Post by zer0gravitea on Nov 7, 2019 13:21:56 GMT -8
Patch 1.2 - Legendary Techniques
Legendary Techniques
Legendary Techniques are exceptionally rare abilities, each with very powerful or unique abilities. To learn a Legendary Technique, a player must first purchase Legendary Mastery in order to obtain their Legendary Technique slot. To gain access to Legendary Mastery, a character must first purchase all 5 ranks of Technique Mastery, though they do not have to fill those associated slots with other techniques. While anyone can acquire Legendary Mastery at any time(if they meet its requirements), actively learning a Legendary Technique requires a quest in addition to their learn time; you may also choose to spend EP to bypass the required quest at a rate of 1 EP per 1 word skipped. Legendary Techniques cost 4 MP to rank up.
Burst Rush
You charge your opponent and deliver a powerful combination attack: an elbow to their face, a punch to the stomach, and a kick that sends them airborne. After launching your opponent into the air, you jump up to follow and blast them with energy.
Type: Legendary Melee Physical Barrage
Action: Standard Action
Base Damage: 4d6+4
Major Effect: Temper
Minor Effect: Crippling
Special Effect: When performing this technique, you roll twice for Accuracy. If both accuracy dice land on a successful hit, increase this technique's damage by +5. If the first die fails to hit but the second does, this technique deals 50% damage instead. If either of these Accuracy dice result in a Critical Hit, the technique is then treated as a Critical Hit.
Cost: 20
Limit: Twice per thread.
Ranks: Rank 2 increases the Accuracy of the first die rolled for this technique by +10. Rank 3 increases the Accuracy of the second die rolled for this technique by +5.
Learn: Requires a 4,000 word quest and 4 weeks to learn.
Damage Nullification
Through clever use of your Ki, you redirect the impact of blows to the space around you, resulting in severely diminished injury.
Type: Legendary Defensive
Action: Reactive Bonus Action
Effect: For the duration of this technique, reduce all direct, non-critical, incoming damage by 50%(rounded down to the nearest whole number).
Duration: 3 turns
Cost: 25 Ki
Limit: Once per thread.
Ranks: Rank 2 reduces cost to 20 Ki; Rank 3 reduces cost to 15 Ki.
Learn: Requires a 4,000 word quest and 4 weeks to learn.
Dead Zone
You briefly tear a hole in space and open a portal to the infinite darkness known as the Dead Zone and cast a foe temporarily into that dreadful abyss.
Type: Legendary Utility
Action: Standard Action
Effect: This technique targets a single opponent and has a 40% chance to succeed. Upon success, the target opponent is removed from the current battle for four (4) turns, whereupon they may only RP being trapped in the Dead Zone during their turns(turns may be simply skipped if the player wishes.) If you are brought to 0 HP or 0 Ki while an opponent is trapped by Dead Zone, they may return to the battle following your post. If used in a one versus one battle, the battle is immediately ended and you are considered the victor; the opponent must make a 3000 word travel post escaping the Dead Zone. This travel post may have its required word-count reduced by standard travel reductions, to a minimum of 500 words. If the target of this technique has 25% or less of their total HP, increase its chance to succeed by 20%.
Special Rule: If you use this technique in an Artifact Challenge and its target is the holder of the Artifact you are hunting, you immediately fail the hunt and must begin again.
Duration: 4 turns
Cost: 20 Ki
Limit: Once per thread.
Ranks: Rank 2 has a 45% base chance to succeed. Rank 3 costs 15 Ki.
Learn: Requires a 6,000 word quest and 4 weeks to learn.
Demon Mark
You mark a willing target with a demonic crest, allowing you to transfer some of your power to them.
Type: Legendary Utility
Action: At-Will
Effect: When activating Demon Mark in battle, you may sacrifice up to 50% of your Natural PL to increase your Marked Target’s Base PL by the same amount. This effect may be canceled as an At-Will action on your own turn. You may never transfer more than 50% of your Natural PL to your Marked Target.
Duration: --
Cost: --
Limit: Demon Mark may only be applied out of battle during a Personal Saga. You may only have one (1) Demon Mark active at a time. The recipient of your Demon Mark must consent in-character to having the mark placed on them.
Ranks: Rank 2 allows you to make an At-Will action once per thread that heals your Marked Target for 25 HP. Rank 3 gives your Marked Target 1 additional Trait Slot that they may fill with one of your non-class traits.
