies flowing with no obstruction to speak of.
Type: Outfit - Robe
Zeni Value: 40000
Zeni Cost: 120000
Activation: Passive
Effect: Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted.
Limit: None.
Universal Targe
The Universal Targe is a Capsule Corporation production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense.
Type: Weapon - Shield
Zeni Value: 40000
Zeni Cost: 120000
Activation: Bonus Action - Reactive
Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn.
Limit: 2 uses per thread.
Elemental Band
A band magically enchanted to have an affinity with elemental attacks.
Type: Supplementary - Magic
Zeni Value: 30000
Zeni Cost: 80000
Activation: Passive
Effect: Your Special Techniques have an additional +25% chance to afflict Burn, Freeze, and Stun. This does not allow techniques that did not already have these effects to now afflict these effects.
Limit: --
Arcane Orb
A crystalline sphere used by mystics to see the future and weave spells from afar.
Type: Supplementary - Magic
Zeni Value: 30000
Zeni Cost: 80000
Activation: At-Will
Effect: Select up to two of your Energy Blast basic techniques that missed their target during your previous turn. The target of those techniques take direct damage equal to half the Energy Blasts' damage.
Limit: Twice per thread.