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Saga 2: Updates Post
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Topic Started: Feb 19 2017, 04:40 PM (388 Views)
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Rugo
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Feb 19 2017, 04:40 PM
Post #1
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The Badmin
- Posts:
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- Saiyan(Admin)
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- #1
- Joined:
- 27 September 2016
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- Level:
- K
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Saga 2 News
Some of this will be new, some of it will have already been announced.
- Your character may start on whatever available Planet you wish at the start of Saga 2 (Week 12).
- Every existing player who missed Days will be refunded full EXP for those days. Players who only purchased moves to not miss days may exchange those Training Days for EXP.
- You may not Reroll once Week 12 begins.
- Interference cannot be performed until Turn 8.
- If anything in your moveset has been altered, you may exchange that move without doing a full moveset exchange (I.E. You can keep Afterlife moves).
- One year has passed, everyone from the war has been revived due to the wish granted to Vivi.
- The Guru is still being held captive by the Red Ribbon Army.
- The Saiyan Army has finally left Namek, but Saiyans are still present on Namek. During the year long occupation, Saiyan families have settled and begun forming villages of their own on Namek. The Namekians have a general feeling of unease about this.
- Despite the wish, the King of Earth has not been sighted since his death. Earth is in the process of holding elections for a new leader at the behest of Prince Nox.
- King Vegeta has returned home and begun to exert control over his people. Pockets of resistance formed during the war still exist.
Rule Changes
- During Destroy Potential, you now regain 50% of lost HP from the fights.
- Only one ship can use its Weapons/Defenses per fighter. You cannot stack 10 docked ships and kill someone with Shell Blasters. Hell nah.
- Tractor Beam will be retconned out. All ships with it will get something else, and anyone who bought one can have it refunded. All ships will be treated as if they have tractor beams. People can challenge via space ships, those challenges are terrestrial battles with buffs from ship weapons/defenses.
- The Jet-Build property is being removed and replaced with the Phase Jets item.
- The Geif will now only include planet with Player Characters in it's planetary roll.
- Each ship only has so many "Weapon" and "Defense" slots. These will be reflected in the marketplace.
- Any Item with an effect that can only be used once in a designated time period (Week, Month, Saga, etc.) cannot be used for a week after it has been traded.
- Each character can only find two Dragonballs per real life day.
- Basic attacks performed with a weapon now are considered to require a weapon of that type.
- Basic attacks will have the Physical, Energy, Punch, or Kick descriptor, depending on the Basic Attack.
Racial/Class Changes
- Half-Saiyan Class (Ruthless Brawler):Gain 3 Ki Points when you fall below (50% HP). Your Punch-Type and Kick-Type attacks cannot be STOPPED by a defensive roll of 12 or less. RESTRICTEDx1. Activate when your opponent BLOCKS or otherwise modifies the damage of one of your CRITICAL attacks. BREAK.
- Angel Racial (Godly Potential):RESTRICTED X1.You may re-roll your attack or defense roll. You cannot CRITICAL or COUNTER with that re-roll. This cannot effect RESTRICTED attacks or a defensive roll against RESTRICTED attacks.
- Shamoian Class:Little Warrior - You start the game with +2 training days. Whenever you unlock a transformation, you start with it MASTERED at d80.
- Shikirian Transformation Level 1: [MASTERED] Envy of All - Whenever you perform a SUCCESSFUL Freestyle Advanced Attack with an attack roll of 22 or higher, gain 1 Ki Point. When you gain Ki Points from this effect, you may not gain more than 1 Ki Point that turn. If this effect is applied to an attack with multiple dice, the effect is only applied to the first dice roll.Your attacks do +(5% Power) Damage.
- Bas-Jin Transformation gains:Whenever you gain a dice side or result bonus, double that bonus to a maximum of +4 from this Transformation ability. This does not include your Bas-Jin racial "Four Eyes"
- Maguma-Jin are losing "Too Hot in the Kitchen" Racial and gaining Phoenix Rising-When your Health drops to 0 for the first time in a match, you may perform an Advanced or Basic attack. If the attack roll result is 23 or more, you may set your Health to 1.
Maguma-Jin Racial Escape Artist- Your escape rolls gain +3 to the combined result. If you fail your escape roll, your escape rolls gain +2 to the result for the remainder of the Match. Whenever you are prevented from making escape rolls, your defense rolls gain +2 to the result.
Maguma Class:Teamwork Isn't Cheating - Once per week, you can Interfere in a match or have someone interfere in your match. This does not count against the 1 Interfere per match rule. Whenever you interfere in someone's match, your attacks gain + 3 to the results. Your Interference rolls only have to be 60 or higher to succeed.
Konatsian Class:Mixed Martial Artist - You start the game with +2 Training Days. Once per Saga, you may choose to remove your Styled moves from your moveset. If you do, total up the Training Days and you may add moves to your moveset of equal or lesser Training Days from another Martial Arts Style. The moves you add must be from planets you have already visited, and your official Style changes to match the new moveset. You may recreate any and all customs.
Tuffle Class:Guerrilla Tactics - Whenever you initiate a Battle with an opponent, they start the match with -2 KI Points. At the start of combat, if your opponent's Level is higher than yours, you may have the first turn regardless of any other effects. If your opponent'sLevel is lower than yours, and your defensive roll result is 6 or lower, it is considered to be 10 instead.
Item Changes
- 1/3 Senzu Bean [2,000z]
Inventory Slots: 1 Description: A bean with supernatural properties allowing for the regeneration of health. Effect: Use when you lose a battle. You do not die and you Gain (10% Total HP) HP. Notes: Only one healing item may be used per Battle or Spar. Location: Earth, Namek
- 1/2 Senzu Bean [4,000z]
Inventory Slots: 1 Description: A bean with supernatural properties allowing for the regeneration of health. Effect: USEx1. Use when you lose a battle. You do not die and you (50% Total HP) HP. Notes: Only one healing item may be used per Battle or Spar. Location: Earth, Namek
- Senzu Bean [5,000z]
Inventory Slots: 1 Description: A bean with supernatural properties allowing for the regeneration of health. Effect: USEx1. Use when you lose a battle. You do not die and you gain (100% Total HP) HP. Notes: Only one healing item may be used per Battle or Spar. Location: Earth, Namek
- Black Water Mist [500Z]
Inventory Slots:1 Description: An ancient jug that appears to have been sealed for centuries. When it is opened, black mist pours out and infects anyone nearby. Effect: USE X1. No one may interfere in this fight. If used by a Makyan, gain 3 ki. This does not take up your turn.If Makyan, You may not use another Ki gain item this match. If you have already used one this match, you do not gain the ki from this item.
- Capsule Corp. Space Ship [2,500z]
Inventory Slots: 2 Description: A spaceship designed by the late Dr. Briefs and since modified. Large and orb-like, there is little in the way of comfort aboard the ship with a primitive bedroom, kitchen, and bathroom area. However, there is a machine called a Gravitron aboard which can alter the gravity inside the ship which is ideal for training. Effect: Allows inter-galactic travel. Max Capacity: 2 Person(s) Support Systems: -- Gravitron (+5% EXP when Sparring) Travel Time: 5 4 Days. Location: Earth
- Space Pod [1,000z]
Inventory Slots: 2 Description: A small, round pod capable of inter-galactic travel. The pod, though only 5' in diameter, houses enough room for one occupant that is kept in suspended animation to reduce necessary resources to keep them alive. The computer systems handle navigation automatically though in the event of an emergency it will jolt the occupant awake and allow manual override for evasive manuevers. Effect: Allows inter-galactic travel. Max Capacity: 1 Person(s) Support Systems: [Pod style craft cannot be modified] -- Suspended Animation (Cannot Train/Spar/Battle or do quests while travelling] Travel Time: 3 2 days. Location: New Vegeta, Alpha Collective
Martial Arts Changes
- Akaikaru
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Rage Mastery [AKAIKARU, MASTERY] Description:Anger is the purest emotion a warrior can have. While others preach calmness, peace, and tranquility, masters of Akaikaru understand the truth: unleash your sadistic urges onto all who stand in your way. Break them down and leave them broken and bleeding. When faced with the unbridled violence characteristic of an Akaikaru master, most foes find themselves incapable of gathering their wits, focusing their energies, or holding their ground. Effect: When your opponent activates a CONSTANT skill, they lose (5% Their Current HP) HP. Your attacks with “skill” in the Effect cannot have their effects negated, changed, or erased by your opponent's effects. Your opponent’s Blocks cost +1 KI Point to use, to a minimum of 2 Ki Points. Whenever your opponent STOPS one of your attacks with a defensive roll of 27 or higher, gain 1 KI Point. Requirements: You must know at least three (3) Akaikaru attacks,skills, and/or blocks. Training Days: 4 Intensity Mastery [AKAIKARU, MASTERY] Description:Keeping on top of the opponent is key to an Akaikaru practitioner. When their flow of battle is interrupted, they react harshly, breaking through defenses and attacking more fiercely to regain their place in combat. Effect: At the start of each match, you may choose a single Freestyle Advanced Attack to be counted as an Akaikaru attack. Whenever your opponent performs a SUCCESSFUL Advanced Attack against you with a base cost of 2 or more, your next Akaikaru attack gains "This attack cannot be Blocked. SUCCESSFUL - If your attack roll result is 15 or higher, STUN.” Requirements: You must know at least three (3) Akaikaru attacks,skills, and/or blocks. Training Days: 4 Blazing Speed Mastery [AKAIKARU, MASTERY] Description: Brute force can only do so much in battle. The key to being aggressive is not just in how hard you hit, but how fast you strike. Your opponent, rendered unable to keep up with your blazing speed, will fall victim to blow after blow. Giants will crumble and defensive opponents will find they have met their match. Effect: Your attack rolls gain +2 dice sides and gain an additional +1 dice side for each SUCCESSFUL attack you perform. This effect stacks. If your opponent STOPS one of your attacks with a defensive roll result of 23 or higher, the additional stacking effect resets to +0. Your attacks CRITICAL with a natural result 1 lower than normal. Requirements: You must know at least three (3) Akaikaru attacks,skills, and/or blocks. Training Days: 4 Relentless [AKAIKARU, CONSTANT SKILL] Description: Never one to turn away from a fight, the Akaikaru student is determined to see it through to the end . . . and to make sure that no one else dares escape their fury. Effect: CONSTANT – You may activate this skill when taking damage from a SUCCESSFUL attack. Escape rolls cannot be made while this Skill is active. This Skill costs +1 KI Point for every participant in battle, excluding yourself to a maximum of +9 KI Points. You may de-activate this skill yourself by paying 1 KI Point. De-activating this skill yourself does not take up your turn. Costs 1 KI Point. Requirements: N/A Training Days: 2 Impulsive [AKAIKARU, CONSTANT SKILL] Description: Battles are fast paced, and don’t always allow time to calculate every single action. On occasion, it may be a better plan to go with your gut, rather than with your brain. Effect: CONSTANT – Roll 1dX (X = number of Advanced Attacks in your move set) every turn. The number you roll corresponds to the number that an Advanced Attack appears in your move set. You must perform that attack, or pass if you cannot pay the cost. That attack does +(10% Power) damage and costs -1 KI Point to perform to a minimum of 1. You may de-activate this Skill at the start of any turn. This Skill costs +2 KI Points to activate for every time it's been activated during combat. Costs 2 KI Points. Requirements: N/A Training Days: 2 Torpedo Kick [AKAIKARU, PHYSICAL, KICK] Description: Flying toward the adversary, feet first, you drive your feet right through them; pile driving your way past. Effect: Physical attack doing (30% Power) Damage. Your attack roll is 1d35 for this attack. This attack cannot be BLOCKED. SUCCESSFUL - Choose a Block. That Block cannot be used by anybody until you roll an attack roll result of 5 or less. This effect may not effect more than one Block at a time. Costs 1 KI Point. Requirements: N/A Training Days: 2 Blown Fuse [AKAIKARU, ENERGY, BLAST] Description: Releasing a massive scream, a gigantic blast of ki is shot from the user's open mouth toward the enemy. Effect: Energy attack doing (30% Power) Damage. SUCCESSFUL – Your next Skill costs -1 Ki Point. If your attack roll was 25 or higher, your next two Skills costs -2 KI Points to use