Learn: Requires a 5,000 word quest and 4 weeks to learn.
Destructo Disk
You create a saucer of ki that spins at high speeds and throw it at a target; the Destructo Disk is known to cut through nearly any substance.
Type: Legendary Ranged Energy Single
Action: Standard Action
Base Damage: 30
Major Effect: Slashing
Minor Effect: Wounding
Special Effect: This technique receives no damage modifiers of any kind, even Critical Hit modifiers, and treats its target as if they had 0 DR.
Cost: 25
Limit: Twice per thread.
Ranks: Rank 2 cost 20 Ki. Rank 3 deals 35 Base Damage.
Learn: Requires a 4,000 word quest and 4 weeks to learn.
Dimensional Rift
You create a rift in spacetime, capturing an incoming attack before opening a second rift that sends the same attack back at another target.
Type: Legendary Defensive
Action: Reactive Bonus Action
Effect: Change the target of one incoming attack to another target of your choice, using the same Accuracy and Damage.
Duration: --
Cost: 15 Ki
Limit: Once per thread.
Ranks: Rank 2 allows you to use Dimensional Rift twice per thread. Rank 3 costs 10 Ki.
Learn: Requires a 5,000 word quest and 4 weeks to learn.
Dragon Fist
You focus an incredible amount of ki into your fist and strike an opponent with enough power to temporarily give your aura a resemblance to the long-deceased Shenron.
Type: Legendary Melee Physical Finisher
Action: Standard Action
Base Damage: 5d8+10
Major Effect: Bashing
Minor Effect: --
Special Effect: For your next three (3) turns, your Dragon Dash basic technique costs 0 Ki and adds an additional +2 damage to its effect.
Cost: 35
Limit: Once per thread.
Ranks: Rank 2 decreases the cost to 30 Ki. Rank 3 increases the bonus damage of Dragon Dash to +4.
Learn: Requires a 4,000 word quest and 4 weeks to learn.
Instant Transmission
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 a 5,000 word quest and 4 weeks to learn.
Kaioken
You forcefully draw out the potential locked behind your natural limits, allowing you to dramatically increase your power in short bursts in exchange for severe damage to your body.
Type: Legendary Utility
Action: At-Will
Effect: You regain 50 ki at the time of use and increase your Base Power Level by 50%. Additionally, increase your damage dealt with all attacks by 2 and your Defense by 3 for this technique’s duration. If you possess Enhanced Power Up, you may choose to instead regain 75 Ki.
Duration: 2 Turns
Cost: 10 HP
Limit: Power Up may not be used while Kaioken is active, and Kaioken may not be activated again until it expires. Kaioken shares a maximum Ki Restoration limit with Power Up.
Ranks: Rank 2 allows you to use Kaioken x3, doubling Kaioken’s Cost and Effect. Rank 3 allows you to use Kaioken x4, tripling Kaioken’s Cost and Effect.
Learn: Requires a 5,000 word quest and 4 weeks to learn.
Multi-Form
You split yourself into multiple instances of ‘you’- your copies can greatly assist in battle but are incapable of performing advanced techniques on their own.
Type: Legendary Utility
Action: Bonus Action
Effect: You create a ‘clone’ of yourself that has HP equal to 20% of your total HP, equal PL to you(at all times), and possesses all items and traits you have. This ‘clone’ gains 1 Standard Action of its own to be used on your turn, though it can only use Basic Techniques and Team Techniques. Your ‘clone’ may be targeted by anything that could target you. You may RP this as producing however many copies you would like, but they are always mechanically treated as one ‘clone’.
Duration: --
Cost: 25 Ki
Limit: Once per Battle; only one ‘clone’ may be active at a time even if you gain additional uses of this technique through other effects.
Ranks: Rank 2 costs 20 Ki. Rank 3 allows your ‘clone’ to use one non-finisher Special Technique per thread.
Learn: Requires a 5,000 word quest and 4 weeks to learn.
Perfect Barrier
You create a large shell of energy that protects your allies as much as yourself.
Type: Legendary Defensive
Action: Reactive Bonus Action
Effect: You and one target ally reduce the total damage taken from incoming techniques by 30 for this turn(their next turn in the case of your ally.) If a technique’s damage would be reduced to 0 by this effect, it also does not inflict any status effects. This is not considered DR.
