Post by Jade on Jan 1, 2020 18:36:25 GMT -8
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Personal Info:
Name: Jade
Species: Beastman/Human
Age: 19
Gender: Female
Lineage: Descendant of Puar/Yamcha
Personal Info:
Name: Jade
Species: Beastman/Human
Age: 19
Gender: Female
Lineage: Descendant of Puar/Yamcha
{}
Appearance:
Height: 5ft. 10inches.
Weight: 210 lbs
Hair Style: Long
Hair Color: Pink
Eye Color: Jade Green
Notable/Distinctive Characteristics: Looks like a human on first sight, but she has a tail and cat ears on the top of her head.
Personality:
Jade is a really quiet and shy girl and only talks when she sees the need to. Once you get to know her, she can be a very nice person. She likes to talk a lot, and loves sharing secrets with her friends. Normally, if there isn't anyone around to talk to, she can be very quiet and tries not to draw attention to herself. She likes fighting, but used to view as a way for defending herself, and now realizes that it's a way she can express herself and have fun. She acts pretty childish most of the times, like when she talks and how she twirls her tail around her leg and likes to wear hoodie sweaters a lot, for fashion and personal reasons. She uses these to hide her cat ears so that people would only realize her pink hair. Yes, most people don't really care about how others look, but she just does it, in order not to draw too much attention to herself. She has a weird fettish for being pet, or when a friend pats her on the head or rubs the top of her head. She doesn't really have a main goal at the moment, but wishes to learn more about the city and fighting and to defend the earth against against any threat.
History:
As a Puar Descendant, she spent most of her young days in the Diablo Desert. She learnt how to fight there really, but wasn't told that she was a ki user, and use those fighting skills that she learned to defend herself. There were many people of her kind in the Diablo desert with the cat ears and a tail. It was rather peaceful there, and she had her biological mother and father there too. Once she was about twelve, her dad told her about the city and the world and told her that she could go and explore. She had three siblings. They were all females, and she loved them a lot, and she was the eldest. She was still the quiet and shy person that she is now, but talked a lot to her siblings. She went to the city because.. she wanted to experience everything. How does it feel to go to work, to be in an office. To eat an elegant dinner, and most of all, to find some new friends. This was what happened when she was fourteen. She was taken care of by some strange people that she didn't know, but they accepted her, and she was then sent to school, and other things a normal child should be given, and this made her the girl she is today.
RP Sample:
Jade felt like she could eat the air around her, as she sat in the restaurant and inhaled the sweet smell of apple pie. This was her.. birthday party. Her parents booked a whole restaurant for the pink haired girl, and she was very happy about that.
"Nya ha ha ha ha. Thanks mom and dad. I love you."
She got up from her seat, swirling her tail, and gave her mother and father a hug, laying her soft paws in their backs. But suddenly, a gang of three men came into the premises and took out their guns saying
"Hey! You know the drill, give me your money!"
Jade looked around and saw the men standing at the door. Yes, she was scared to see them with guns, but then an idea came to her mind. One day at the park, while walking around with her cat, a man tapped her on the shoulder, and she was frightened, so she swung her hand around, attempting to hit the shady man. But suddenly, a jade green orb of energy appeared from her paws, and was immediately fired into the air. This made the man extremely scared and he ran away. Jade didn't say anything at that moment, but was extremely happy that she was one of the ki users that were around. So, she turned to her parents saying
"Mom.. Dad.. I want to show you something,.. I know that this might not be the time, but it could save us."
Immediately, she turned around, and aimed her open paw at the men, and a jade green orb of energy appeared from it. Once she fired it, it caught the man in the middle and it caught him on his arm. It didn't take his arm off, but it instead grzed it, leaving a severe burn on his arm.
"Damn it, a ki user! Kill her!"
Once the men heard there boss' command, they immediately raised the gun and aimed it at the girl. She knew that it would be risky, but still, she rushed at the men, with her jade green aura exploding around her, and her pink long hair fluttered violently. BAM! A punch went into one of the men's stomach which caused spit to fly from his mouth. The second sent the man flying outside of the restaurant door, and the other man looked at the girl, scared. She immediately raised her hand, maiming the man in front of her, and he held his face in pain. They all ran away after seeing this, with their guns, of course, and there were a few people looking from outside the transparent glass window. She looked at her parents, smiling. And yes, as expected, they were extremely surprised. Her mother looked at her saying
"When did you learn how to do that?"
"I don't even know, it just.. kinda happened and stuff."
While saying this, she twirled her tail around her left leg.