or activate instead. Costs 1 KI Point. Requirements: N/A Training Days: 2 Fire Storm [AKAIKARU, ENERGY, BLAST, VOLLEY] Description: Holding out their hands, the user focuses their energy toward the target. Suddenly, a volley of flaming ki blasts descend from the sky like meteors; raining hell on the enemy. Effect: Energy attack doing (12% Power) Damage. Your attack roll is 3d32 for this attack. SUCCESSFUL - If two or more dice rolls are SUCCESSFUL, your next physical attack gains +4 dice sides. Costs 1 KI Point. Requirements: N/A Training Days: 2 Continuous Knee Smash [AKAIKARU, PHYSICAL, KICK] Description: Wrapping both hands around the back of their opponent’s head, the attacker pulls on the back of their skull to send their head down; simultaneously driving their knee repeatedly into their opponent’s face. Effect: Physical attack doing (30% Power) Damage. SUCCESSFUL - Your opponent cannot Power Up on their next turn. Your opponent loses (5% Power) HP on their next turn. Costs 1 KI Point. Requirements: N/A Training Days: 2 Letting Off Steam [AKAIKARU, PHYSICAL, PUNCH, KICK] Description: Sometimes fancy moves just don't do the trick. Sometimes, an old school beat down is all you need to turn a bad day around. Kicking an opponent on the inside of the leg to down them, you proceed to engage in a flurry of vicious, brutal strikes until the sight of your enemy's blood finally calms you. Effect: Physical attack doing (30% Power) Damage. This attack does +(5% Power) Damage and gains +1 to the result for every attack roll of yours that's been STOPPED in a row since your last SUCCESSFUL attack roll to a maximum of +(40% Power) and +4 to the result. SUCCESSFUL – Your opponent suffers -5 to their escape roll result on their next turn. Costs 1 KI Point. Requirements: N/A Training Days: 2 Firewall [AKAIKARU, ENERGY, MANIPULATED KI] Description: Exploding in a vortex of fiery energy, the cyclone surrounds the opponent on all sides and closes in, incinerating them. Effect: Energy attack doing (45% Power) Damage. You may lose any number of KI Points after your attack roll. For each KI Point lost with this effect, this attack gains +2 to the result. STOPPED – Gain 1 KI Point. You cannot gain Ki Points on your next turn. Costs 2 KI Points. Requirements: N/A Training Days: 2 Shotgun Blast [AKAIKARU, ENERGY, BLAST, VOLLEY] Description: Point-blank, the attacker delivers a series of ki blasts right into the opponent’s chest. Effect: Energy attack doing (15% Power) Damage per hit. Your attack roll is 3d40 for this attack. SUCCESSFUL - If you modify the dice sides or result of your attack on your next turn, gain 1 Ki Point. If all dice rolls are SUCCESSFUL, your opponent cannot modify their defense roll results or dice sides until they perform two SUCCESSFUL single dice attacks in a row. Costs 2 KI Points. Requirements: N/A Training Days: 2 Anger Management [AKAIKARU, PHYSICAL, PUNCH, KICK] Description: Driving forward, the aggressor rakes the opponent’s eyes furiously before knocking them to the floor. Once on the ground, the assailant tramples over their adversary’s remains. Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL- Your next single dice attack without stun in the effect gains “SUCCESSFUL- If your attack roll is 23 or higher, STUN.” If that attack is BLOCKED, this added SUCCESSFUL clause carries over to your next single-dice attack. Costs 2 KI Points. Requirements: N/A Training Days: 3 Bullrush [AKAIKARU, PHYSICAL, THROW] Description: Foregoing any sort of technique, the user charges their opposition straight up: performing a running headbutt. Wheeling around after delivering such a blow, they repeat their previous move in an effort to make the pain twice as agonizing. Effect: Physical attack doing (25% Power) Damage per hit. Your attack roll is 2d32 for this attack. SUCCESSFUL - If both attack rolls are SUCCESSFUL, your next UNRESTRICTED single-dice Advanced Attack with 'STUN' in the effect rolls 2 base dice and chooses the highest as the result. Costs 2 KI Points. Requirements: N/A Training Days: 2 Dexterous Glaive [AKAIKARU, PHYSICAL, KICK] Description: The user sends a deadly accurate kick directly at their opponent’s windpipe, halting their breath and knocking them straight to the ground. Once their opponent is face down on the floor, the user raises a leg high into the air and sends it crashing down upon the top of their skull. Effect: Physical attack doing (25% Power) Damage per hit. Your attack roll is 2d30 for this attack. If both rolls are SUCCESSFUL, your next physical Advanced Attack gains +2 sides and CRITICALS if your single-dice result exceeds the dice you rolled. If your Dexterity is more than your opponent’s Dexterity, your next physical attack gains +5 sides instead. Costs 2 KI Points. Requirements: N/A Training Days: 3 Flamethrower [AKAIKARU, ENERGY, BEAM] Description: With one arm extended, a swirl of energy with red, orange and yellow hues is sent forth in a beam. Effect: Energy attack doing (40% Power) Damage. You may forget this attack to STOP a Beam-Type Advanced Attack instead. If you do, you may perform a physical attack on the same turn. SUCCESSFUL - Your next attack with a STUN effect gains +2 to the result(s). Costs 2 KI Points. Requirements: N/A Training Days: 2 Shock Fist [AKAIKARU, PHYSICAL, ENERGY, PUNCH, MANIPULATED KI] Description: Focusing so much ki into their hand it becomes visible and audible – it resembles a high-pitched scream – the attacker rushes forward, driving their hand into their foe with the intent of thrusting it straight through them. Effect: Physical attack doing (40% Power) Damage. This attack is also considered an energy attack for all effects. Your attack roll is 1d34 for this attack. SUCCESSFUL - Your opponent’s defensive dice rolls gain -3 to the result until they perform a SUCCESSFUL single-dice attack, minimum 2 defense rolls. This effect stacks up to -6. Costs 2 KI Points. Requirements: N/A Training Days: 3 Spinebreaker [AKAIKARU, PHYSICAL, KICK] Description: The user charges the opponent’s back, driving their knee into the base of their spine in the process. Effect: Physical attack doing (45% Power) Damage. The cost of this attack cannot be reduced. SUCCESSFUL – You may pay the cost of your opponent's last attack+1. If you do, STUN. If your attack roll is 25 or higher, you may instead choose to have your opponent roll a Transformation roll with -3 to the result. If they fail, they revert to Base Form. Costs 2 KI Points. Requirements: N/A Training Days: 3 Sonic Boom [AKAIKARU, PHYSICAL, PUNCH, KICK] Description:Making use of god-like speed, the aggressor performs a volley of strikes before finishing it off with a final assault that propels the enemy away with such velocity that they break the sound barrier. Effect: RESTRICTEDx2. Physical attack doing (55% Damage) SUCCESSFUL – Gain 1 Ki Point. If your attack roll result is 20 or higher, STUN. If your Dexterity is more than your opponent’s Dexterity, this STUN cannot be prevented by any means. Costs 3 KI Points. Requirements: N/A Training Days: 3 Naginata [AKAIKARU, PHYSICAL, KICK] Description: The user does a front handspring in their opponent’s direction, kicking them high up into the air in the process. Using an Akaikaru student’s incredible speed they are able to fly above the opponent, kicking them with both legs back down to the planet below. Effect: Physical attack doing (55% Power) Damage. Your attack roll for this attack is 1d34 if you spent 3 or more Ki Points on this attack. SUCCESSFUL - Your Dexterity Bonus is doubled on your next Akaikaru Advanced attack and your next defense roll. Costs 3 KI Points. Requirements: N/A Training Days: 3 Buckshot [AKAIKARU, ENERGY, BLAST] Description: A short-distance release of small ki pellets directly into the opponent that have an explosive impact. Effect: Energy attack doing (7% Power) Damage per hit. Your dice roll for this attack is 10d30. SUCCESSFUL - If 6 or more dice rolls are SUCCESSFUL your next Advanced Attack roll is considered 2d30. The attack does its normal damage except per hit and any SUCCESSFUL effects on that attack now say "If all dice rolls are SUCCESSFUL". Costs 3 KI Points. Requirements: N/A Training Days: 3 Prism Inferno [AKAIKARU, ENERGY, HOLD, MANIPULATED KI] Description: The attacker creates several glowing towers of energy around the opponent, beams emerging from each tower to connect with the tips of another. After trapping the opponent within this prison, they rise into the air before the towers are detonated: resulting in a horrific explosion. Effect: Energy attack doing (40% Power) Damage. SUCCESSFUL - Your opponent loses (5% Power) HP at the start of their turn until they successfully activate a Skill. This effect cannot stack with itself. Costs 3 KI Points. Requirements: N/A Training Days: 2 Lord of the Flies [AKAIKARU, ENERGY, BLAST, VOLLEY] Description: The user slowly extends their arms outward, fists closed before slowly unclenching them. As they do so, a flurry of small, slow, but powerful ki blasts move toward the opponent, exploding and disorienting them on impact. The ki blasts are often mistaken for small, glowing flies due to their size. Effect: Energy attack doing (5% Power) damage. Your attack roll is 10d28 for this attack. The cost of this attack cannot be reduced below 2 KI Points. If 5 or less attacks are SUCCESSFUL, this attack adds the full bonus damage applied to it. If 5 or more dice rolls are SUCCESSFUL, STUN. Costs 3 KI Points. Requirements: N/A Training Days: 2 Rolling Thunder [AKAIKARU, ENERGY, MANIPULATED KI] Description: Entering a translucent ball of pure energy, the attacker tucks themselves into a ball and spins at blinding speeds, directing themselves and the ball into the opponent. Upon impact, the ball explodes, though it leaves the user relatively unharmed -- in comparison to the target. Effect: Energy attack doing (65% Power) Damage. The cost of this attack cannot be reduced below 2 KI Points. SUCCESSFUL - You lose (5% Total HP) HP. The next time one of your Advanced Attacks effects modify your dice sides and/or results, double the amount. This can exceed the dice cap rule. Costs 3 KI Points. Requirements: N/A Training Days: 3 Sniping Shot [AKAIKARU, ENERGY, BEAM] Description: The user extends their index finger out, gathering ki at the tip. They focus their energy into locking onto their opponent before they release the beam, having deadly accuracy even from a great distance. Effect: Energy attack doing (45% Power) Damage. Your attack roll for this attack is 1d50. The cost of this attack cannot be reduced below 2 KI Points. SUCCESSFUL - You cannot perform this attack on your next turn. Costs 3 KI Points. Requirements: N/A Training Days: 2 Blitzkrieg [AKAIKARU, PHYSICAL, ENERGY, BLAST, PUNCH, KICK] Description: Pushing off the ground with their palms, the attacker soars directly at their foe; using a storm of Ki blasts as cover. Closing the distance, they comb the opponent’s body with an array of ki-infused strikes – the ki colliding against the foe’s body creates sparks of energy, reminiscent of lightning. Effect: Physical attack doing (20% Power) Damage per hit. This attack also counts as an energy attack for all effects. Your dice roll for this attack is 3d30. SUCCESSFUL - If one dice is SUCCESSFUL, your Dexterity bonus increases by 1 for three turns. If two dice are SUCCESSFUL, your Dexterity bonus increases by 2 for three turns instead. If three dice are SUCCESSFUL and you paid the full cost of this attack, your Dexterity bonus increases by 3 for four turns instead. Costs 3 KI Points. Requirements: Bukujutsu. Training Days: 3 Hypersonic Knockout [AKAIKARU, PHYSICAL, PUNCH] Description: A high-speed jab combination with the punches following a spiralling pattern of attack, the last always being a swing for the face. Effect: RESTRICTEDx2. Physical attack doing (50% Power) Damage. If your last attack with a STUN effect was STOPPED, this attack costs -1 KI Point. This attack's cost cannot be reduced below 4 KI Points. SUCCESSFUL - STUN. If your Dexterity bonus is higher than your opponent's, STUNx2 instead. If your roll is attack roll was double your opponent’s defense roll or more, increase the STUN amount by +1. If your attack roll result was 28 or higher, increase the STUN amount by an additional +1. Costs 6 KI Points. Requirements: N/A Training Days: 3 Burn Out [AKAIKARU, PHYSICAL, PUNCH] Description: A red, burning aura surrounds the user before they charge at the opponent, a trail of fire being left in their wake. As they speed by, their opponent feels an inexplicable slash across their chest. The user turns around and quickly repeats the motion, slashing their opponent across the back. The after-effect of the move leaves the opponent feeling like their flesh and internal organs (or processors) are on fire. Effect: RESTRICTED x1. Physical attack doing (85% Power) Damage. STUN. Your next attack roll gains +2 sides and does +(10% Power) Damage. Costs 6 KI Points. Requirements: N/A Training Days: 4 Delta Storm [AKAIKARU, PHYSICAL, KICK] Description: An upwards kick launches the opponent into the air before the user follows after in pursuit, smashing them with another kick and dashing and/or teleporting behind them to follow up with another kick to the spine. Once more the user dashes and/or teleports, this time in front of the opponent before finishing off with a ki-charged downward ax-kick. Effect: RESTRICTEDx1. Use only if your Dexterity bonus is more than your opponent's Dexterity OR if you know Instant Transmission. Physical attack doing (45% Power) Damage per hit. Your attack roll for this attack is 3d32. SUCCESSFUL - If the last dice roll is 30 or higher, SEVER. Costs 8 KI Points. Requirements: Bukujutsu. Training Days: 4 Chained Mauler [AKAIKARU, PHYSICAL, PUNCH] Description: Throwing a powerful hook to the enemy's face, this initial punch is merely a set up for another hook coming from the opposite end. Despite the relatively simple nature of this technique, this particular move is legendary throughout the universe: it is said to only end when the target can no longer move. Effect: RESTRICTEDx1. Physical attack doing (50% Power) Damage. Your attack roll is 1d45 for this attack. SUCCESSFUL - You may use this Signature Technique again on the same turn. If you do, it costs 0 KI Points. You cannot use this attack more than 3 times per combat. STOPPED – If this attack is stopped on its first attack roll, regain half the Ki Points you spent to activate it. Costs 7 KI Points. Requirements: N/A Training Days: 4 Gone In A Sixtieth of A Second [AKAIKARU, BLOCK] Description: A mad dash done at the last minute, confusing the opponent into thinking they have landed their swarm of attacks only to find disappointment. Effect: RESTRICTEDx1. Block. Stop a physical or energy attack. If this is used against a Volley-type multi-dice attack, all of the dice rolls are BLOCKED. Your next base cost 1 attack gains “SUCCESSFUL - If your dice roll result is 20 or higher, STUN. This STUN cannot be prevented by any means.“. Costs X KI Points. Requirements: N/A Training Days: 2 Kip Up-And-Over [AKAIKARU, BLOCK] Description: Dropping backwards, the opponent does a handstand before springing up-and-over an incoming energy attack. Effect: RESTRICTED x1. Block. Stop an energy attack. Your next attack with 'STUN' in the effect costs -2 KI Points to a minimum of 1. Costs X-1 KI Points. Requirements: N/A Training Days: 2