Duration: --
Cost: 15 Ki
Limit: Once per thread.
Ranks: Rank 2 costs 10 Ki. Rank 3 allows you to target up to two allies.
Learn: Requires a 4,000 word quest and 4 weeks to learn.
Spirit Bomb
You accumulate energy from the world around you to create a powerful attack- allies near and far can contribute to the spirit bomb’s energy to greatly accentuate its power.
Type: Legendary Ranged Energy Finisher
Action: Standard Action
Base Damage: 5d8+10
Major Effect: Charging
Minor Effect: --
Special Effect: When using Spirit Bomb, you may sacrifice up to 2 Standard Actions to increase its damage done by +2d8 for each action sacrificed; similarly, you may sacrifice up to 1 Bonus Actions to increase its damage by +2 for each Bonus Action sacrificed.
Cost: 35
Limit: Once per thread.
Ranks: Rank 2 allows you to sacrifice up to 3 Standard Actions and 2 Bonus Actions. Rank 3 increases Spirit Bomb’s accuracy by +10.
Learn: Requires a 4,000 word quest and 4 weeks to learn.
Thundershock Surprise
You launch vein of ki-generated electricity at a target, causing some damage and wreaking havoc on their nervous systems temporarily.
Type: Legendary Ranged Energy Barrage
Action: Standard Action
Base Damage: 4d6 + 4
Major Effect: Bashing
Minor Effect: Shocking, Freezing
Cost: 30
Limit: Twice per thread.
Ranks: Rank 2 cost 25 Ki. Rank 3 increases the base affliction change of Shocking and Freezing by 10%; the maximum chance to afflict a status effect remains at 95%.
Learn: Requires a 4,000 word quest and 4 weeks to learn.
Tri-Beam
You concentrate a mix of ki and life energy within your hands, then launch a triangle-shaped energy beam at a target. This technique is known to be exceptionally powerful, but carries great risk to the user’s health.
Type: Legendary Ranged Energy Single
Action: Standard Action
Base Damage: 3d10+6
Major Effect: Piercing
Minor Effect: Immobilizing
Special Effect: When using this technique, you may choose to increase its cost by 3x HP to add 1x Damage, to a maximum of 20 damage added.
Cost: 5 Ki and 10 HP.
Limit: Twice per thread.
Ranks: Rank 2 allows you to increase the cost by 2x HP to add 1x Damage instead. Rank 3 allows you to increase the cost by 1x HP to add 1x Damage instead.
Learn: Requires a 4,000 word quest and 4 weeks to learn.
Artifact Quest Amends
I'm sure everyone will be delighted to hear- we're nerfing the requirements for getting artifacts moving forward! There are some larger Artifact revisions being worked on presently, but they're still a bit from being completely finished. This part, however, is not... and we figured, why wait for something that'll be a big QOL improvement for everyone?
Artifacts now only require a 5000 word quest, and you may choose to pay EP instead of writing words for this quest at a rate of 1 EP to 1 Word.
Treasure Roll Table Adjustments
We're still working on finding a sweet spot for treasure roll rewards, but in the process, we noticed that Mythic items weren't terribly... Mythic feeling, given that they had the same chance to be found as a Rare item. As such, we've adjusted the roll table to:
1-29 = Nothing
30-69 = Common
70-89 Rare
90-99 Mythic
100 Dragon Shard
Energy Blast Buff
As we've been watching and playing, we've found Energy Blast to be a rather lackluster option compared to its sibling technique, Strike. In order for it to be worth using as anything shy of a filler technique, it almost always needs to be Enhanced, and there's just... better options to pick for your Basic Technique Enhancement. As a result, we've decided to give Energy Blast a bit of a buff!
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 damage
Effects: None
Cost: 2 ki
Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
Minor Changes
Bandit's Burgle Feature - This has been rewritten to clarify its intended effect. It now reads as: Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn if it hits; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 until the end of your next turn.”
Ravager Rushing Feature - This has been amended to more clearly indicate that it only works if your attacks do not hit. It now reads: "Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR."
Ki Blade - This no longer costs more Ki than just using Energy Blast normally. We're still not entirely satisfied with the performance of Ki Blade and its build potentials, so we will continue monitoring its performance and potential moving forward.