"Let me explain this later, could we just commence the party.."
The people that were outside, were the ones that were invited to the party, and soon after, music was played, and everyone ate food, cake and pie.
WC: 532
Referred By: No one | Javi's Alt | Celerai | Kite
Appearance:
Height: 5ft. 10inches.
Weight: 210 lbs
Hair Style: Long
Hair Color: Pink
Eye Color: Jade Green
Notable/Distinctive Characteristics: Looks like a human on first sight, but she has a tail and cat ears on the top of her head.
Personality:
Jade is a really quiet and shy girl and only talks when she sees the need to. Once you get to know her, she can be a very nice person. She likes to talk a lot, and loves sharing secrets with her friends. Normally, if there isn't anyone around to talk to, she can be very quiet and tries not to draw attention to herself. She likes fighting, but used to view as a way for defending herself, and now realizes that it's a way she can express herself and have fun. She acts pretty childish most of the times, like when she talks and how she twirls her tail around her leg and likes to wear hoodie sweaters a lot, for fashion and personal reasons. She uses these to hide her cat ears so that people would only realize her pink hair. Yes, most people don't really care about how others look, but she just does it, in order not to draw too much attention to herself. She has a weird fettish for being pet, or when a friend pats her on the head or rubs the top of her head. She doesn't really have a main goal at the moment, but wishes to learn more about the city and fighting and to defend the earth against against any threat.
History:
As a Puar Descendant, she spent most of her young days in the Diablo Desert. She learnt how to fight there really, but wasn't told that she was a ki user, and use those fighting skills that she learned to defend herself. There were many people of her kind in the Diablo desert with the cat ears and a tail. It was rather peaceful there, and she had her biological mother and father there too. Once she was about twelve, her dad told her about the city and the world and told her that she could go and explore. She had three siblings. They were all females, and she loved them a lot, and she was the eldest. She was still the quiet and shy person that she is now, but talked a lot to her siblings. She went to the city because.. she wanted to experience everything. How does it feel to go to work, to be in an office. To eat an elegant dinner, and most of all, to find some new friends. This was what happened when she was fourteen. She was taken care of by some strange people that she didn't know, but they accepted her, and she was then sent to school, and other things a normal child should be given, and this made her the girl she is today.
RP Sample:
Jade felt like she could eat the air around her, as she sat in the restaurant and inhaled the sweet smell of apple pie. This was her.. birthday party. Her parents booked a whole restaurant for the pink haired girl, and she was very happy about that.
"Nya ha ha ha ha. Thanks mom and dad. I love you."
She got up from her seat, swirling her tail, and gave her mother and father a hug, laying her soft paws in their backs. But suddenly, a gang of three men came into the premises and took out their guns saying
"Hey! You know the drill, give me your money!"
Jade looked around and saw the men standing at the door. Yes, she was scared to see them with guns, but then an idea came to her mind. One day at the park, while walking around with her cat, a man tapped her on the shoulder, and she was frightened, so she swung her hand around, attempting to hit the shady man. But suddenly, a jade green orb of energy appeared from her paws, and was immediately fired into the air. This made the man extremely scared and he ran away. Jade didn't say anything at that moment, but was extremely happy that she was one of the ki users that were around. So, she turned to her parents saying
"Mom.. Dad.. I want to show you something,.. I know that this might not be the time, but it could save us."
Immediately, she turned around, and aimed her open paw at the men, and a jade green orb of energy appeared from it. Once she fired it, it caught the man in the middle and it caught him on his arm. It didn't take his arm off, but it instead grzed it, leaving a severe burn on his arm.
"Damn it, a ki user! Kill her!"
Once the men heard there boss' command, they immediately raised the gun and aimed it at the girl. She knew that it would be risky, but still, she rushed at the men, with her jade green aura exploding around her, and her pink long hair fluttered violently. BAM! A punch went into one of the men's stomach which caused spit to fly from his mouth. The second sent the man flying outside of the restaurant door, and the other man looked at the girl, scared. She immediately raised her hand, maiming the man in front of her, and he held his face in pain. They all ran away after seeing this, with their guns, of course, and there were a few people looking from outside the transparent glass window. She looked at her parents, smiling. And yes, as expected, they were extremely surprised. Her mother looked at her saying
"When did you learn how to do that?"
"I don't even know, it just.. kinda happened and stuff."
While saying this, she twirled her tail around her left leg.
"Let me explain this later, could we just commence the party.."
The people that were outside, were the ones that were invited to the party, and soon after, music was played, and everyone ate food, cake and pie.
