Post by Warr on Aug 26, 2019 22:37:04 GMT -8
Defensive Techniques
These techniques are ones that you may use to mitigate or prevent the effects of an opponent's attacks. They are typically somewhat expensive to use- either in terms of their actual cost, or in terms of what type of Action they take to utilize. A general rule of thumb to use when looking at these techniques is that if it reduces damage somehow, the technique is relatively low cost and takes up a Bonus Action; if a Defensive Technique allows you to entirely avoid an attack and its effects, it will usually take a Standard Action and will possess a cost proportionate to how often it can be used successfully.
AURA GUARD
Your aura condenses into a quick shield, dampening a blow made against you.
Type: Defensive
Action: Bonus Action - Reactive
Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage.
Cost: 15 ki
Limit: Once per battle.
Ranks: At Rank 2 tech 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.
AEGIS
You hastily create a protective layer of energy around your body, bolstering your defenses against enemy attacks.
Type: Defensive
Action: Bonus Action - Reactive
Effect: You gain 10 Temporary HP and 5 DR; this Temporary HP and DR stacks with other sources of Temporary HP/DR, but is removed after this turn’s incoming attacks are resolved.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 gives you 15 Temporary HP. Rank 3 gives you 10 DR.
Learn: Rank 1 takes 2 weeks 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.
CLASH
You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed.
Type: Defensive
Action: 2 Standard Actions - Reactive
Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Cost: 20 + (Cost of your Attack) ki
Limit: Once per thread.
Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack)
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.
DEFLECT
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
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.
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.
FEINT
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 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.
KIAI
You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack.
Type: Defense
Action: Standard Action - Reactive
Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
SONIC SWAY
You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills.
Type: Defense
Action: Standard Action - Reactive
Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique.
Cost: 15 ki
Limit: Once per battle.
Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 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.
INSTINCTUAL DEFENSE
You swiftly blink in and out of your opponent's attacks using your powerful natural instincts.
Type: Defense
Action: Bonus Action
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.