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Posted: Wed Sep 01, 2010 8:44 pm
This thread is focused on ki affinities. Ki affinities are simply that: the way that your character is comfortable using their ki. Ki affinities are generally only one or two a person, but most can be trained and learned by anyone, opening the realm for countless combinations of techniques to be used.
Items in the list with stars cannot be started with.
You can at one time use a maximum of one element and two properties, and it takes a full action to change just one of those three.
To add one affinity to a technique, you must retrain that technique (50% of the required time) with the new affinity, and you must of course know the affinity. Each affinity requires this same amount of training.
Modifiers are unique and require that special benchmarks be met before they can be trained to be added to a technique
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Posted: Wed Sep 01, 2010 10:41 pm
List of Ki affinities:
Elements Fire Water Earth Wind Electrical Divine Genki (spirit energy)* Maki (demon energy)* Phoenix (health energy)*
Properties: Concussive Sharp Mystic* Piercing Chaotic Peaceful Primal Dark Light Cold Heat
Tertiary Affinities (put two of the above and you can train one of these)
Fire +
water = steam earth = magma divine = holy fire* concussive = explosive
Water + earth = mud wind = mist divine = holy water* mystic = mystic water* cold = ice heat = steam
Earth + wind = dust divine = hallowed ground* piercing = spiked earth
Wind +
Electrical +
Divine +
Dragon Must know all the following: Fire Wind Electric Divine Gen ki Fenrir Sharp Heat Concussive Chaotic Mist* Holy Fire* Dust* Hallowed* Mystic*
Modifiers
Tsuibi: homing Renzokou: Repeating Planet Killer Chou: Greater Neo Super Tadai: Heavy Ranpu: Light
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Posted: Wed Sep 01, 2010 11:28 pm
Elemental Ki Affinity Descriptions:
Affinity Name: Fire Description of Affinity: Your ki has the element of fire. Requirements: Training: 5 days Special: +ki mod damage to opponent over the next turn after hit with a ki attack
Affinity Name: Water Description of Affinity: your ki is strengthened by water. Requirements: Training: 5 days Special: Your ki attacks are twice as powerful when you are in (liquid) water.
Affinity Name: Earth Description of Affinity: Your defensive techniques are strengthened Requirements: Training: 5 days Special: defense modification techniques are twice as effective
Affinity Name: Wind Description of Affinity: Your ki techniques are harder to dodge. Requirements: Training: 5 days Special: +ki mod to ki attack rolls/attack bonuses
Affinity Name: Electrical Description of Affinity: Your ki techniques channel electricity Requirements: Training: 5 days Special: Your ki techniques have a 20% chance of stunning the opponent (a static 16 or higher on a d20) for a whole post.
Affinity Name: Divine Description of Affinity: Your ki has the qualities similar to godly energy, but not quite. Divine ki is used for false miracles and earthly magicks. Requirements: Training: 5 days Special: your ki techniques do three times as much damage to demon creatures, creatures who have been sent to hell and are dead, or creatures who have made pacts with demons or hellmates.
Affinity Name: genki (spirit energy) Description of Affinity: this is the energy that composes people's souls... It is this pure, good energy that forms all non-demon living creatures, and it is this that proceeds to otherworld, in the case of people too weak to retain their bodies. Requirements: 50 WIS, 50 KI, 200 ki control. Training: 10 days Special: deals four times damage to demon creatures, creatures who have been sent to hell and are dead, or creatures who have made pacts with demons or hellmates.
Affinity Name: maki (demon energy) Description of Affinity: this is the energy of corrupted genki. All demons and hellmates possess this energy, making it a readily available in the underworld, but it can also be harvested from genki, twisting it and corrupting it to be more powerful than before, but also more dangerous. Requirements: 75 WIS, 75 KI, 250 ki control. Must have ki affinity: genki. Training: 13 days Special: Can be used with any genki technique, dealing twice as much damage as the normal genki technique, but ALSO dealing x4 damage to holy or divine creatures (so times 8, if it's a genki tech on a holy creature. This includes people who are in heaven or who have come out of heaven of their own volition, and are still dead.)
The drawback: unless wielded by a demon, these techniques have a 10% chance to backfire, dealing as much damage to you as they would have if it had been aimed at you to begin with.
Affinity Name: Phoenix Ki Description of Affinity: This affinity uses the users own life force (not their genki) to create usable ki. Requirements: 50 WIS, 50 CON, 25 KI, 200 ki control, 150 modification techniques Training: 10 days Special: this ki generates an entirely different type of aura: one that does damage people.
