Post by Kite on Dec 17, 2019 19:26:19 GMT -8
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Personal Info:
Name: Kite
Species: Human
Age: 16
Gender: Male
Personal Info:
Name: Kite
Species: Human
Age: 16
Gender: Male
{}
Appearance:
Height: 5' 6 inches
Weight: 150 lbs
Hair Style: Short and Spiky
Hair Color: Near Grey
Eye Color: Emerald Green Pupils
Notable/Distinctive Characteristics: His arms, legs, and stomach looks like that of a professional body builder.
Personality:
Kite is a 16 year old young boy that normally gets into fights and has always been bullied in school, which caused him to have anger issues, which he tries to control. Mostly, he just loves fighting, obviously not to hurt people, but it's just a thing he does to get his mind off things. He normally likes to walk around shirtless, exposing his chest and his abs. He just likes to feel to air brushing against his chest sometimes. When he is about to go into a fight, he always takes off his shirt. He likes to fight people who are strong and gives him a challenge. He likes to exercise, which is what brought out his physique over the years. He likes taking advice so, yes, he's a sociable person, even though he had a tough past. His main goals right now is to find his father and confront him about abandoning him when he needed him and find his siblings. But other than that, it's to become one of the strongest humans alive.
History:
Kite was mostly a city guy. He lived in a middle class family with his mom. He also had siblings. He had a younger brother that always annoyed him and he had a sister which is older than him by two years. But they mostly stayed at his dad's place. Since his mother could afford it, she sent him to school. She wanted him to have a good life ahead of him, where he could have a nice wife, children and also, to be able to take care of his family. In the primary level, he topped all of his classes in Math and English, but struggled with the other subjects because he had the mind-set that both of these subjects were good enough for him. His mother did convince him in high school that this wouldn’t work. And from that moment onwards, he started to focus on all of his subjects and passing all of them. He was bullied in school. He used to complain to his mom about this, but all she told him to do was to man up. Kite didn’t have anyone there in his life that could teach him how to fight. He offered a solution to his mother about this. He wanted to go to Martial Arts classes, but his mother refused to pay for any and she said she only cares about his education. He was bullied to the point where his anger issues that was controlled was worsened. He nearly got expelled for that fight. But something extremely bad happpened that changed his whole life. His mother died in a fire. He was about 13 at this time. Just entered high school, without a mother. There wasn't really anyone to take care of the boy. His father was still alive, but he forgot about Kite and now the boy was left alone on the streets. The hungry thirteen year old stayed on the road for a week. Then a man saw him, sitting on the road, then went up to him asking where his parents were. Kite didn’t answer the question. That same man decided to bring Sonar to his house. He stayed in his house for about one month, but didn’t go to school. But eventually did when this man offered to send him to school and pay all of his expenses. From that day on, Kite went to a different high school, and eventually learnt Martial Arts from him. It was a Saiyan named Nero. Well, there were other kids there at the time, and Kite has learnt to call them his sister's and brothers. He trains with them every time they have a training session with Nero, except for when he does his normal exercises. He actually trained for three years, while studying, to get to the physique he has now.
RP Sample:
Not needed
Referred By: No one
Appearance:
Height: 5' 6 inches
Weight: 150 lbs
Hair Style: Short and Spiky
Hair Color: Near Grey
Eye Color: Emerald Green Pupils
Notable/Distinctive Characteristics: His arms, legs, and stomach looks like that of a professional body builder.
Personality:
Kite is a 16 year old young boy that normally gets into fights and has always been bullied in school, which caused him to have anger issues, which he tries to control. Mostly, he just loves fighting, obviously not to hurt people, but it's just a thing he does to get his mind off things. He normally likes to walk around shirtless, exposing his chest and his abs. He just likes to feel to air brushing against his chest sometimes. When he is about to go into a fight, he always takes off his shirt. He likes to fight people who are strong and gives him a challenge. He likes to exercise, which is what brought out his physique over the years. He likes taking advice so, yes, he's a sociable person, even though he had a tough past. His main goals right now is to find his father and confront him about abandoning him when he needed him and find his siblings. But other than that, it's to become one of the strongest humans alive.