- Haokiru
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Conservation Mastery [HAOKIRU, MASTERY] Description: Too many make the mistake of being foolish with their energy. They waste it, taking foolish and inappropriate risks without first knowing how to master their own energy pools. A student of Haokiru, knowing better, will conserve their energy and focus their attention on being ready to perform a crucial move at a moment's notice without handicapping themselves. Effect: When you roll an attack roll result of 20 or higher with an Advanced Attack, it costs -1 KI Point to a minimum of 1. This Mastery can modify the cost of attacks that cannot have their cost modified. You start all matches at +2 KI Points. Once per match you may spend Ki in advance, falling as low as 6 Ki Points below 0. You must spend your following turns Powering Up until you are at 0 or more Ki Points. You cannot be prevented from Powering Up during that time. Requirements: Must know at least three (3) Haokiru attacks,skills, and/or blocks. Training Days: 4 Focused Mastery [HAOKIRU, MASTERY] Description: The Art of Preservation is all one needs, and while other techniques may be tempting for the power they offer, focusing completely on your art form will yield your true reward. With all the time and energy poured into mastering your art, you will heal from wounds faster and better than other students. Effect: You cannot use non-custom Freestyle Advanced Attacks or Signature Techniques in combat. All of your Haokiru attacks gain "SUCCESSFUL - Gain (10% Current HP) HP and 1 KI Point". Your Freestyle Attacks that have been converted into Styled Attacks do not gain this effect. Requirements: Must know at least three (3) Haokiru attacks, skills, and/or blocks. Training Days: 4 Immortal Mastery [HAOKIRU, MASTERY] Description: The body is merely a vessel; the spirit is immortal. The bond between the two must be kept strong if you wish to stay in the realm of the living. A Haokiru master is said to be able to forge such a powerful bond between body and soul that even bodies that have been rendered lifeless, blown apart, and/or disintegrated have been seen walking around shortly afterward. The secret of immortality belongs to a practitioner of Haokiru if they seek to master it. Effect: Your opponent’s Advanced Attacks do -10% Damage against you. Your opponent’s Signature Techniques do -25% Damage against you. You cannot reduce the damage of an opponent's attack by more than -40%. When you lose HP or KI Points due to a non-damage effect (aside from spending Ki), your next Haokiru attack does +(10% Power) Damage. If your opponent performs a CRITICAL attack against you, it deals 1.5x damage instead and you gain 3 KI Points. If you have had this Mastery for at least 2 full weeks, you do not permanently die when losing a Battle with a Halo. Requirements: You must know at least three (3) Haokiru attacks,skills, and/or blocks. Training Days: 4 Creationist [HAOKIRU, SKILL] Description: Masters of Haokiru have greater control of energy than anyone else. Through sheer concentration and willpower, students of this art can learn to manipulate the energy around them in such a way they can form attacks without sacrificing any of their own power. Effect: RESTRICTEDx2. Activate when modifying the cost of an attack due to a Haokiru Mastery or move's effect. Choose one: They can be modified to a minimum of 0 instead OR the attack is reduced by an additional -1 Ki Point. Costs 0 KI Points. Requirements: N/A Training Days: 2 Spirited Effort [HAOKIRU, SKILL] Description: Even at the brink of their demise, a student of the Art of Preservation will find a way to channel their last ounce of strength and, if they are skilled enough, use it as a last ditch effort to bring their opponent crashing down. Effect: RESTRICTEDx1. Use when your HP falls below (15% Total HP) HP. Your next attack costs -2 KI Points and gains "SUCCESSFUL - Gain (10% Total HP) HP." You may activate this Skill when losing a Battle if you do not have Martyrdom or Survival Instinct. If you do, you immediately receive 1 turn to act before facing the consequences of losing and this skill instead grants “Your next attack costs -2 Ki Points and gains +5 to the result(s).” Costs 1 KI Point. Requirements: N/A Training Days: 2 Muscle Infusion [HAOKIRU, SKILL] Description: Building their body up by rerouting the flow of their ki and storing it, the Haokiru student prepares for the next onslaught with the ability to take the damage and shrug it off. Effect: RESTRICTEDx2. Use when receiving damage from a SUCCESSFUL UNRESTRICTED attack. The attack does -50% Damage. This Skill may be used twice against the same attack. Costs 1 KI Points Requirements: N/A Training Days: 2 High Threshold [HAOKIRU, CONSTANT SKILL] Description: Sometimes it is necessary to show true grit and suck up the pain an attack can cause. If you can control the pain instead of actively trying to avoid it, it is possible to increase your threshold for pain and minimize the damage. Effect: CONSTANT - You may lose (10% Total HP) HP in place of a defensive roll to STOP an energy attack. This cannot stop Signature Techniques. This Skill is deactivated and refunds the Ki you spent on it if you fall below (50% Total HP) HP. Costs 2 KI Points. Requirements: N/A Training Days: 3 Phantom Barrage [HAOKIRU, ENERGY, BEAM, VOLLEY] Description: Deeply inhaling, the user draws their ki into their fingertips until a ghostly blue light flickers out. After firing multiple shots, the user directs the ki beams to pass through their opponent, causing them to slowly steal the opponent’s life force and return it to the user to replenish their own. Effect: Energy attack doing (5% Power) Damage per hit. Your attack roll is 6d30. SUCCESSFUL - If 3 or more dice are SUCCESSFUL, gain HP equal to the Base Damage dealt to a maximum of (15% Total HP). This attack cannot be used on consecutive turns. Costs 1 KI Point. Requirements: N/A Training Days: 2 Tornado Uppercut [HAOKIRU, PHYSICAL, PUNCH] Description: Surrounding their fist in a cyclone of energy, a vicious uppercut is sent right into the opponent's chin. Effect: Physical attack doing (25% Power) Damage. Triple any damage modifiers made to this attack. You cannot exceed +(30% Power) Damage with this effect. SUCCESSFUL - You may pay 1 KI Point. If you do, the next Advanced Attack, Mastery, or Skill you use that requires you to lose HP to gain an effect, you do not have to lose HP to gain the effect. You may also use this effect for Signature Techniques to reduce the required HP loss by half; this effect does not stack. Costs 1 KI Point. Requirements: N/A Training Days: 2 Eye Laser Assault [HAOKIRU, ENERGY, BEAM] Description: The pupils become red pinpoints that blaze with ki before unleashing twin piercing beams of energy that cut through flesh like a knife through butter. Effect: Energy attack doing (40% Power) Damage. If your opponent performed a SUCCESSFUL single dice attack against you on your last turn, effects that reduce the cost of an attack can reduce this attack to 0 KI Points. SUCCESSFUL - Your next attack costs -1 KI Point. STOPPED – Your next Haokiru skill costs -1 Ki point to use or activate, to a minimum of 0. Costs 2 KI Points. Requirements: N/A Training Days: 2 Warped Ray [HAOKIRU, ENERGY, BEAM] Description: A leap into the sky is followed by the entire body of the attacker brimming with a violet aura. At once, the energy released in the form of an unstable beam with no clear defining edge. The energy of the attack appears warped and curved, making it difficult to predict which direction it will take. Effect: Energy attack doing (35% Power) Damage. SUCCESSFUL - Your Signature Techniques cost -1 KI Point for the remainder of the match. This effect stacks with itself. If you perform a Signature Technique on your next turn, it gains +3 dice sides. Costs 2 KI Points. Requirements: Bukujutsu. Training Days: 3 Dragon Swipes [HAOKIRU, PHYSICAL, PUNCH] Description:Bowing the head, the attacker extends their arms and points their fingertips straight out. In one swift motion they charge the opponent, swiping violently at them before finishing off with a palm strike to the bridge of the nose. Effect: Physical attack doing (10% Power) Damage per hit. Your attack roll is 5d30 for this attack. The cost of this attack cannot be modified by non-Haokiru effects. SUCCESSFUL - Prevent X% damage from your opponent's next attack. X = The number of SUCCESSFUL hits x5. This effect does not stack with itself. Costs 2 KI Points. Requirements: N/A Training Days: 3 Immortal Burst [HAOKIRU, ENERGY, BLAST] Description: Channeling their ki into a massive aura of positive energy, the user dashes at their opponent, powering into them and creating a loud explosion on impact. Landing back on their feet, the user often feels rejuvenated by the energy getting re-absorbed into their body. Effect: RESTRICTEDx2. Energy attack doing (40% Power) Damage. If you received a total amount of damage equal or greater to (20% Total HP) HP after your last turn, this attack gains 'SUCCESSFUL - Gain 10 KI Points'. Costs 2 KI Points. Requirements: N/A Training Days: 2 Focused Spirit Cutter [HAOKIRU, PHYSICAL, KICK] Description: Taking to the skies, you fly directly at the opponent in an attempt to build your speed then deliver a potent scissor kick to your opponent's neck. Effect: Physical attack doing (40% Power) Damage. This attack cannot be BLOCKED. If your Current HP is less than your opponent’s Current HP, this attack costs -1 Ki Point and gains “SUCCESSFUL – Your opponent’s next SUCCESSFUL Advanced Attack deals -50% Damage. This effect does not stack and can exceed the damage modification limits.” Costs 3 KI Points Requirements: Bukujutsu Training Days: 3 Sonic Punch [HAOKIRU, PHYSICAL, PUNCH] Description: A blur of lightning-quick punches are delivered to various strategic points of the opponent’s body. The attacker never seems to appear in the same position twice as each punch is thrown. Effect: Physical attack doing (20% Power) per hit. Your attack roll for this attack is 3d30. The cost of this attack cannot be reduced by non-Haokiru effects. SUCCESSFUL – The next time you use Sonic Kick, it costs -1 KI Point. Costs 3 KI Points. Requirements: N/A Training Days: 2 Vengeance Wave [HAOKIRU, ENERGY, BEAM] Description: A loud battle cry is emitted as the user thrusts their arm forward, steadying it with the opposite as a frenetic ki wave is unleashed. Effect: RESTRICTEDx2. Energy attack doing (X% Power) Damage. X = The total percentages of damage dealt to you by your opponent from their last two Advanced Attacks combined. Costs 3 KI Points. Requirements: N/A Training Days: 3 Spirit Cannon [HAOKIRU, ENERGY, BLAST] Description: Bringing both of their arms to their waist, the user illuminates themselves within a band of golden ki that goes surging over their entire body, starting from the feet up. It appears as a halo for a brief moment upon reaching the user’s head before dissipating as the user thrusts both of their arms in the direction of their opponent, shouting the name of their attack as it is delivered. Effect: RESTRICTEDx1. Energy attack doing (X% Power) Damage. X = The percentages of your last attack's damage x2 to a max of 140%. STOPPED - Your opponent's next 2 attacks gain -4 to the result(s). Costs 7 KI Points. Requirements: N/A Training Days: 4 Neutralization [HAOKIRU, BLOCK] Description: Firing a ki blast, the user effectively absorbs the opponent's blast with their own. Effect: RESTRICTEDx1. Stop an energy attack. Your opponent cannot modify the damage or results of their attacks for their next 3 turns. Costs X-1 KI Points. Requirements: N/A Training Days: 2
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- Keroth
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I honestly forgot Vegeta exists.
