Post by Warr on Aug 26, 2019 21:59:07 GMT -8
Basic Techniques
These are techniques that are accessible by any character and do not take up any technique slots. Basic Techniques are the fundamentals of combat, and will likely occupy a majority of your actions during a battle. Each Basic Technique is classified by the subcategories of "Utility, Defensive, and Attack". Once you reach Potential Mastery level 5, you may upgrade a single Basic Technique into its Enhanced version; this costs no MP, but takes an irreducible 1 week to learn.
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.
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. This is considered a Movement Technique.
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: 1d12
Effects: None
Cost: 2 ki
Enhanced: Upgrades to 2d6+2 damage.
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).
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.
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.
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. Rapid Movement is considered a Movement Technique.
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.
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.
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.
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.
Team Based Techniques
The below techniques are techniques known to everyone without taking up any slots, but may only be used when battling alongside a player or gm-controlled ally.
DISTRACT
You maneuver or feint, sacrificing your action to give an opening to an ally.
Type: Utility
Action: At-Will
Effect: You can give one of your standard actions to an ally that goes in the turn order after you.
Cost: None.
Limit: Each team (or group of allies in an event) shares a total of 3 uses per battle.
INTERCEPT
You rush to the aide of your ally, jumping in front of an attack that targets them.
Type: Defense
Action: Free Action
Effect: You take an attack intended for a team member. It must beat your defense to hurt you. Cannot be used against area attacks.
Cost: None.
Limit: Three uses per battle. Protectors can use it without a battle cap, but after 3 it requires a bonus action to use instead of free action.
KI TRANSFER
You funnel your own ki into another person, rejuvenating them and lending them some of your power.
Type: Utility
Action: Bonus Action
Effect: You spend 10 ki to restore 25 ki to an ally. Their base power level is also boosted by +25% of your current PL. The total boost cannot exceed more than 50% of their current PL.
Cost: 10 ki.
Limit: Can only use once per ally.