History:
Kite was mostly a city guy. He lived in a middle class family with his mom. He also had siblings. He had a younger brother that always annoyed him and he had a sister which is older than him by two years. But they mostly stayed at his dad's place. Since his mother could afford it, she sent him to school. She wanted him to have a good life ahead of him, where he could have a nice wife, children and also, to be able to take care of his family. In the primary level, he topped all of his classes in Math and English, but struggled with the other subjects because he had the mind-set that both of these subjects were good enough for him. His mother did convince him in high school that this wouldn’t work. And from that moment onwards, he started to focus on all of his subjects and passing all of them. He was bullied in school. He used to complain to his mom about this, but all she told him to do was to man up. Kite didn’t have anyone there in his life that could teach him how to fight. He offered a solution to his mother about this. He wanted to go to Martial Arts classes, but his mother refused to pay for any and she said she only cares about his education. He was bullied to the point where his anger issues that was controlled was worsened. He nearly got expelled for that fight. But something extremely bad happpened that changed his whole life. His mother died in a fire. He was about 13 at this time. Just entered high school, without a mother. There wasn't really anyone to take care of the boy. His father was still alive, but he forgot about Kite and now the boy was left alone on the streets. The hungry thirteen year old stayed on the road for a week. Then a man saw him, sitting on the road, then went up to him asking where his parents were. Kite didn’t answer the question. That same man decided to bring Sonar to his house. He stayed in his house for about one month, but didn’t go to school. But eventually did when this man offered to send him to school and pay all of his expenses. From that day on, Kite went to a different high school, and eventually learnt Martial Arts from him. It was a Saiyan named Nero. Well, there were other kids there at the time, and Kite has learnt to call them his sister's and brothers. He trains with them every time they have a training session with Nero, except for when he does his normal exercises. He actually trained for three years, while studying, to get to the physique he has now.
RP Sample:
Not needed
Referred By: No one
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Skills & Statistics
Level Information:
Natural Power Level: 5817
Base Power Level: 9307 (+50% Power Of Legends, +10% Auxillary Core)
Mastery Points Spent:
Skill Points:
+30: Character Creation
+25: Potential Mastery 1
+5: Focus Mastery 1
+25: Potential Mastery 2
+25: Potential Mastery 3
+25: Potential Mastery 4
+5: Focus Mastery 2
+5: Focus Mastery 3
+5: Focus Mastery 4
Total:
Skills & Stats:
HP: 140 (+25 Endure)
Ki: 120
Fighting: 20
Energy Control: 40
Reflexes: 25
Resilience: 45
Defense: 65
DR: 8 (+4 Indomitable)
Melee Accuracy: 1d100 +30
Energy Accuracy: 1d100 +50
Melee Damage Bonus: 3
Energy Damage Bonus: 6
Ki Cost Reduction: 2
Class Information:
Class: Powerhouse
Class Level: 1
Class Trait Slots: 1
Stat Modifiers [Level 1]
HP Modifier: +20
Accuracy Modifier: +10
Defense Modifier: -15
Damage Modifier: +2
DR Modifier: +2
Class Features
Power of Legends
Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki
Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Tidebreaker
Your natural DR may not be bypassed or ignored by attacks unless the opponent targeting you possesses at least Edge 2 vs you. Utility techniques and other Class Features are not considered "attacks" for the purposes of this ability.
Class Traits:
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
Masteries:
Focus Mastery Rank: 4
Potential Mastery Rank: 4
Ability Mastery Rank: 0
Technique Mastery Rank: 0
Legendary Mastery Rank: 0
Class Mastery Rank: 1
Focus Mastery [rk. 4]
Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25.
Potential Mastery [rk. 4]
Each level of Potential Mastery increases all of your Skills by +5 permanently. The total value of Potential Mastery’s skill increases is +25 to all Skills.
Ability Mastery [rk. 0]
Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits.
Technique Mastery [rk. 0]
Each level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it.
Legendary Mastery [rk. 0]
This Mastery has only one rank, but grants access to your Legendary Technique slot.
Class Mastery [rk. 1]
Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait, chosen when you purchase respective ranks of Class Mastery (found on the Traits Page). Class Trait choices are restricted by your chosen Class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page.
General Traits:
Endure
Requirements: Resilience Skill of 30
Activation: None (Passive)
Effect: Increase your HP by +25.
Indomitable AI's Assistant
Requirements: Resilience Skill of 35
Activation: None (Passive)
Effect: Increase your DR by 4.
Power AI's Assistant
Requirements: Energy Control Skill of 30
Activation: None (Passive)
Effect: Your Energy attacks deal +3 bonus damage.
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.
Racial Trait:
9001 Lives
Requirements: Human
Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles.
Skills & Statistics
Level Information:
Natural Power Level: 5817
Base Power Level: 9307 (+50% Power Of Legends, +10% Auxillary Core)
Mastery Points Spent:
Skill Points:
+30: Character Creation
+25: Potential Mastery 1
+5: Focus Mastery 1
+25: Potential Mastery 2
+25: Potential Mastery 3
+25: Potential Mastery 4
+5: Focus Mastery 2
+5: Focus Mastery 3
+5: Focus Mastery 4
Total:
Skills & Stats:
HP: 140 (+25 Endure)
Ki: 120
Fighting: 20
Energy Control: 40
Reflexes: 25
Resilience: 45
Defense: 65
DR: 8 (+4 Indomitable)
Melee Accuracy: 1d100 +30
Energy Accuracy: 1d100 +50
Melee Damage Bonus: 3
Energy Damage Bonus: 6
Ki Cost Reduction: 2
Class Information:
Class: Powerhouse
Class Level: 1
Class Trait Slots: 1
Stat Modifiers [Level 1]
HP Modifier: +20
Accuracy Modifier: +10
Defense Modifier: -15
Damage Modifier: +2
DR Modifier: +2
Class Features
Power of Legends
Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki
Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Tidebreaker
Your natural DR may not be bypassed or ignored by attacks unless the opponent targeting you possesses at least Edge 2 vs you. Utility techniques and other Class Features are not considered "attacks" for the purposes of this ability.