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Rugo
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Feb 21 2017, 04:58 PM
Post #2
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The Badmin
- Posts:
- 1,480
- Group:
- Saiyan(Admin)
- Member
- #1
- Joined:
- 27 September 2016
- Power Level:
- 5,024
- Level:
- K
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- Kiihakai
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Overdrive Mastery [KIIHAKAI, MASTERY] Description: You cannot place limitations on yourself -- as a practioner of Kiihakai, you must convince yourself you have no limits. When you feel power rising and your energy flowing, your aura becoming sporadic and chaotic know that you are in overdrive and you will survive. In this state you will be a destructive and terrifying force to be reckoned with. Effect: Your Advanced Attacks gain their SUCCESSFUL effects as long as your attack roll result is 22 or higher. Activate when you Power Up. If you perform a Kiihakai Advanced Attack on your next turn, the attack does +(15% Power) Damage. Once per combat you may perform an UNRESTRICTED Kiihakai Advanced Attack that you do not know. Requirements: You must know at least three (3) Kiihakai attacks, skills, and/or blocks. Training Days: 4 Destruction Mastery [KIIHAKAI, MASTERY] Description: A master of Kiihakai will not stop once they are on the warpath. The essence of the style itself is to be destructive, pure and simple. A good practitioner will ensure by any means necessary that they realize their ultimate goal -- to lay waste to all who oppose them. Anyone unfortunate enough to be considered an enemy of a Kiihakai student soon finds that their meager defenses cannot withstand the cumulative force of their opponent’s attacks. Effect: At the start of each match, select one of your Kiihakai Advanced Attacks and one of your Kiihakai Signature Techniques. Those attacks cannot be STOPPED by natural defensive roll results of 12 or less and that Signature Technique may be used a single time for 0 Ki Points. Your attacks against your opponent also target anyone who interferes against you. In Battles where you face more than 1 permanent opponent, your attacks deal +(5% Power) Damage. Requirements: You must know at least three (3) Kiihakai attacks, skills, and/or blocks. Training Days: 4 Aerial Domination Mastery [KIIHAKAI, MASTERY] Description: The skies are your domain and your fireworks show will prove it. Particularly skilled in aerial combat, Kiihakai masters taking this route learn how to control the skies better than most, making it difficult for anyone to get the high ground over you. Effect: Physical attacks deal -10% Damage against you. You are considered to have Bukujutsu for all effects and purposes. After performing a SUCCESSFUL base 1d30 or lower attack with an attack roll of 25 or higher, your opponent is treated as if they do not have Bukujutsu until the end of your next turn. Only the first roll counts for this effect when using multi-dice attacks. You may add Requirements: Bukujutsu to one of your Signature Techniques. Requirements: You must know at least three (3) Kiihakai attacks, skills, and/or blocks. Training Days: 4 Ki Barbs [KIIHAKAI, SKILL] Description: The aura of the individual is turned into strips of barbed Ki that wrap around the user's next energy attack, slicing the target upon contact. Effect: Use when you Power Up. You may gain -2 KI Points to have your next Advanced Attack or Signature Technique do +(15% Power) Damage or you may gain -3 KI Points to have your next Advanced Attack or Signature Technique do +(25% Power) Damage. If you perform an attack with multiple dice rolls on your next turn, the attack gains "SUCCESSFUL - STUN. In order to get the SUCCESSFUL effect on this attack, all dice rolls must be higher than your opponent's defensive roll". This effect does not stack. Costs 0 KI Points. Requirements: N/A Training Days: 2 Evening The Field [KIIHAKAI, SKILL] Description: To practice Kiihakai is to destroy; whatever the cost. Sometimes, the only way to ensure that your will is done is to sacrifice yourself on the altar of destruction. Effect: CONSTANT - You may de-activate one of your Skills with a CONSTANT effect to de-activate one of your opponent's Skills with a CONSTANT effect. You may spend 1 Ki Point to have this effect not take up your turn. If you STOP your opponent’s next single dice attack without the use of a Block, you may re-activate your Skill. Once this effect is used, it cannot be used again for 4 turns. Costs 1 KI Points. Requirements: N/A Training Days: 2 Overload [KIIHAKAI, SKILL] Description: By overloading your attack, you are capable of penetrating your opponent's defences. Effect: CONSTANT – After Powering Up, your opponent cannot STOP your next non-Signature Technique attack roll with a defensive roll of 15 or less. If your attack is a multi-dice roll, they cannot STOP the first attack roll with a defensive roll of 15 or less. Costs 2 KI Points. Requirements: N/A Training Days: 2 Redirected Energy [KIIHAKAI, SKILL] Description: A student of Kiihakai must know that when all else fails they can rely on pumping out their devastating attacks to wipe out their enemies. Effect: CONSTANT - When one of your Skills is deactivated, your next Kiihakai attack costs -X KI Points. X = The cost of the Skill - 1. Costs 1 KI Points. Requirements: N/A Training Days: 2 Turn Up The Heat [PHYSICAL, ENERGY, PUNCH, BLAST] Description: The user’s hands begin to glow red with heat and energy before making contact with the opponent, searing their very skin and leaving them slightly more vulnerable to physical attacks. Effect: Physical attack doing (45% Power) Damage. This attack also counts as an energy attack for all effects. SUCCESSFUL - If you use a physical attack on your next turn, that attack costs +1 Ki Point to BLOCK and does +(10% Power) damage. If your attack roll is 20 or higher with that attack, it does +(15% Power) damage instead. This effect does not stack with itself. Costs 2 KI Points. Requirements: N/A Training Days: 2 Shaolin Focused Beam [ENERGY, BEAM] Description: Entering a crane stance (one leg planted with other leg bent so that the foot of the bent leg touches the knee of the planted leg), the user gathers their energy before lunging forward, their feet both being planted and their body leaned over in a curve as they expel as large beam of energy from their hands. Effect: Energy attack doing (50% Power) Damage. SUCCESSFUL - If your attack roll is 20 or higher, choose two of your Skills with a 'CONSTANT' effect. Those Skills cannot be deactivated for the next 5 turns. Costs 2 KI Points. Requirements: N/A Training Days: 3 Ki Jammer [PHYSICAL, PUNCH, KICK] Description: The user targets specific pinpoint targets on the opponents body, such as vital organs and bones. These specific parts of the anatomy are what allow Ki to flow freely. By attacking these points, the user puts a “kink” in the opponent’s Ki flow, making it nearly painful to move Ki throughout the body. Effect: Physical attack doing (35% Power) Damage. SUCCESSFUL - Your opponent loses (10% Power) Damage each time they Power Up until they roll a 25 or higher on a SUCCESSFUL single dice attack roll. This effect does not stack with itself. Costs 2 KI Points. Requirements: N/A Training Days: 3 Aura Clash [ENERGY, MANIPULATED KI] Description: The aura itself, usually considered harmless, can sometimes be used as a weapon under the right circumstances. The amount of energy within can sometimes be a powerful force. Knowing this, the user can charge their aura before colliding head on with the opponent. If their aura happens to be charging at the time, there is a certain feedback effect generated. Effect: Energy attack doing (50% Power) Damage. If either you or your opponent have 5 or more ki when you perform this attack, your attack roll for this attack is 1d35. SUCCESSFUL – Gain +1 Ki Point the next time you power up. Costs 3 KI Points. Requirements: N/A Training Days: 3 Fade Attack [ENERGY, BLAST] Description: Your mastery over your own energy enables you to move your attacks quicker than the eye. After firing a silvery-blue burst of Ki at an opponent, you can then make it quickly disappear from sight, causing it to reappear behind the enemy and take them by surprise. Effect: Energy attack doing (60% Power). Your opponent rolls 2 defensive rolls against this attack and must choose the lower result. This attack costs -1 Ki Point if you have no other effect lowering this attack’s cost. Costs 4 Ki Points. Requirements: N/A Training Days: 3 Brutal Knockback [ENERGY, BLAST] Description: Leaning in, a powerful ring-shaped blast of ki is sent forth from the forehead toward the opposition. Upon impact, this ring generates a powerful burst of concussive force that is capable of sending enemy's hurdling back. Effect: Energy attack doing (70% Power) Damage. All physical attacks cost +2 KI Points to perform for the next 3 turns. Costs 4 KI Points. Requirements: N/A Training Days: 4 Display of Power [PHYSICAL, ENERGY, THROW, BLAST] Description: A massive amount of energy is focused into uprooting a chunk of the planet. Surrounded by ki, the piece of earth is launched at the opponent’s head. Effect: Physical attack doing (60% Power) Damage. This attack also counts as an energy attack for all effects. Your attack roll for this attack is 1d30 and cannot be modified. If your Power is higher than your opponent's Power, your attack roll gains +5 to the result. SUCCESSFUL - Your opponent cannot perform an energy attack on their next two turns. If your attack roll result is 29 or higher with this attack, you may Power Up immediately before the start of your opponent’s turn. Costs 4 KI Points. Requirements: N/A Training Days: 4 Golden Arrows [ENERGY, BLAST, MANIPULATED KI, VOLLEY] Description: A bow-type weapon of energy is made with several ki arrows notched and ready to be fired. The arrows are fired directly at the opponent. Effect: Energy attack doing (20% Power) Damage per hit. Your attack roll is 4d30 for this attack. SUCCESSFUL - If 3 or more dice rolls are SUCCESSFUL, your opponent cannot Power Up or use or activate a Skill until after their next 3 turns. Costs 5 KI Points. Requirements: N/A Training Days: 2 Raindance [ENERGY, VOLLEY] Description: Aiming their palms upwards, the user pumps orbs of energy into the sky before sending them crashing down on the opponent. Effect: RESTRICTED x1. Energy attack doing (10% Power) Damage per hit. Your attack roll is 9d30 for this attack. SUCCESSFUL - If 5 or more dice rolls are SUCCESSFUL, your opponent cannot perform a Signature Technique with a base cost of 7 or more for the remainder of combat. Costs 6 KI Points Requirements: N/A Training Days: 4 Thunder Ball [ENERGY, BLAST] Description: Appearing in the form of a mid-sized black orb, this blast is charged with a signature white energy that gives off the appearance of a raging lightning storm occurring within the sphere. As the user raises the blast overhead and fires it at the opponent, the sphere rapidly grows in size, suddenly becoming gigantic and engulfing the foe completely. Effect: RESTRICTEDx1. Energy attack doing (100% Power) Damage. Your attack roll gains +X to the result. X = The number of Skills with CONSTANT effects you have activated this combat x2 to a maximum of +6. You cannot have this attack gain more than +8 to the result. Costs 6 KI Points. Requirements: N/A Training Days: 4 The Heartstopper [PHYSICAL, ENERGY, PUNCH, BLAST] Description: Every last ounce of energy is poured into the hands of the attacker. Lightning crackles around the arms and fists of the user until at once, both fists are sent rocketing into the opponent's chest. All the energy that was crackling and flickering around the attacker suddenly floods into the defender, who writhes and convulses with pain. Effect: RESTRICTEDx1. Physical attack doing (125% Power) Damage. This attack also counts as an energy attack for all effects. SUCCESSFUL - Your opponent's Advanced Attacks and Signature Techniques cost +2 KI Points to perform until they roll a 20 or higher on an Advanced Attack or Signature Technique. Costs 10 KI Points. Requirements: N/A Training Days: 4
- Midorikatai
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Domination Mastery [MIDORIKATAI, MASTERY] Description: Dominate the battlefield. Beat your opponent into submission. If you can keep the arms swinging, the adrenaline pumping, there is absolutely nothing that can stop your might. Effect: Your opponent must spend +1 Ki point to reduce or nullify the damage of your attacks. Activate after you perform two SUCCESSFUL Advanced Attacks and/or Signature Techniques on different turns in a row; in case of Multi-dice attacks, only the first roll counts. Your next Midorikatai Advanced attack cannot be BLOCKED and cannot be STOPPED with a defense roll of 22 or lower. This effect resets after you use that attack. Requirements: You must know at least three (3) Midorikatai attacks, skills, and/or blocks. Training Days: 4 Absolute Might Mastery [MIDORIKATAI, MASTERY] Description: Absolute Might is the decisive factor in any combat. Land your devastating hits. Rock the opponent to the core of their being and leave them in a pool of their own blood. By the end of the day they will realize none of their tricks mean anything against unbridled strength. Effect: You gain +1 Advanced Attack slot in your moveset. Your Midorikatai Advanced Attacks cannot be STOPPED by defensive roll results of 10 or less. Your Advanced Attacks gain "SUCCESSFUL - Your next Advanced Attack costs -1 KI Point to a minimum of 1. That attack cannot have its cost modified by any other effect." Requirements: You must know at least three (3) Midorikatai attacks,skills, and/or blocks. Training Days: 4 Against The Odds [MIDORIKATAI, SKILL] Description: A Midorikatai student never backs down regardless of how the odds are looking for them . . . and the last thing you want to do is make a Midorikatai fighter feel like they're backed in a corner. Against all odds, they will bounce back fiercely. Effect: RESTRICTEDx2. Use if you received damage from two SUCCESSFUL attacks on your opponent's consecutive turns. Your opponent's attacks lose all effects (base or added) other than damage for their next 3 turns. This does not take up your turn. Costs 0 KI Points. Requirements: N/A Training Days: 2 Big Bopper [MIDORIKATAI, ENERGY, BLAST] Description: A hammer-shaped weapon is constructed out of pure Ki and swung like a baseball bat at the opponent, creating a massive explosion on impact. Great for dealing with those types who think combat is a time to think a lot instead of hitting hard. Knocks them right back to reality. Effect: Energy attack doing (25% Power) Damage. This attack does +(10% Power) Damage for every CONSTANT Skill your opponent has currently activated. SUCCESSFUL – Choose one of your opponent’s CONSTANT skills. That Skill has no effect for the next 3 turns. If your attack roll is 27 or higher, choose two CONSTANT skills instead. Costs 1 KI