Charges at a rate of [Con mod + ki mod + ki control] per turn, drawing HP into your resting ki. And yes, the person damage is calculated by ALL ki over your resting rate, not just the health put into the tech.
10% of this damage, however, is dealt to the user, as their skin is burned off. If a saiyan reduces their health to seikan using this damage (outside of battle, or unnecessarily in battle, they run the risk of their seikan backfiring, as if they'd stabbed or blasted themselves unnecessarily.
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Posted: Thu Sep 02, 2010 12:02 am
Ki Property Affinities Descriptions:
Property Name: Concussive Description of Property: your ki has a concussive force behind it. Requirements: Training: 5 days Special: every ki attack has an additional +ki mod yards knockback
Property Name: sharp Description of Property: your ki has a cutting force to it. Requirements: Training: 5 days Special: 5 + 1 per ten in anatomy% chance to cut a muscle/tendon for every ki attack (-2 to all checks per cut)
Property Name: Mystic Description of Property: Through years of training and meditation, the user is capable of accessing a type of ki renowned for its healing ability and nigh-limitless potential for doing acts that manipulate other's genki and life energy. Requirements: In order to be a Mystic, you must have your WIS + KI equal to more than your STR + CON Training: 15 days Special: The mystic will gain 100% to KP and will power up 50% more quickly
Property Name: piercing Description of Property: Your ki has the ability to puncture your opponent. Requirements: Training: 5 days Special: +1 bleeding damage per post to your opponent, per ki technique
Property Name: chaotic Description of Property: Your ki is unpredictable, and hard to track. Requirements: can't be using peaceful Training: 5 days Special: +1/2 ki mod to ki techniques attack bonuses
Property Name: peaceful Description of Property: your ki is peaceful, and the opponent is lured into underestimating it. Requirements: can't be using chaotic Training: 5 days Special: +1/2 Ki mod to ki techniques attack bonuses
Property Name: Primal Description of Property: Your ki has a primal rage to it, seeming to act off your instinct rather than your conscious control. Requirements: Training: 5 days Special: +1/2 WIS mod to ki attack bonuses.
Property Name: Dark Description of Property: You ki drains the light from its surroundings Requirements: can't be using light Training: 5 days Special: While you have an aura, +1 to hide and sneak attack rolls per ten kp over resting rate.
Property Name: Light Description of Property: Your ki generates light. Requirements: Can't be using dark Training: 5 days Special: While you have an aura, +1 to search and spot checks per ten kp over resting rate.
Property Name: Cold Description of Property: your ki has a cold aura about it, draining the heat form its surroundings Requirements: can't be using heat Training: 5 days Special: every time your ki attacks hit, the opponent receives a -1 to his checks.
Property Name: Heat Description of Property: your ki is hot. Requirements: can't be using cold Training: 5 days Special: will burn your victim. Every time they are hit with a ki attack, they get a burn, which causes +1 damage for every melee attack they are hit with. (stacks)
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Posted: Thu Sep 02, 2010 12:54 am
Tertiary affinities: Whether these are elemental or properties will be listed with the technique.
Element Name: Steam Description of Element: your ki heats water to its gaseous form, scalding your opponents. Requirements: water and fire/heat Training: 8 days Special: fire/water: x2 damage in water, +ki mod damage in burns over the next post. fire/heat: x2 damage in water, +2 damage for burns, instead of +1
Element Name: Magma Description of Element: your ki has the physical consistency and destructive capacity of magma. Requirements: earth and fire Training: 8 days Special: for every hit, deals ki mod in burning damage over the next post, and solidifies to lower the opponent's checks by -4 per ki attack, but raise damage reduction by 50. Once at zero attack bonus, they have the damage reduction, but are caught as if in a grapple check of equivalent number.
Fire attacks will still burn opponents completely encased in solidified magma with their burning damage.
Element Name: Holy Fire Description of Element: Your ki has the ability to use divine ki to burn evil creatures. Requirements: divine/fire Training: 8 days Special: +4xki mod damage to demon creatures, creatures who have been sent to hell and are dead, or creatures who have made pacts with demons or hellmates over the next post as burning damage.
Property Name: Explosive Description of Property: Your ki has an explosive property. Requirements: fire/concussive Training: 8 days Special: +ki mod feet knockback, +ki mod to ki attack bonus.