WC: 532
Referred By: No one | Javi's Alt | Celerai | Kite
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Skills & Statistics
Level Information:
Base Power Level: Check 'Accountings' Section
Mastery Points Spent: Check 'Accountings' Section
Skill Points:
+30: Character Creation
+25: Potential Mastery 1
+5: Focus Mastery 1
+5: Focus Mastery 2
+25: Potential Mastery 2
+25: Potential Mastery 3
+25: Potential Mastery 4
+5: Focus Mastery 3
+5: Focus Mastery 4
+25: Potential Mastery 5
Total:
Skills & Stats:
HP: 70
Ki: 100
Fighting: 25
Energy Control: 50
Reflexes: 40
Resilience: 40
Defense: 110 (+10 Instinct)
DR: 6 (+4 Indomitable)
Melee Accuracy: 40
Energy Accuracy: 65
Melee Damage Bonus: 5
Energy Damage Bonus: 8
Ki Cost Reduction: 2
Class Information:
Class: Ravager
Class Level: 3
Class Trait Slots: 2
Stat Modifiers [Level 3]
HP Modifier: -20
Accuracy Modifier: +15
Defense Modifier: +10
Damage Modifier: +4
DR Modifier: 0
Class Features
Rushing
Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR.
Relentless
Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again.
Pummel
Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage.
Stolen Impetus
Whenever the target of one of your attacks performs a Defensive technique in response to that attack, you gain an additional action on your next turn; this action’s type is determined by which action the opponent used to react to your attack. (Bonus Action grants you a Bonus Action, Standard Action grants you a Standard Action.)
Vindication
Once per battle, as an At-Will Action, you may perform the Strike or Energy Blast basic techniques as if they were Bonus Actions. The first Strike or Energy Blast used in this way deals additional damage equal to the total damage you have received over your previous 2 turns.
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
Reckless Power
Activation: At-Will
Effect: When you activate Reckless Power, you may spend 5 HP to use Power Up as an At-Will action on your turn.
Limit: 2 times per thread.
Classes: Conqueror, Powerhouse, Ravager
Masteries:
Focus Mastery Rank: 5
Potential Mastery Rank: 5
Ability Mastery Rank: 2
Technique Mastery Rank: 3
Class Mastery Rank: 2
Focus Mastery [rk. 5]
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. 5]
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. 3]
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. 2]
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:
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.
Indomitable
Requirement: Resilience Skill of 40
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.
Instinct AI's Assistant
Requirements: Reflexes Skill of 30
Activation: None (Passive)
Effect: Your Defense is increased by +10.
Racial Trait:
Name: Quick Learner
Requirements: Beastman, Human, or Monster
Effect: You automatically subtract one week from every technique you study’s learning time.
Skills & Statistics
Level Information:
Base Power Level: Check 'Accountings' Section
Mastery Points Spent: Check 'Accountings' Section
Skill Points:
+30: Character Creation
+25: Potential Mastery 1
+5: Focus Mastery 1
+5: Focus Mastery 2
+25: Potential Mastery 2
+25: Potential Mastery 3
+25: Potential Mastery 4
+5: Focus Mastery 3
+5: Focus Mastery 4
+25: Potential Mastery 5
Total:
Skills & Stats:
HP: 70
Ki: 100
Fighting: 25
Energy Control: 50
Reflexes: 40
Resilience: 40
Defense: 110 (+10 Instinct)
DR: 6 (+4 Indomitable)
Melee Accuracy: 40
Energy Accuracy: 65
Melee Damage Bonus: 5
Energy Damage Bonus: 8
Ki Cost Reduction: 2
Class Information:
Class: Ravager
Class Level: 3
Class Trait Slots: 2
Stat Modifiers [Level 3]
HP Modifier: -20
Accuracy Modifier: +15
Defense Modifier: +10
Damage Modifier: +4
DR Modifier: 0
Class Features
Rushing
Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR.
Relentless
Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again.
Pummel
Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage.
Stolen Impetus
Whenever the target of one of your attacks performs a Defensive technique in response to that attack, you gain an additional action on your next turn; this action’s type is determined by which action the opponent used to react to your attack. (Bonus Action grants you a Bonus Action, Standard Action grants you a Standard Action.)
Vindication
Once per battle, as an At-Will Action, you may perform the Strike or Energy Blast basic techniques as if they were Bonus Actions. The first Strike or Energy Blast used in this way deals additional damage equal to the total damage you have received over your previous 2 turns.
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
Reckless Power
Activation: At-Will
Effect: When you activate Reckless Power, you may spend 5 HP to use Power Up as an At-Will action on your turn.