Point. Requirements: N/A Training Days: 2 Whiplash [MIDORIKATAI, PHYSICAL, THROW] Description: The attacker wraps their hand around the defender's face, digging in and lifting them off the ground. The opponent is then sent flying with a powerful throw, usually landing headfirst. Effect: Physical attack doing (35% Power) Damage. If your opponent has any Skills activated, this attack cannot be STOPPED by a defensive roll result of 15 or less. Costs 1 KI Point. Requirements: N/A Training Days: 2 Kneebreaker [MIDORIKATAI, PHYSICAL, KICK] Description: Standing to the side of the opponent, the user applies a waistlock with one arm while bending the opponent's leg with the other. Lifting the opponent into the air and kneeling slightly, the user then drops them knee-first across their own knee. Effect: Physical attack doing (35% Power) Damage. If your opponent performed an attack on their last turn with a base KI cost of 2 or higher, this attack gains "SUCCESSFUL - If your attack roll result is 22 or higher, BREAK!." Costs 1 Ki Point. Requirements: N/A Training Days: 2 Ankle Buster [MIDORIKATAI, PHYSICAL, KICK, THROW] Description: A devastating, sharp kick directed at the ankle. Afterwards, the user grabs hold of the opponent's ankle and flings them into an object. Effect: Physical attack doing (10% Power) Damage. Your attack roll is 4d30 for this attack. SUCCESSFUL - Your opponent cannot perform Kick-type attacks for 1 turn per SUCCESSFUL hit. This effect does not stack with itself. If they perform an energy attack on their next two turns, that attack does -10% Damage. If your Power is higher than your opponent’s Power, this penalty increases to -20% Damage. Costs 1 KI Point. Requirements: N/A Training Days: 2 Power Drill [MIDORIKATAI, PHYSICAL, KICK] Description: The user sends a flying kick square into their opponent's chest, knocking them to the ground. However, the attack is not over as the attacker continues to stand on top of their opponent's chest and spin at rapid speeds, drilling them further into the ground. Effect: Physical attack doing (50% Power) Damage. SUCCESSFUL - If your opponent performs an attack on their next turn, you may choose to have that attack lose it's SUCCESSFUL effect. Costs 2 KI Points. Requirements: N/A Training Days: 2 Cobra Clutch Drop [MIDORIKATAI, PHYSICAL, HOLD, THROW] Description: Standing behind the opponent, the user applies a half-nelson before pulling the opponent's other arm across their own face. Lifting the opponent up into the air, the user throws them down after they reach the apex, causing them to land on their back/back of the head. Effect: Physical attack doing (45% Power) Damage. If you know Bukujutsu, this attack does +(10% Power) Damage. SUCCESSFUL - Your opponent’s Beam-Type and Blast-Type attacks gain -3 to the result until one of your attacks is STOPPED without the use of a BLOCK. In the case of multi-dice attacks, only the first die roll counts for ending this effect. Costs 2 KI Points. Requirements: N/A Training Days: 3 X-Attack [MIDORIKATAI, ENERGY, BLAST] Description: Focusing forms of X-shaped energy into the palms of your hands, the user volleys them onto their foe from a distance. Effect: Energy attack doing (10% Power) Damage per hit. Your attack roll is 6d30 for this attack. STOPPED - If 3 or more dice rolls are STOPPED, your opponent’s next Transformation roll gains -3 to the result for each STOPPED attack roll. This effect stacks with itself. If 5 or more attacks are SUCCESSFUL, your opponent has 1d100 TF Dice, and your opponent is below 50% Total HP, they must succeed a Transformation roll on their next turn or revert to Base Form. Costs 2 KI Points. Requirements: N/A Training Days: 2 Flapjack [MIDORIKATAI, PHYSICAL, PUNCH] Description: Lifting the opponent into the air (or alternatively throwing them), the user then rises above them and strikes with the side of their palm across the back of the neck, sending the opponent back down to the ground. Effect: Physical attack doing (40% Power) Damage. If you perform an attack with 'BREAK' in the effect on your next turn, the result gains +2. SUCCESSFUL - Your opponent cannot prevent you from performing physical attacks for the next 2 turns. Costs 2 KI Points. Requirements: Bukujutsu Training Days: 3 One-Two Punch [MIDORIKATAI, PHYSICAL, PUNCH] Description: A boxing stance is entered before the opponent delivers a left-right combo that would put World Heavyweight Champions to shame. Effect: Physical attack doing (25% Power) Damage per hit. Your attack roll is 2d30 for this attack. If the first roll is SUCCESSFUL, the result of the second roll gains +5 to the result. SUCCESSFUL – If both attacks are successful and your opponent attacks on their next turn, that attack deals -(10% Power) Damage. Costs 2 KI Points. Requirements: N/A Training Days: 2 Rioter [MIDORIKATAI, PHYSICAL, PUNCH] Description: An intense barrage of fists delivered in an overhead clobbering motion with enough forward to break the ground beneath the opponent's feet. Effect: RESTRICTEDx2. Physical attack doing (55% Power) Damage. This attack receives +1 to the result for every 10% that your Power is currently being increased by, whether through Equipment or Transformation or other effects. This may exceed the maximum results cap. SUCCESSFUL - If your Power is higher than your opponent’s Power, your opponent loses 1 KI Point for every energy attack in their moveset, to a maximum of 4 Ki Points. Costs 2 KI Points. Requirements: N/A Training Days: 3 Stranglehold [MIDORIKATAI, PHYSICAL, HOLD] Description: Wrapping their hands around the throat of the opponent, the user suffocates them as they shake them back and forth vigorously. Effect: Physical attack doing (50% Power) Damage. SUCCESSFUL - Your opponent's next attack costs +1 KI Point and cannot have its cost reduced by non-Mastery effects. If this is the first time you performed this attack this match and your attack roll result is 20 or higher, your opponent loses X KI Points. X = The cost of the last attack your opponent performed. Costs 2 KI Points. Requirements: N/A Training Days: 3 Fallaway Slam [MIDORIKATAI, PHYSICAL, THROW] Description: Lifting the opponent up and onto their shoulders, the user drops back, smashing the opponent into the ground. Effect: Physical attack doing (55% Power) Damage. SUCCESSFUL - Your opponent cannot perform a multi-dice attack on their next turn. If you dealt damage to your opponent on your last turn, gain 1 Ki Point and your opponent’s next Energy attack loses all effects other than damage. Costs 3 KI Points. Requirements: N/A Training Days: 2 Megaton Cannon [MIDORIKATAI, ENERGY, BLAST] Description: Taking a rooted stance with their hands engulfed in energy, the energy surges through either appendage until meeting in the center of the user's chest before firing. The explosion from this blast is said to be so great it can send a foe flying for miles. Effect: Energy attack doing (70% Power) Damage. The cost of this attack cannot be reduced. SUCCESSFUL – Neither you nor your opponent can use a physical attack for the next 2 turns. If your attack roll is 25 or higher, your next attack with BREAK in the effect needs to be 4 lower than normal to BREAK. It must still be SUCCESSFUL, unless otherwise stated. Costs 3 KI Points. Requirements: N/A Training Days: 3 Raining Bombs [MIDORIKATAI, ENERGY, BLAST, VOLLEY] Description: A sudden burst of energy travels through the arms of the user as they throw their arms up towards the sky, and upon the quick lowering of their limbs, three basketball-sized Ki bombs rain down upon the opponent. Effect: Energy attack doing (25% Power) Damage per hit. Your attack roll is 3d30 for this attack. The cost of this attack cannot be reduced below 2 KI Points. STOPPED – If all 3 attack rolls are STOPPED, you may perform an escape roll before the beginning of your opponent’s turn. Costs 3 KI Points. Requirements: N/A Training Days: 3 Spine Buster [MIDORIKATAI, PHYSICAL, THROW] Description: Grabbing the opponent in a belly-to-belly waistlock, they are then lifted as the user pivots 180 degrees and drives them to the ground back-first. Effect: Physical attack doing (60% Power) Damage. The cost of this attack cannot be reduced below 3 Ki Points. SUCCESSFUL – If you paid 4 Ki Points or more to use this attack, BREAK. If you paid 3 Ki Points to use this attack and your attack roll is 22 or higher, BREAK. Costs 4 KI Points. Requirements: N/A Training Days: 3 Nothing Pretty [MIDORIKATAI, PHYSICAL, PUNCH, KICK] Description: Who cares about how good an attack looks as long as you get the job done? Grabbing the opponent by the hair (or simply the face for bald opponents), the user slams the opponent onto the ground, following up with a series of stomps to the face and chest. Effect: Physical attack doing (20% Power) Damage. Your attack roll is 3d30 for this attack. If you had less KI Points than your opponent at the beginning of your turn, your attack roll is 3d35 instead. SUCCESSFUL – If your first dice roll is SUCCESSFUL, you may use a Kick or Punch type Advanced Attack next turn for 0 Ki Points. Costs 4 KI Points. Requirements: N/A Training Days: 3 Violence Party [MIDORIKATAI, PHYSICAL, PUNCH, KICK] Description: By giving into all of your rage, you can finally achieve the final tier of true ferocity: bloodlust. By giving into this feeling, you enter a violent frenzy, during which all before you face your wrath. So blinded by anger and destruction, you often forget yourself -- making this a truly devastating, but simulanteously, tiring attack. Effect: RESTRICTEDx1. Physical attack doing (40% Power) Damage per hit. Your attack roll is 4d27 for this attack. STOPPED - If 3 or more dice rolls are STOPPED, gain 4 KI Points. Costs 9 KI Points. Requirements: N/A Training Days: 4 Built Like A Mountain [MIDORIKATAI, BLOCK] Description: Why bother blocking when you've been training your body for all this time to be in prime shape? Shrugging off a direct hit creates an image of a monster that strikes fear into your opponent, making them vulnerable for your next devastating technique. Effect: RESTRICTEDx1. Block. Stop a physical attack. If your Power is higher than your opponent's Power, this can also stop an energy attack. Your next attack gains "This attack cannot be BLOCKED or STOPPED by defensive roll results of 14 or less". Costs X-1 KI Points. Requirements: N/A Training Days: 2
- Freestyle
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Deep Wounds Mastery has become Mastery of the Sword
Mastery of The Sword [FREESTYLE, MASTERY] Description: There comes a point in a swordsman life that he feels he has truly mastered all there is to know about swordsmanship. It is at this point that new avenues of knowledge open up and they reach a new level of skill that can only be attained by complete dedication to the art. The user's opponents fall like cattle under the bladed onslaught. Effect: You may start each match with a constant skill with "Swordplay" in the title activated. Choose one of your skills. That skill is considered to have "Swordplay" in the title and gains "Requirement: Sword Weapon". When one of your Skills with 'Swordplay' in the title would be deactivated or negated you may lose 2 KI Points to negate that effect. Requirement(s): You must know at least three (3) Non-Latent, Non-Custom Freestyle attacks,skills, and/or blocks. Training Days: 4
Crescent Blade Mastery [FREESTYLE, MASTERY] Description: The lunar moon guides your blade, bestowing you the gift of ultimate power channeled through your sword. All techniques are determined by the power of the wielder, and the sword is no exception. Through meditation and reflection, the way is shown. Effect: Your Signature Techniques gain “Requirements: Sword Weapon”.Choose one of your Advanced Attacks. That attack gains “Requirements: Sword Weapon”. This effect remains in place until the end of the Match. Choose one of your Signature Techniques at the start of each Match. That Technique gains Restricted+1 and costs -2 KI Points, to a minimum of 3, for the remainder of the Match. Once per match you may prevent your opponent from reducing the results and/or damage of one of your “Requirement: Sword Weapon” attacks. This effect may be used after Defense rolls are made. Requirements: You must know at least three (3) Non-Latent, Non-Custom Freestyle attacks,skills, and/or blocks. Training Days: 4
Ki Bullet Mastery [FREESTYLE, MASTERY] Description: Anyone can shoot a gun, and anyone with energy can push it into their bullets with enough training. The difference between an energy-wielding amateur and a true Ki shooter is what kind of punch they’re pumping into their bullets. Effect: Your attacks requiring a Gun deal +(5% Power) Damage. Gain +1 Advanced Attack slot. At the beginning of a Match, you may add “Requirements: Gun Weapon” to two of your Advanced Attacks. This effect remains in place until the end of the Match. You may start each match with “Way of the Gun” activated if it is in your moveset. Requirements: You must know at least three (3) Non-Latent, Non-Custom Freestyle attacks,skills, and/or blocks. Training Days: 4
Gun Slinger Mastery [FREESTYLE, MASTERY] Description: Billions of combatants have won a hard battle with a single gun. You’re going to beat them by using two. Effect: Gain +1 Weapon slot that can only be used for a Gun Weapon. Once per turn when you perform a basic Weapon Attack with a gun, you may pay 1 ki. If you do, you may perform a Basic Attack with your second Gun Weapon on the same turn. If both attacks are SUCCESSFUL, recover your 1 spent Ki Point. In the case of multi-dice attacks, only half of the attack rolls need to be SUCCESSFUL. Your Basic Weapon attacks with a Gun do not cost ammo. Requirements: You must know at least three (3) Non-Latent, Non-Custom Freestyle attacks,skills, and/or blocks. Training Days: 4
Pole Dancing Mastery [FREESTYLE, MASTERY] Description: The Art of Pole Dancing is one that is often overlooked. Pole dancing requires tremendous dexterity, power, and concentration. Done properly, what you get is a beautiful and alluring style of art that can captivate an audience. A Pole Dancing Master can keep their show going even in combat. They are masters of keeping their performance together without sacrificing prowess in the heat of battle. Effect: Your Kick-type attacks gain "Requirement: Blunt Weapon". You may ignore one STUN, BREAK, CRITICAL, or COUNTER effect for each attack with “Requirement: Blunt Weapon” in your set. If your opponent does not attempt a STUN, BREAK, CRITICAL, or COUNTER effect during a Battle, double your Regeneration for that Battle and gain +0.25x Base EXP, to a maximum of 1.5x Base EXP for that Battle. Requirements: You must know at least three (3) Non-Latent, Non-Custom Freestyle attacks,skills, and/or blocks. Training Days: 4