Element Name: Mud Description of Element: Your ki has similar qualities to mud. Requirements: water/earth Training: 8 days Special: Every ki attack will lower the checks of your opponent by the amount of damage that would normally be done, and they will be captured as if by a grapple check of equal points as the damage roll.
Element Name: Mist Description of Element: Your ki shrouds the area in mist, obscuring views and making those in the area more prone to hypothermia Requirements: water/wind Training: 8 days Special: *3 to all ice attacks directed at someone hit with mist recently in the battle, +4 to all hide and dodge checks (opponents included)
Element Name: Holy Water Description of Element: your ki has all the qualities of water, but holier. Requirements: water/divine Training: 8 days Special: will burn demon creatures, creatures who have been sent to hell and are dead, or creatures who have made pacts with demons or hellmates at a rate of 2x ki mod per turn for one post. Unless they are frozen, in which case the damage continues until they are released.
Element Name: Mystic Water Description of Element: your ki can enchant water with mystical properties Requirements: mystic/water Training: 10 days Special: you can channel your ki into plain water, imbuing it with +1 to all stats per 1000 kp imbued into it. Unfortunately, drinking the water will cause 1-200 damage per 1000 kp into it, and one person can only drink from a batch of water once. However, many can drink from it and gain its effects, just none more than once.
Element Name: Ice Description of Element: your ki has the potential to freeze its target. Requirements: water/cold Training: 8 days Special: every ki attack lowers your opponent's checks by 5, and they are grappled by a grapple check of +50 per attack. Once they are completely immobilized, a (single) attack that would inflict half of their remaining hp will shatter them completely, killing them instantly.
Element Name: Dust Description of Element: your ki stirs up dusts storms in its wake. Requirements: wind/earth Training: 8 days Special: +10 to hide and move silently checks for all involved, -10 to all attack bonuses.
Element Name: Hallowed Description of Element: your ki has the ability to repel your enemies, if you channel it into the earth. Requirements: earth/divine Training: 8 days Special: for every 200 ki placed in the earth, for a radius of [ki mod], anyone you state is your enemy will take 1 damage. This does not include the air. This enchantment lasts for [ki mod] days, and this number is stackable per enchantment.
Element Name: Spiked Description of Element: You can manifest your ki to form spikes from the earth, impaling and immobilizing your opponent. Requirements: piercing/earth Training: 8 days Special: for every ki attack, an additional +2 damage is done in bleeding per post, and the opponent loses -3 to all checks, as if in a grapple of [ki mod]
Element Name: Dragon Description of Element: This affinity is the affinity that all holy dragons have, and it is the ki that wishes are manufactured from. Requirements: 200 WIS, 200 KI, Fire, Wind, Electric, Divine, Gen Ki, Fenrir, Sharp, Heat, Concussive, Chaotic, Mist*, Holy Fire*, Explosive*, Holy Water*, Dust*, Hallowed*, Mystic* Training: 30 days Special: The Dragon Mystic now has a new formula for kp:
kp = [ki stat] + [ki mod] * lvl
Also, all dragon techniques do x5 damage to demon creatures, creatures who have been sent to hell and are dead, or creatures who have made pacts with demons or hellmates.
Simply having access to the dragon ki makes one a divine creature, and thus they suffer damage from demon attacks as stated.
Dragon Ki is permanently attached so long as you are still a Mystic, and it does not consume one of your three affinity slots.
Dragon Mystics are immortal: they never age unless they will it, nor do they die of age unless they specifically will it. They can take damage to the point of -1000 hp and still be perfectly intact. Damage of -10,000 will destroy their body completely, but it will respawn in Otherworld completely intact, while the Dragon Mystic will still be alive.
Any Dragon Mystic who uses maki will have a 30% chance of the technique backfiring, and it will do the damage to a divine creature.
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Posted: Tue Jan 08, 2013 6:17 pm
Technique Modifiers:
Technique Modifiers are a special set of abilities that can be assigned to a technique. Each has special requirements, and are handled entirely separately from affinities. No technique can have more than two modifiers, and every modifier has special rules as to how it can be applied and how many times it can be upgraded.
In order to upgrade a technique, you must ADD the requirements of the upgrade to the technique, and if you meet those requirements, you can proceed. If you have already upgraded a technique, and are further upgrading it, it will add the requirements of the new upgrade to the requirements of the tech AND the old upgrade.