Class Traits:
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
Masteries:
Focus Mastery Rank: 4
Potential Mastery Rank: 4
Ability Mastery Rank: 0
Technique Mastery Rank: 0
Legendary Mastery Rank: 0
Class Mastery Rank: 1
Focus Mastery [rk. 4]
Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25.
Potential Mastery [rk. 4]
Each level of Potential Mastery increases all of your Skills by +5 permanently. The total value of Potential Mastery’s skill increases is +25 to all Skills.
Ability Mastery [rk. 0]
Every level of Ability Mastery grants you a single General or Skill Trait of your choice. You do not have to spend any additional MP to gain these Traits, as they are simply chosen and added to your sheet at the time you purchase a level of Ability Mastery. You may not use Ability Mastery to learn Class Traits or Racial Traits.
Technique Mastery [rk. 0]
Each level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it.
Legendary Mastery [rk. 0]
This Mastery has only one rank, but grants access to your Legendary Technique slot.
Class Mastery [rk. 1]
Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait, chosen when you purchase respective ranks of Class Mastery (found on the Traits Page). Class Trait choices are restricted by your chosen Class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page.
General Traits:
Endure
Requirements: Resilience Skill of 30
Activation: None (Passive)
Effect: Increase your HP by +25.
Indomitable AI's Assistant
Requirements: Resilience Skill of 35
Activation: None (Passive)
Effect: Increase your DR by 4.
Power AI's Assistant
Requirements: Energy Control Skill of 30
Activation: None (Passive)
Effect: Your Energy attacks deal +3 bonus damage.
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.
Racial Trait:
9001 Lives
Requirements: Human
Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles.
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Technique Information
Technique Slots: 2 | 5
Extra Techniques Slots: N/A
Enhanced Technique Slots: 0
Techniques Known: 3 | 5
Technique List:
Basic Techniques
Technique Information
Technique Slots: 2 | 5
Extra Techniques Slots: N/A
Enhanced Technique Slots: 0
Techniques Known: 3 | 5
Technique List:
Basic Techniques
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
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
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.
Cost: 7 ki
Limit: None
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.
Cost: 7 ki
Limit: None
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
Effects: None
Cost: 2 ki
You fire a crackling bolt of ki that explodes when it makes impact.
Type: Ranged Energy Attack
Action: Standard Action
Damage: 2d6+2
Effects: None
Cost: 2 ki
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
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
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.
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.
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.
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.
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.
Cost: 15 ki
Limit: Once per turn.
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.
Cost: 15 ki
Limit: Once per turn.
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.
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.
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
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
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
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
Utility Techniques
Defensive Techniques
Special Techniques
Finisher Techniques
SOLAR FLARE
You use your ki to amplify the light around you into a blinding flash.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%.
Cost: 5 ki.
Limit: Twice per thread.
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
You use your ki to amplify the light around you into a blinding flash.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%.
Cost: 5 ki.
Limit: Twice per thread.
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HEAL
You mend flesh and knit bone using a mystical power.
Type: Utility
Action: Bonus Action
Requirements: Requires an Energy Control skill of 25 or the Mystic class.
Effect: You restore 15 HP to a willing ally or yourself.
Cost: 10 ki.
Limit: Once per ally.
Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
You mend flesh and knit bone using a mystical power.
Type: Utility
Action: Bonus Action
Requirements: Requires an Energy Control skill of 25 or the Mystic class.
Effect: You restore 15 HP to a willing ally or yourself.
Cost: 10 ki.
Limit: Once per ally.
Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT Starter Tech
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, utility technique, or grenade 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.
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, utility technique, or grenade 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.
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.
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.
DRAGON BLAST
Kite fires a white ki blast at his opponent, which takes the form of a dragon's head.
Type: Energy, Ranged, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Slashing
Minor Effect: Burning
Cost: 15 ki
Learn: 2 weeks
Kite fires a white ki blast at his opponent, which takes the form of a dragon's head.
Type: Energy, Ranged, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Slashing
Minor Effect: Burning
Cost: 15 ki
Learn: 2 weeks
Finisher Techniques
BURNING WHITE DRAGON
Kite charges a ball of white energy between his palms. He then fires it at his opponent. The gush of white fire, in the form of a dragon, engulfs his foe, inflicting serious burns to them.
Type: Energy, Ranged, Finisher
Action: Standard Action
Base Damage: 5d8+15
Major Effect: Draining
Minor Effect: Searing
Cost: 35 ki, 5HP
Learn: 2 weeks
Kite charges a ball of white energy between his palms. He then fires it at his opponent. The gush of white fire, in the form of a dragon, engulfs his foe, inflicting serious burns to them.
Type: Energy, Ranged, Finisher
Action: Standard Action
Base Damage: 5d8+15
Major Effect: Draining
Minor Effect: Searing
Cost: 35 ki, 5HP
Learn: 2 weeks