Ki Pole Mastery [FREESTYLE, MASTERY] Description: The user channels their Ki and forms a fighting staff of pure energy. The weapon leaves behind a luminescent afterglow and burns its opponents at the touch, though only when the wielder wills it. Effect: You are considered to have a Blunt Weapon equipped. Your Energy attacks gain “Requirement: Blunt Weapon”. Before performing your attack each turn, you may exchange the SUCCESSFUL effects of one of your “Requirement: Blunt Weapon” attacks with the SUCCESSFUL effects of an UNRESTRICTED Energy attack of your Style with equal or less Ki cost. If you put the effects of a single dice move onto a multi-dice move, half of the multidice moves rounded up have to be successful. Your attacks with a Blunt Weapon cannot be STOPPED by a natural defense roll of 12 or less. Requirements: You must know at least three (3) Non-Latent, Non-Custom Freestyle attacks,skills, and/or blocks. Training Days: 4
Aura Clash [FREESTYLE, SKILL] Description: The ki signatures of two titans clash, releasing an immense burst of power in the immediate vicinity. It can be sudden, alarming, and loud. Effect: (You can only use this Skill if you and your target are both Transformed.) RESTRICTEDx1. Both players gain 3 KI Points. You may de-activate one of your opponent's Constant Skills in play. Nothing can negate this effect. Costs 1 KI Point. Requirements: N/A Training Days: 3
Anger Manipulation [FREESTYLE, SKILL] Description: The user effectively utilizes their anger to their benefit in battle to deliver calculated, powerful attacks. Effect: RESTRICTEDx1. Use when you perform a multi-dice attack and all of the dice rolls were STOPPED. Gain X KI Point. X = The cost of the attack you performed. You may not perform that attack on your next turn. Costs 0 KI Points. Requirements: N/A Training Days: 2
Showdown [FREESTYLE, SKILL] Description: The user provokes his opponent into dropping all the tricks and strategies and having themselves a good, old fashioned brawl. Effect: RESTRICTEDx1. Your opponent's Constant Skills have no effect for the next 4 turns. Costs 1 KI Point. Requirements: N/A Training Days: 2
Expert Swordplay [FREESTYLE, CONSTANT SKILL] Description: Displaying honed skills with the blade, the user shows their opponent the deadly arts they have learned. Effect: CONSTANT - Your attacks that require a Sword do +(5% Power) Damage. When performing an attack that requires a Sword, if your opponent's defensive roll result is +3 or less your attack roll result, you may still gain any SUCCESSFUL effects that are not a 'SEVER' effect. Your defensive roll results against moves that require a Weapon gain +2. Costs 2 KI Points. Requirements: Sword Training Days: 2
Monkey Maneuvers [FREESTYLE, CONSTANT SKILL] Description: Move swiftly, and carry a big stick. When monkeys first learned to use tools, they quickly learned how to beat people senseless with them and there's no tactics more classic. While others learn to be fancy, you've learned to be effective with what you have. Effect: CONSTANT - Your attacks that require a Blunt Weapon cannot have their dice sides or results decreased by your opponent's effects. Your attacks with “Requirement: Blunt Weapon” gain “Your attack roll gains +X to the result, to a maximum of +3 from this Skill. X = Your Dexterity Bonus, minimum 1.” Your defensive roll results against moves that require a Weapon gain +2. Costs 2 KI Points. Requirements: Blunt Weapon Training Days: 2
Multitasking Kick [FREESTYLE, PHYSICAL, KICK] Description: Typically still riding on the momentum of a dodge, the user comes back swinging with a kick. You take advantage of your opponent’s distractedness to grab something from your person to aid you in battle. Effect: RESTRICTEDx2. Physical attack doing (35% Power) Damage. If you STOPPED your opponent’s last attack, this attack gains +3 to its result. SUCCESSFUL - On your next turn, you may use an item in your inventory without it taking up a turn. Costs 1 KI Point. Requirements: Bukujutsu. Training Days: 2
Guillotine Pummel [FREESTYLE, PHYSICAL, HOLD, PUNCH] Description: Tangling their adversary into a guillotine choke, the user pummels them repeatedly while simultaneously strangling them. Effect: Physical attack doing (5% Power) Damage per hit. Your attack roll is 9d32 for this attack. You cannot perform this attack on consecutive turns. SUCCESSFUL - Your opponent cannot gain KI Points without Powering Up for X turns. X = Half the number of SUCCESSFUL attack rolls, rounded up. Costs 2 KI Points. Requirements: N/A Training Days: 3
Underdog Dropkick [FREESTYLE, PHYSICAL, KICK] Description: Sometimes being the weaker man in a fight just means you have more to prove. This technique is taught in particular to smaller, possibly weaker fighters to surprise their opponent. Bursting with energy from their feet, they take to the air swiftly and with both feet horizontal, plant the soles of their feet into their foe. Effect: Physical attack doing (40% Power) Damage. If your opponent's Level is at least 2 higher than your level, this attack cannot be STOPPED by defensive roll results of 20 or less. SUCCESSFUL - If your opponent's Level is at least 2 higher than your level, their next attack does -10% Damage. Costs 1 KI Point. Requirements: N/A Training Days: 2
Power Punch [FREESTYLE, PHYSICAL, PUNCH] Description: Cocking their fist back, the attacker's fist flares up with a burst of energy before they launch it at the jaw of their opponent. Effect: Physical attack doing (50% Power) Damage. If your Level is at least 2 higher than your opponent’s Level, this attack cannot be BLOCKED. SUCCESSFUL - Your opponent cannot use or activate a Skill on their next turn. Costs 2 KI Points. Requirements: N/A Training Days: 2
Ki Color Cascade [FREESTYLE, ENERGY, BLAST, VOLLEY] Description: An array of multi-colored orbs surround the attacker before rushing the opponent. Effect: Energy attack doing (35% Power) Damage. SUCCESSFUL - Your Freestyle attacks are considered to match your declared Martial Arts Style instead for the next 4 turns. Costs 1 KI Point. Requirements: N/A Training Days: 2
Sword Cleave [FREESTYLE, PHYSICAL, WEAPON] Description: Wielding their blade, the attacker brings it down on the foe in one overhead blow. Effect: Physical attack doing (35% Power) Damage. If you performed a SUCCESSFUL attack that required a Sword during your last turn, this attack gains "SUCCESSFUL - You may deactivate one of your opponent's Constant Skills". If you performed a STOPPED attack that required a Sword during your last turn, this attack may instead gain “STOPPED - Gain 1 Ki Point.” Costs 1 KI Point. Requirements: Sword Weapon Training Days: 2
Sword Dance [FREESTYLE, PHYSICAL, WEAPON, KICK, THROW] Description: A wild swing is made to force the opponent back, followed by a handspring kick to catch the opponent off guard and knock them skyward. Shooting up after them, the sword is swung wildly, followed by a series of kicks. Finally the hilt is brought down across the back with enough force to drive the opponent back towards terra firma. Effect: Physical attack doing (50% Power) Damage. If your opponent does not have Bukujutsu, this attack does +(10% Power) Damage. The cost of this attack cannot be reduced. SUCCESSFUL - Your next Advanced Attack that requires a Sword gains +3 dice sides. If that attack is a natural perfect roll, SEVER. Costs 2 KI Points. Requirements: Sword Weapon, Bukujutsu Training Days: 2
Slice 'n' Hack [FREESTYLE, PHYSICAL, WEAPON] Description: When wielding a blade, sometimes simplicity is best -- hack and slash until you see blood. Effect: RESTRICTEDx2. Physical attack doing (30% Power) Damage per hit. Your attack roll is 2d30 with this attack.If both uses of this attack are STOPPED, it gains RESTRICTED+1. SUCCESSFUL - If both attack roll results are 25 or higher, this attack gains 'SEVER'. STOPPED - Gain 1 KI Point. Costs 3 KI Points. Requirements: Sword Weapon Training Days: 3
Heart Stab [FREESTYLE, PHYSICAL, WEAPON] Description: Grabbing the sword's hilt with both hand, a single jab is made attempting to pierce the chest of the opponent. Effect: Physical attack doing (45% Power) Damage. This attack gains +X to the results, where X equals twice the number of CONSTANT skills with “Swordplay” in the title you currently have activated. SUCCESSFUL - Choose Signature Techniques, Skills, or Items. Your opponent cannot use the selected option for 4 turns. You may have multiple choices selected at the same time, but this effect has a 6 turn cooldown before selecting the same option twice. Costs 2 KI Points. Requirements: Sword Weapon Training Days: 3
Firing Blind [FREESTYLE, ENERGY, WEAPON] Description: A wild spray of gunfire, firing wide in a desperate hope of hitting something -- anything. Quantity over quality. Effect: Energy attack doing (5% Power) Damage per hit. Your attack roll is 8d28 with this attack. If your opponent's defensive roll result is 10 or less, it gains +4 to the results. SUCCESSFUL - If 5 or more dice rolls are SUCCESSFUL, your opponent cannot activate a Skill for their next 2 turns. This effect does not stack with itself, it must expire before it can be reset. Costs 1 KI Points. Requirements: Gun Weapon Training Days: 2
Explosive Round [FREESTYLE, ENERGY, BLAST] Description: An intense explosion takes place at the point where bullet meets flesh. Effect: Energy attack doing (50% Power) Damage.SUCCESSFUL - If you were at 5 KI Points or more before performing this attack, you may deactivate a CONSTANT Skill. Costs 2 KI Points. Requirements: Gun Weapon Training Days: 3
Cannons Sparking [FREESTYLE, ENERGY, WEAPON, BLAST] Description: An overload of energy into the barrel of the weapon creates a sparking effect before the round is expelled. Once fired, the bullet has an electrical charge surrounding it. Effect: Energy attack doing (60% Power) Damage. The cost of this attack cannot be modified by your opponent's effects.When you perform this attack, you may pay +1 KI Point to have it do (70% Power) Damage instead. If you do, remove this attack from your moveset afterwards. SUCCESSFUL - If your attack roll result was 25 or more, your opponent loses (5% Their total HP) HP at the end of their next two turns. Costs 3 KI Points. Requirements: Gun Weapon Training Days: 4
Monkey Sweep [FREESTYLE, PHYSICAL, WEAPON] Description: With a polearm type instrument, the opponent's legs are swiftly and fiercely swept from underneath them to set them up for a more devastating attack. Effect: Physical attack doing (30% Power) Damage. If your opponent has a BREAK or SEVER effect on them, this attack cannot be BLOCKED. SUCCESSFUL - You may activate “Monkey Maneuvers”. If “Monkey Maneuvers” is already in play or cannot be activated by this attack, your next attack with STUN or BREAK in the effect deals +(10% Power) Damage and your opponent must pay +1 Ki Point to BLOCK it. Costs 1 KI Point. Requirements: Blunt Weapon Training Days: 2
Sternum Crusher [FREESTYLE, PHYSICAL, WEAPON] Description: A devastating shot with a weapon to the sternum, delivered with the intention of knocking the wind out of the opponent and breaking them down. Either delivered as a straight shot to a standing opponent or a downward thrust to a prone foe. Effect: Physical attack doing (35% Power) Damage. SUCCESSFUL - Deactivate a Constant Skill. Your opponent may choose not to have their Constant Skill deactivated. If they do, BREAK!. If your opponent had no CONSTANT skills activated and their natural defense roll is 3 or less, BREAK!. Costs 1 KI Point. Requirements: Blunt Weapon Training Days: 2
Thwack! [FREESTYLE, PHYSICAL, WEAPON] Description: A leaping, overhead strike with the blunt end of a weapon directly to the cranium. Effect: Physical attack doing (45% Power) Damage. If Monkey Maneuvers is in play, you may reroll this attack if your natural result is 5 or less. SUCCESSFUL - If your attack roll is 27 or higher and your opponent acted last turn, STUN. Costs 2 KI Points. Requirements: Blunt Weapon Training Days: 2
Baton Twirl [FREESTYLE, ENERGY, WEAPON] Description: Spinning their weapon at high speeds, the user generates a gust that can send an opponent reeling back, flying hard and fast into whatever may be around. It is also used well as a defensive maneuver. Effect: Energy attack doing (30% Power) Damage. If your dice sides gain +4 or more from your Dexterity Bonus, this attack does +(15% Power) Damage. You may remove this attack from your moveset for the remainder of the match in place of a defensive roll result to BLOCK a base cost 3 or less attack. If that attack is a multi-dice attack, this BLOCKS all of the dice rolls. SUCCESSFUL - If your result is 29 or more, BREAK!. Costs 2 KI Points. Requirements: Blunt Weapon Training Days: 3
Batter Up Blitz [FREESTYLE, PHYSICAL, WEAPON] Description: A blinding multi-strike attack with a weapon, design to batter and break down an opponent in one series of attacks. Effect: Physical attack doing (10% Power) Damage per hit. Your attack roll is 6d30 for this attack. The cost of this attack cannot be reduced. SUCCESSFUL - If 4 or more dice rolls are SUCCESSFUL, BREAK!. If one or more results was a natural perfect roll, STUN. Costs 3 KI Points. Requirements: Blunt Weapon Training Days: 3
Heritage Calling [FREESTYLE, BLOCK] Description: Varies in execution, the premise is that every race has a method of stopping an attack unique to them. Nobody questions it -- it's just true. Effect: RESTRICTEDx1. Stop a physical or an energy attack. If you are not currently Transformed, you may Transform now. If you are currently Transformed, your next Transformation Roll gains +5 to the results. This cannot STOP attacks with an attack roll result of 22 or more. Costs X-2 KI Points. Requirements: N/A Training Days: 2
Underdog Evasion [FREESTYLE, BLOCK] Description: Evading the more powerful opponent's attack, the user proves that power often makes people slower. Effect: RESTRICTEDx1. Stop a physical or an energy attack. If your opponent's Level is 2 or more above your Level, this Block can Block Advanced Attacks that cannot be STOPPED or BLOCKED. If your opponent's Level is 3 or more above your Level, STOP the next attack performed against you. Costs X KI Points. Requirements: N/A Training Days: 2
Crossing Iron [FREESTYLE, BLOCK] Description: Steel meets steel, force meets force, as the user's weapon of choice meets the opponent's in a clash of sparks. Effect: RESTRICTEDx1. Stop a Weapon attack. STUN. Your next attack that requires a Weapon gains +2 dice sides. If that attack is a Signature Technique, it gains +2 to the result as well. Costs X-2 KI Points. Requirements: Weapon Training Days: 2
- Afterlife
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Meteor Smash [PHYSICAL, PUNCH, KICK] Description: A technique not unlike Kaioken Attack, the user assaults their target with a flurry of physical strikes before using Instant Transmission to appear right above them; axe-handling them with furious intensity to the ground. Effect: Physical attack doing (7% Power) Damage per hit. Your attack roll is 6d30 for this attack. Double your Dexterity bonus for this attack. This can exceed the normal dice modification limit. SUCCESSFUL - If 4 or more attack rolls are SUCCESSFUL, STUN. Costs 1 KI Point. Requirements: Instant Transmission Training Days: 2
Edited by Rugo, Mar 7 2017, 09:19 PM.