Limit: 2 times per thread.
Classes: Conqueror, Powerhouse, Ravager
Masteries:
Focus Mastery Rank: 5
Potential Mastery Rank: 5
Ability Mastery Rank: 2
Technique Mastery Rank: 3
Class Mastery Rank: 2
Focus Mastery [rk. 5]
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. 5]
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. 3]
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. 2]
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:
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.
Indomitable
Requirement: Resilience Skill of 40
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.
Instinct AI's Assistant
Requirements: Reflexes Skill of 30
Activation: None (Passive)
Effect: Your Defense is increased by +10.
Racial Trait:
Name: Quick Learner
Requirements: Beastman, Human, or Monster
Effect: You automatically subtract one week from every technique you study’s learning time.
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Technique Information
Technique Slots: 4 | 5
Extra Techniques Slots: N/A
Enhanced Technique Slots: 1 [Enhanced Focus Energy]
Techniques Known: 5 | 5
Technique List:
Basic Techniques
Technique Information
Technique Slots: 4 | 5
Extra Techniques Slots: N/A
Enhanced Technique Slots: 1 [Enhanced Focus Energy]
Techniques Known: 5 | 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
Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
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.
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
Legendary TechniquesHEAL III
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.
REVENGER CHARGE III
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.
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.
ENERGY CONSTRUCTS I
You form constructs of pure energy that help you fight in various ways.
Type: Utility
Action: Bonus Action / At-Will to use constructs
Requirements: Requires Energy Control skill of 40.
Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn.
--Give +10 to a single Accuracy roll on your turn. One per attack.
--Gain +2 bonus damage for a single attack you make. Two per attack max.
--Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
--As a reaction you gain +5 Defense against all attacks. One per turn.
--As a reaction you gain 2 DR against all attacks during turn. One per turn.
Cost: 15 ki
Limit: Once per thread. You may have only one set of Energy Constructs active at a time.
Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
You form constructs of pure energy that help you fight in various ways.
Type: Utility
Action: Bonus Action / At-Will to use constructs
Requirements: Requires Energy Control skill of 40.
Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn.
--Give +10 to a single Accuracy roll on your turn. One per attack.
--Gain +2 bonus damage for a single attack you make. Two per attack max.
--Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
--As a reaction you gain +5 Defense against all attacks. One per turn.
--As a reaction you gain 2 DR against all attacks during turn. One per turn.
Cost: 15 ki
Limit: Once per thread. You may have only one set of Energy Constructs active at a time.
Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
PAPARAPAPA I
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.
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.
HYPNOSIS III
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.
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.
MAGIC MATERIALIZATION I
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.
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.
FEINT II
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.
BARRIER III Starter Tech
Jade creates a shroud of protective ki around her body to soften blows and protect herself 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.
Jade creates a shroud of protective ki around her body to soften blows and protect herself 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.
INSTINCTUAL DEFENSE III
You swiftly blink in and out of your opponent's attacks using your powerful natural instincts.
Type: Defense
Action: At-Will
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.
You swiftly blink in and out of your opponent's attacks using your powerful natural instincts.
Type: Defense
Action: At-Will
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.
BURNING ATTACK
Jade uses her tail to charge up a jade green ki blast, which is then fired at her opponent. This ki blast takes in the look of a burning fire ball.
Type: Energy, Ranged, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Slashing
Minor Effect: Searing
Cost: 15 ki
Learn: 2 weeks
Jade uses her tail to charge up a jade green ki blast, which is then fired at her opponent. This ki blast takes in the look of a burning fire ball.
Type: Energy, Ranged, Single
Action: Standard Action
Base Damage: 3d10
Major Effect: Slashing
Minor Effect: Searing
Cost: 15 ki
Learn: 2 weeks
FINAL BOMB
Jade charges a huge jade green orb of energy, which she then throws at her opponent. This ball of energy takes the form of a huge flaming ball.
Type: Energy, Ranged, Finisher
Action: Standard Action
Base Damage: 5d8+10
Major Effect: Piercing
Minor Effect: Searing
Cost: 35 ki
Learn: 2 weeks
Jade charges a huge jade green orb of energy, which she then throws at her opponent. This ball of energy takes the form of a huge flaming ball.
Type: Energy, Ranged, Finisher
Action: Standard Action
Base Damage: 5d8+10
Major Effect: Piercing
Minor Effect: Searing
Cost: 35 ki
Learn: 2 weeks
Spirit Bomb I
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 4,000 EP and 4 weeks to learn.
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 4,000 EP and 4 weeks to learn.