Modifier Name: Tsuibi: homing Description of Modifier: The ki technique is modified so that it can be controlled even after the user has shot it. It can be used to make a ki attack on the enemy at an ever-escalating rate as it pursues them. Requirements: 10 WIS, 100 ki control, one attack turn per post to control. Can control one active homing attack for every 50 points in ki control, though each still requires 1 attack action. Training: x2 the standard training time for a technique that you already know Special: the technique will take your first action each round until you sever your control on it. If you sever control, it flies off in a random direction and hits no one. It makes only one attack per post. Tsuibi can only be added to an attack once. Every post the attack is controlled, it gains an additional +5 to its attack bonus added to the original attack bonus. Any technique with the Tsuibi modifier costs 25% more to use, and 10% of that cost is paid every round to continue controlling it.
Modifier Name: Renzokou: Repeating Description of Modifier: This modifier allows a technique to be fired several times in the same action at the cost of damage and ki. Requirements: 100 ki techniques 50 ki control Training: 1.5x the original training time of a technique you already know. Special: This modifier can be applied twice to the same technique, taking both upgrade slots. The first upgrade allows it to be fired twice. The second upgrade allows it to be fired four times.
Modifier Name: Planet Killer Description of Modifier: Adds the Planet Killer modification to a technique, allowing it to deal 100% extra damage to a planet per point in the stat. Requirements: 10 Ki, 100 ki techniques, Training: 1x the original training time of a technique you already know. Special: Can be applied twice to a single technique. The first application provides 2 points to Planet Killer, the second applies 5 more points to Planet Killer. If the technique already had Planet Killer, the maximum amount is 10 (1100% damage)
Modifier Name: Chou: Greater Description of Modifier: The Chou upgrade allows the user to simultaneously gather energy and power an attack. The user may utilize the technique Power Up in the same offensive action as using the upgraded technique. All the KP gained, however, must be used in the attack. If the technique requires no Ki Points, this upgrade may not be applied to it. Requirements: 150 ki control, 100 ki techniques Training: 1.75x the original training time of a technique you already know. Special: This modifier makes one turn of Power Up a free action so long as you are using this technique, and all of the powered-up ki is used in the tech. +40% base damage to the tech and all powered up ki is converted into damage at a rate of 40% Can only be applied once to a technique
Modifier Name: Neo Description of Modifier: This modifier reflects the endless hours of practice the user has spent practicing the technique. The technique grows more and more efficient as time goes on. Requirements: must have used the technique five times in battle or training (not learning, but training). +5% to all requirements for the technique, rounded down. Training: +2/4/6/8/10... days the original training time of a technique you already know. Special: This modifier is only applied to the particular attack. If you know kamehameha and chou kamehameha, you must train each separately, and uses of one do not benefit to the other. +10% damage or +[10% hp/kp/stamina used] damage whichever is higher. +5 attack bonus -5% cost (even Soul, to a minimum of one.) Can be applied an infinite number of times, each time raising the requirement and needing the proof of use again (you would need to use Neo Chou kamehameha five times in combat to begin learning Neox2 Chou kamehameha. Each new application of Neo does NOT take an upgrade slot. Only the first Neo does.
Modifier Name: Super Description of Modifier: By using the unique power that comes with a Super form as fuel, you may empower a technique beyond its normal limits. Requirements: must be a super being. Training: 2x the original training time of a technique you already know. This practice needs to be done in a super form. Special: By spending Soul Points in 1 point increments, you may increase the Damage caused by the upgraded technique by 15% per increment.
Cost of the technique is increased by [Soul spent * 5%] The second level of Super is called Ultra and does not take another upgrade slot. It doubles the efficacy (1 Sl = 30% bonus) The third level of Super is called Hyper, and does not take another upgrade slot. It triples the efficacy.
Modifier Name: Tadai: Heavy Description of Modifier: You focus the energy in the technique to be denser, causing it to rip through shields and overpower other techniques in clashes. Requirements: 25% of the original requirements Training: 1.5x the original training time of a technique you already know. Special: +15% damage, 25% bonus in clashes, +25% damage to shields (ki or otherwise) +15% cost Can only be applied once
Modifier Name: Ranpu: Light Description of Modifier: The technique becomes faster and more efficient at the expense of damage Requirements: 15% of the original Training: 1.5x the original training time of a technique you already know. Special: -20% damage, +25% attack bonus -15% cost (excluding Soul)
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