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- Keroth
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I honestly forgot Vegeta exists.
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Rugo
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Feb 22 2017, 01:55 AM
Post #3
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The Badmin
- Posts:
- 1,480
- Group:
- Saiyan(Admin)
- Member
- #1
- Joined:
- 27 September 2016
- Power Level:
- 5,024
- Level:
- K
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- Aoyusumu
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Untouchable Mastery [AOYUSUMU, MASTERY] Description: Even an Aoyusumu master who understands the benefits of a clear mind and timing knows that eventually all combat matters are resolved through landing strikes. Preventing your opponent from landing those strikes will render all their efforts fruitless, and should they ever land a blow, it is important that they do not reap the benefits of their transgression. Effect: Your defensive rolls gain +3 sides. After you STOP an attack, your next defensive roll gains +5 sides instead. Your opponent's attack roll result must be +4 or higher your defensive roll result in order to gain SUCCESSFUL effects. Your defensive rolls against Signature Techniques gain +5 to the result. Requirements: You must know at least three (3) Aoyusumu attacks, skills, and/or blocks. Training Days: 4
Leverage Mastery [AOYUSUMU, MASTERY] Description: By gaining the defensive leverage, you are capable of putting yourself in a more favorable position when it comes time to go on the offensive. In combat, it is important to remember -- if you can attack without being attacked, you will gain the upperhand. Effect: Your defensive roll results gain +1 for every attack you've STOPPED prior to that roll. This effect resets when one of your opponent's attacks are SUCCESSFUL against you. In the case of multi-dice attacks, only the first die roll is counted. Activate after STOPPING an attack. Your next attack does +(5% Power) Damage and gains +3 to the result(s). Requirements: Must know at least three (3) Aoyusumu attacks,skills, and/or blocks. Training Days: 4 Technique Mastery [AOYUSUMU, MASTERY] Description: Combat is not all about attacks; it is also about finesse and technique. By mastering the important skills of their trade an Aoyusumu student is capable of strolling through a battleground at ease in the knowledge that they have the mind to overcome all obstacles. Effect: You can use up to 2 non-CONSTANT Skills per turn, including the same Skill. Your Advanced Attacks that have a requirement cost -1 KI Point to perform to a minimum of 1 and cannot have their cost modified by other effects. Whenever you use a BLOCK, you may choose to only be able to use one non-CONSTANT Skill on your next turn in order for that Skill not to take up your turn. Requirements: Must know at least three (3) Aoyusumu attacks, skills, and/or blocks. Training Days: 4 Calming Mastery [AOYUSUMU, MASTERY] Description: Haste will not win battles. Brutality will not bring victory. It is only through calm and focus that you can be sure to achieve a positive outcome in combat. Your calm presence will be a frightful vision to foes while simultaneously providing you with the rationale to think your moves through as your opponents rush theirs. Effect: Each of your opponents’ base cost 3 or more Advanced Attacks cost +1 KI Point. Your opponent's base cost 2 or less multi-dice attacks cost +1 KI Point. Your opponents’ base cost 1 Ki Point attacks cannot CRITICAL. These KI Cost increases do not stack with other effects. When you Power Up, your next defensive roll gains +4 to the result. This effect does not stack with itself. Requirements: Must know at least three (3) Aoyusumu attacks, skills, and/or blocks. Training Days: 4 State of Zen [AOYUSUMU, CONSTANT SKILL] Description: Achieving a state of zen allows a fighter complete control over their body, mind, and spirit. Effect: CONSTANT - Your Advanced Attacks cannot have their dice sides, results, or effects manipulated, changed, or erased by an opponent's effects. Your Aoyusumu Blocks cost -1 KI Point to a minimum of 0. Costs 1 KI Point. Requirements: N/A Training Days: 2 Reversal of Fortune [AOYUSUMU, CONSTANT SKILL] Description: A cool head offers more than just the chance to dodge a few attacks. It grants you uncanny insight, even when the tides turn. By paying close attention to an opponent in their prime, you are able to locate the weaknesses and the patterns in their technique, even able to temporarily reproduce it in order to turn their best day into their worst nightmare. Effect: RESTRICTEDx2. Activate immediately after your opponent performs two SUCCESSFUL attacks against you without you stopping any of their attacks in between. COUNTER. Their attack is not STOPPED by this effect. Your COUNTER turn is spent performing the attack they just used against you; you do not have to meet its Requirements. You must pay the cost of that attack -1, to a minimum of 0 Ki. Costs 2 KI Points. Requirements: N/A Training Days: 2 Stoicism [AOYUSUMU, SKILL] Description:Seeming completely stoic, the opponent never realizes the user is actually making calculations for their next move. Effect: RESTRICTEDx2. Activate when modifying your dice sides and/or result(s). Double the amount modified, except modifications from a Mastery. You can exceed the normal cap with this effect. You cannot SEVER with this effect. Costs 1 KI Points. Requirements: N/A Training Days: 2 Crescent Kick [AOYUSUMU, PHYSICAL, KICK] Description: Kicking out with the rear leg, the user swings the leg in an arc-like fashion, usually aimed so as the foot swings around it hits the back of the opponent's head. Effect: Physical attack doing (35% Power) Damage. If you STOPPED your opponent’s last attack, this attack can CRITICAL with a roll of 30 or higher. SUCCESSFUL - Your next defense roll gains +3 dice sides. Costs 1 KI Point. Requirements: N/A Training Days: 2 Bullwhip [AOYUSUMU, PHYSICAL, THROW, KICK] Description: Catching the opponent’s arm, the user wrenches the arm and forces the opponent into a hunched position. From this submissive pose, they repeatedly drive their foot into the opponent’s gut before tossing them aside. Effect: Physical attack doing (30% Power) Damage. If you STOPPED your opponent’s last attack, this attack does +(10% Power) Damage and cannot have its damage modified by your opponent’s effects. SUCCESSFUL - Your next 2 defensive rolls gain +2 to their result. Costs 1 KI Point. Requirements: N/A Training Days: 2 Floating Drop [AOYUSUMU, PHYSICAL, KICK] Description: Leaping into the air, the user floats over the opponent before flipping over and dropping down with both feet onto their skull, bouncing off of them and landing back on the ground. Effect: Physical attack doing (30% Power) Damage. SUCCESSFUL - If your opponent has 5 or less KI Points, your opponent’s next attack rolls 2 dice and chooses the lowest as the “natural” result. Costs 1 KI Point. Requirements: N/A Training Days: 2 Wind Shove [AOYUSUMU, PHYSICAL, PUNCH] Description: Flattening out their hand, the attacker draws their palm back and thrusts it forward toward the opponent. The force generated from this attack is enough to create a gust of wind capable of knocking the target down. Effect: Physical attack doing (35% Power) Damage. This attack gains +2 to the result for each time you have COUNTERED this match, minimum +2. This attack gains +1 dice side for each time you have BLOCKED this match. SUCCESSFUL - Your next energy attack gains +2 dice sides. Costs 1 KI Point. Requirements: N/A Training Days: 2 Push [AOYUSUMU, PHYSICAL, ENERGY, PUNCH, MANIPULATED KI] Description: Energy is channeled into the palm of the attacker, which is then thrust into the chest cavity of the opponent. Itself a very innocuous motion, it feels like a love tap upon contact... and then sudden pain overtakes the opponent and they find it most difficult to breathe. Effect: Physical attack doing (45% Power) Damage. This attack also counts as an energy attack for all effects. SUCCESSFUL - Your opponent cannot use or activate a Skill on their next turn, nor can they benefit from any CONSTANT skills until the end of your next turn. If your attack roll result is 23 or higher, your opponent's next attack roll gains -X to the result. X = The amount of dice sides your Dexterity Bonus grants you. Costs 2 KI Point. Requirements: N/A Training Days: 2 Tranquil Strike [AOYUSUMU, PHYSICAL, PUNCH] Description: Placing both feet shoulder-width apart and bending at the knee, the user strikes with their fist or palm into the midsection of the opponent. Effect: Physical attack doing (30% Power) Damage. The cost of this attack cannot be reduced. STOPPED - If your opponent STOPPED this attack without using a Block or activating any result modifiers or re-rolls after their defense roll roll, STOP the next attack they perform against you this combat. Costs 2 KI Points. Requirements: N/A Training Days: 2 Trapped Strikes [AOYUSUMU, PHYSICAL, KICK] Description: Wrapping both arms around the opponent's head, the user pulls the opponent's head down to limit their mobility as they throw out multiple knee strikes into the gut and sometimes face. Effect: Physical attack doing (40% Power) Damage. Once per combat you may perform this attack during your COUNTER without it taking up your COUNTER turn. The cost of this attack cannot be increased by your opponent. SUCCESSFUL – Your next defensive roll gains +3 to the result. Costs 2 KI Points. Requirements: N/A Training Days: 3 Hundred-Point Strike [AOYUSUMU, PHYSICAL, PUNCH] Description: Entering a crouched stance with their hands held up by their face, digits pointed out like an animal’s talons, the user unleashed this attack: charging forward, they delivered a blinding array of stabs with their fingertips to the opponent’s chest. Effect: Physical attack doing (5% Power) Damage per hit. Your attack roll is 9d30 for this attack. If you STOPPED your opponent’s last attack, your attack roll for this attack is 11d30 instead. SUCCESSFUL – If 6 or more attack rolls are SUCCESSFUL, your opponent must lose 2 Ki Points to attack you on their next turn. This effect can only trigger once every 4 turns. Costs 2 KI Points. Requirements: N/A Training Days: 3 Shaolin Cross Punch [AOYUSUMU, PHYSICAL, PUNCH] Description: Leaping into the air, the user shifts their body at an odd angle, swinging their arm around for a cross punch directed at the opponent's face. After contact, they twist their body, flipping through the air and landing on their feet. Effect: Physical attack doing (45% Power) Damage. The cost of this attack cannot be reduced. SUCCESSFUL - If you stopped your opponent's last attack, your opponent's base cost 2 attacks cost +1 KI Point until they roll a 25 or higher on a single dice attack. This effect cannot stack with itself. Costs 2 KI Points. Requirements: N/A Training Days: 2 Super Arm Bar Takedown [AOYUSUMU, PHYSICAL, HOLD] Description: The opponent’s arm is ensnared while pressure is continuously applied. The goal is to eventually wear the opponent down until they can no longer stand on their own two feet and they are on the ground with their arm torqued and rendered useless. Effect: RESTRICTEDx1. Physical attack doing (55% Power) Damage. SUCCESSFUL - Choose one of your opponent’s physical Advanced Attacks. That attack gains -2 to its result(s) for the remainder of the match. If your Dexterity is more than your opponent’s Dexterity, you may choose up to two attacks instead of one. STOPPED - If this attack is STOPPED the first time you perform it during the match, it gains RESTRICTED+1. Costs 3 KI Points. Requirements: N/A Training Days: 3 Karmic Possession [AOYUSUMU, PHYSICAL, HOLD] Description: As your foe's attack slams into you, you use their own vehemence against them by pulling them down into a gogoplata, effectively strangling the vengeance out of them. Effect: RESTRICTEDx1. Physical attack doing (X) Damage. Your base roll for this attack is 1d40. X = The exact damage of one of your opponent’s SUCCESSFUL Advanced Attacks performed this match. SUCCESSFUL – The SUCCESSFUL effect of the attack you have chosen for this attack’s damage. Costs 2 KI Points. Requirements: N/A Training Days: 3 Frost Wind Technique [AOYUSUMU, ENERGY, BEAM] Description: Drawing in a large breath of air and then releasing it infused with ki, a freezing breeze is released that is capable of severely chilling the opponent. This technique is capable of stopping a target in its tracks, reducing them to their more basic moves. Effect: Energy attack doing (50% Power) Damage. SUCCESSFUL - You may choose one of your opponent's Signature Techniques. They cannot perform that attack until they perform a SUCCESSUL attack roll result of 25 or higher with a single dice attack. You cannot use this effect against more than one Signature Technique at a time. Costs 3 KI Points. Requirements: N/A Training Days: 3 Elevated Kick [AOYUSUMU, PHYSICAL, KICK] Description: Grabbing the opponent's arms to use as leverage to pull themselves upward, 'climbing' their opponent's body before smashing their foot into the opponent's face or chest. Effect: Physical attack doing (45% Power) Damage. SUCCESSFUL - Your opponent cannot gain KI Points until they perform a successful attack. Costs 4 KI Points. Requirements: N/A Training Days: 3 Slow Charge [AOYUSUMU, ENERGY, BLAST] Description: A mindful Aoyusumu student will bide their time, storing excess energy over time and allowing for a devastating late-game attack. The Slow Charge is the epitome of this concept -- an energy attack built up over time and unleashed as a sparking, blue orb. Effect: RESTRICTEDx1. Energy attack doing (15% Power) Damage. This attack does +(5% Power) Damage and gains +1 to the result for every turn that has passed in the match to a maximum of +(80% Power) Damage. SUCCESSFUL – You may end a floating effect. Costs 3 KI Points. Requirements: N/A Training Days: 3 Bomb Tag [AOYUSUMU, PHYSICAL, ENERGY, PUNCH, MANIPULATED KI] Description: Gathering lethal amounts of ki into one hand, the user taps their target and transfers all that energy with no immediate effect. If that energy is returned by way of physical contact, nothing comes of it. However, if left alone long enough, the ki begins to react to being in a body that is not the user’s and inevitably explodes, making it impossible to dodge. Effect: Energy attack doing (0% Power) Damage. This also counts as a physical attack. No attack or defense roll is made. Your opponent takes (35% Power) Damage at the beginning of their second turn following this attack. Your opponent can negate this damage by performing a SUCCESSFUL physical attack. If your opponent performs a SUCCESSFUL Physical attack against someone besides you during this time, both your opponent and their target suffer (55% Power) Damage. The duration of this effect cannot stack; it must expire before you can renew it. Costs 2 KI Points. Requirements: N/A Training Days: 3 Epitaph To War [AOYUSUMU, PHYSICAL, PUNCH] Description: The wind suddenly comes to a stop. Everything on the battlefield seem to go silent. The eyes of the user glow a soft blue. Sounds begin to come back in the form of a sorrow-filled and melodic wail before the user charges forward, their footsteps silent. They move at a great speed, their attack unseen but leaving a brutal slash across the opponent's chest as if struck by a blade. The natural sounds of the area then return. Effect: RESTRICTEDx1. Physical attack doing (75% Power) Damage. SUCCESSFUL – Your opponent’s next attack must be 25 or higher to be successful. All attacks performed against you for the remainder of combat must have an attack roll result of 13 or higher to be SUCCESSFUL. Costs 6 KI Points. Requirements: N/A Training Days: 4 The Secret of The Universe [AOYUSUMU, ENERGY, MANIPULATED KI] Description: An ancient technique passed down sparingly from master to student; the attack begins as the user assaults the victim with a barrage of energy beams, each with a blue blurred tail like a comet. After a pause, a large beam of energy is sent that completely overtakes the opponent. As they lie there, a secret is whispered into their ear that shocks the system -- the secret of the entire universe. The words aren't meant for everyone's ears and they literally prevent someone from moving. Too powerful for some to know, the secret is soon forgotten -- but for a moment the truth revealed to them is too much. Effect: RESTRICTEDx1. Energy attack doing (110% Power) Damage. SUCCESSFUL - Your opponent cannot attack or Power Up on their next turn. Your opponent's next two escape rolls gain -7 to the combined result. Costs 8 KI Points. Requirements: N/A Training Days: 4
- Kurokonwaku
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Mimicry Mastery [KUROKONWAKU, MASTERY] Description: Students of Kurokonwaku have been called many things -- thieves, liars, dishonorable -- hardly a selection of words a true Master of the style would shy away from. Getting inside the head of an opponent, stealing their precious secrets and manipulating what they know about your own attacks can change the tide of battle. Dead men don't call anybody anything. Effect: When you perform a single dice attack, you may have it lose all SUCCESSFUL effects attached to it to gain the same SUCCESSFUL effects of an UNRESTRICTED attack used against you this Match. All of your opponent’s effects are now “SUCCESSFUL” effects. Once per combat you may perform an Advanced Attack known by your opponent. You must pay the cost but do not have to meet the Requirements. Requirements: You must know at least three (3) Kurokonwaku attacks, skills, and/or blocks. Training Days: 4
Cancellation Mastery [KUROKONWAKU, MASTERY] Description: When your opponent feels they are at their finest in battle it is up to you to crush their hopes, stamp 'CANCELLED' across their fondest dreams. All their precious techniques and tricks will do them no good when you are capable of entering their minds, put them in hazes, and disrupt their plans. Effect: Whenever an opponent uses or activates a Skill, you may lose X-1 KI Points to a minimum of 1 to negate/deactivate it. Whenever an opponent uses a Skill or attack's effect to STUN or unnaturally COUNTER or CRITICAL, you may lose X-2 KI Points to a minimum of 2 to negate the STUN/COUNTER/CRITICAL effect(s). Whenever you perform a SUCCESSFUL Kurokonwaku attack with an attack roll result of 22 or higher, your opponent cannot use the effect of their Mastery until the end of your next turn. X = The cost of the Skill or Advanced Attack. Requirements: You must know at least three (3) Kurokonwaku attacks,skills, and/or blocks. Training Days: 4
Control Mastery [KUROKONWAKU, MASTERY] Description: In the end, Kurokonwaku practitioners can take pride in knowing their style is the most unpredictable and 'creative' style when it comes to the manipulation of energy. This can go as far as controlling the strain an opponent's moves have on them, a theory applied to many moves in the Kurokonwaku arsenal, but when mastered has some truly crippling effects. Effect: At the start of each match, select one opponent. You may choose one of their Skills, Advanced Attacks, or Signature Techniques. For the remainder of combat, that move costs +2 KI Points for them to use or perform. If that attack cannot have its cost modified, add +5 to your Defense rolls against it. Your opponents cannot perform the same attack on their consecutive turns against you. Requirements: You must know at least three (3) Kurokonwaku attacks,skills, and/or blocks. Training Days: 4
Shadow Stalker [KUROKONWAKU, CONSTANT SKILL] Description: The aura blackens and the individual can channel their energy into turning themselves into a silhouette, capable of clinging to shadows. Effect: CONSTANT - You may pay the cost to activate this after performing a SUCCESSFUL attack with a dice roll of 25 or higher instead of taking up a turn. You cannot be the target of RESTRICTED attacks until your opponent STOPS one of your attacks with a natural defense roll of 23 or higher. Each time you activate this skill, it costs an additional ki point. Costs 2 KI Points. Requirements: N/A Training Days: 2
Puppetmaster [KUROKONWAKU, CONSTANT SKILL] Description: Releasing a large aura of energy that engulfs the battlefield, the energy seeps into the opponent's body; carrying with a resonating force of malevolent intentions. Effect: CONSTANT – Whenever you STOP one of your opponent’s attacks, you may then choose which of their Advanced Attacks they perform on their next turn. They must be able to perform that attack and suffer a -2 penalty to the result(s). If they are unable to perform any Advanced Attack, you may choose a Basic Attack. Costs 1 KI Points. Requirements: N/A Training Days: 3
Kick Them When They're Down [KUROKONWAKU, PHYSICAL, KICK] Description: When the opponent is having a bad day . . . it's time to make it worse. A swift kick when they're frustrated and vulnerable is usually sufficient. Effect: Use immediately after two of your opponent's consecutive attacks have been STOPPED. This does not take up your turn. Physical attack doing (20% Power) Damage. SUCCESSFUL - Your opponent loses 2 KI Points. Costs 1 KI Point. Requirements: N/A Training Days: 2
Bloodletter [KUROKONWAKU, PHYSICAL, PUNCH] Description: Within the blink of an eye the user dashes forward, their hand movements a blur until one final blow is landed -- a sharp slash with the fingertips that slices the flesh, wounding the opponent. Effect: Physical attack doing (30% Power) Damage. SUCCESSFUL - For the next three turns, when your opponent loses KI Points due to your effects, they lose +1 KI Point. Costs 2 KI Points. Requirements: N/A Training Days: 3
Proximity Blast [KUROKONWAKU, , BLAST] Description: A palm-emitted wave of Ki energy done at point blank range. Effect: Energy attack doing (40% Power) Damage. SUCCESSFUL - Your next single dice UNRESTRICTED Advanced Attack has a base roll of 1d35 instead. That attack cannot SEVER and has a minimum result of 12. Costs 2 KI Points. Requirements: N/A Training Days: 2
Sinister Claw [KUROKONWAKU, PHYSICAL, PUNCH] Description: Brandishing their fingers like talons, the user rakes them across the target's eyes. Effect: Physical attack doing (40% Power) Damage. Your opponent’s next Skill costs +1 KI Point to use or activate. If your opponent lost ki points in the last 2 turns, this amount increases to +2 Ki Points. This effect stacks up to +4 Ki Points. Cost 2 KI Points. Requirements: N/A Training Days: 2
Dark Energy Spiral [KUROKONWAKU, ENERGY, BEAM] Description: The user steadies their arm as a coil of black energy gathers before being quickly shot out at the opponent as a beam of spiraled energy. Effect: Energy attack doing (40% Power) Damage. SUCCESSFUL - Your opponent’s next UNRESTRICTED Advanced Attack costs +1 KI Point to perform. This effect ends if your opponent performs a SUCCESSFUL attack that is not an Advanced Attack. Costs 2 KI Points. Requirements: N/A Training Days: 2
Squeeze Box [KUROKONWAKU, ENERGY, MANIPULATED KI] Description: Four sheets of Ki surround the opponent, forming an energy prison that shrinks. The plates of energy crush the opponent between them. Effect: Energy attack doing (40% Power) Damage. SUCCESSFUL - Deactivate one of your opponent's CONSTANT skills. Your opponent may negate this effect. If they do, they lose 1 Ki Point at the start of their next two turns. If they cannot lose Ki from this effect on their turn, such as from being at 0 Ki, they gain 1 less Ki the next time they Power Up. Costs 2 KI Points. Requirements: N/A Training Days: 2
Energy Lob [KUROKONWAKU, ENERGY, BLAST] Description: A glob of energy is hurled at the opponent. The blob of ki sticks to the opponent and eventually explodes. Effect: Energy attack doing (45% Power) Damage. Your attack roll gains +X sides. X = 7 - your opponent's current KI Points, maximum 5. SUCCESSFUL - Your next CONSTANT Skill does not take up your turn to activate. Costs 3 KI Points. Requirements: N/A Training Days: 3
Black Hole Slam [KUROKONWAKU, PHYSICAL, PUNCH, KICK, HOLD] Description: Breaking an opponent down by engulfing them with a flood of punches and kicks, you end this combination by forcing them into a double headlock. In this position, you slam their head into the ground, cracking the very terra firma -- only to surprise your opponent by not ending your assault. Flaring up with ki of a distinctive black hue, you refuse to release the foe in your grasp, instead, you rocket across the ground; grinding your enemy's face off on the bedrock. Effect: RESTRICTEDx1. Physical attack doing (95% Power) Damage. STOPPED - If your opponent’s KI Points are 4 or less, your opponent loses (55% Your Power) HP. Costs 7 KI Points. Requirements: N/A Training Days: 4
Dimension Scream [KUROKONWAKU, ENERGY, BLAST, MANIPULATED KI] Description: Letting out a very focused, sonic blast from the mouth, the user emits enough power to temporarily deafen their opponent but most importantly the scream is capable of doing real physical harm on its own. The opponent is often left disoriented. Effect: RESTRICTEDx1. Energy attack doing (100% Power) Damage. SUCCESSFUL - Your opponent's attacks do not gain their effects until the results of one of their attacks exceeds the attack roll result of this attack. If the result of this attack is 26 or higher, your opponent's attacks do not gain their effects until the results of one of their attacks exceeds 25 instead. Costs 8 Ki Points. Requirements: N/A Training Days: 4
Dance With The Devil [KUROKONWAKU, PHYSICAL, ENERGY, PUNCH, KICK, MANIPULATED KI] Description: A demonic cackled is followed by a dark aura overcoming the user; a fear tactic. A set of eyes appears behind the user, evil and malicious. The image of a demon merges with the user before they take off at the opponent and deliver a high-speed, explosive (literally) combo of physical attacks. Effect: RESTRICTEDx1. Physical attack doing (100% Power) Damage. This attack also counts as an energy attack for all effects. SUCCESSFUL - Deactivate all of your opponent's CONSTANT Skills. They cannot be reactivated for 4 turns. Costs 8 KI Points. Requirements: N/A Training Days: 4
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- Keroth
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I honestly forgot Vegeta exists.
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Rugo
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Feb 27 2017, 05:02 AM
Post #4
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The Badmin
- Posts:
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Come and stare in wonder at the changes!
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- Keroth
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I honestly forgot Vegeta exists.
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