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Reply DBZ: A new generation (Emily Marneth)
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Emily Marneth

Captain

PostPosted: Wed Feb 18, 2009 7:18 pm


This thread is a compilation of all the techniques and their creators, as well as the willingness of the creator to teach them to any other students.

[b]Technique Name: [/b]
[b]Description of Jutsu: [/b]
[b]Rank: [/b]
[b]Kp Cost: [/b]
[b]Damage: [/b]
[b]Requirements: [/b]
[b]Training: [/b]
[b]Special: [/b]
[b]Owner: [/b] (IF it is owned by one person, or taught by one person only.) For instance, Kamehameha: owned by the turtle hermit. Must be taught by him. (Not any more, of course, but that's the idea.)
 
PostPosted: Wed Feb 18, 2009 8:26 pm


Neutral Ki Techniques (no master)
These techniques don't require a teacher. They are things that most warriors in the Universe know, so yeah...


((Flight techniques can be used in conjunction with other attacks without spending a turn, so long as you spend the ki.))
Technique Name: Flight (A)
Description of Jutsu: The user has learned to fly, specializing in high-speed movement in straight lines with tons of follow-through.
Rank: E
Cp Cost: 2 ki per post
Damage: +Ki mod to Martial attack
Requirements: Ki control 1
Training: 2 days (or 1, if you already know how to fly.)
Special: The first day of training is simply learning to fly. The second day is the drills with the style.

you travel at a speed of 1d20 + 1/2 ki mod miles per hour.

Technique Name: Flight (B)
Description of Jutsu: The user has learned to fly, specializing in tight, curved movements aimed at avoiding obstacles.
Rank: E
Cp Cost: 3 ki per post
Damage: N/A
Requirements: Ki control 1
Training: 2 days (or 1, if you already know how to fly.)
Special: The first day of training is simply learning to fly. The second day is the drills with the style.

Add your Ki mod to your DB

You travel at a speed of 1d10 + 1/2 ki mod miles per hour

Technique Name: Flight (C)
Description of Jutsu: The user has learned to fly, specializing in short, incredibly fast dashes with almost no follow-through.
Rank: E
Cp Cost: 3 ki per post
Damage: N/A
Requirements: Ki control 1
Training: 2 days (or 1, if you already know how to fly.)
Special: The first day of training is simply learning to fly. The second day is the drills with the style.

Add your ki mod to your attack bonus

You travel at a speed of 1d10 + ki mod miles per hour.

Technique Name: Flight (D)
Description of Jutsu: The user has learned to fly, specializing in long, straight lines with no follow-through.
Rank: E
Cp Cost: 1 ki per post
Damage: N/A
Requirements: Ki control 1
Training: 2 days (or 1, if you already know how to fly.)
Special: The first day of training is simply learning to fly. The second day is the drills with the style.

You travel at a speed of 1d20 + ki mod. miles per hour

Technique Name: Power-up
Description of Jutsu: This technique is the ability to bring the vast stores of ki that are held in your body's reserves to the surface (and often, beyond the surface, resulting in an aura of ki around the user.)
Rank: E
Cp Cost: N/A (see ki in [What is D20? Our system thread -> abilities] for exception)
Damage: 1 hp to inanimate objects per 2 kp over resting rate, at a radius of [ki mod] feet around the user.
Requirements: ki control 1
Training: 1 day
Special: This technique allows the user to pull their stamina into their ki pool at a rate of [ki mod + ki control] per turn.

An aura will develop around the user if they surpass their resting ki rate. Auras can displace solid matter, so it's a good idea to think through it before powering up to full strength in the middle of a flimsy building. (just a suggestion.) Ki causes damage to inanimate objects (that the user is not protecting or keeping out of this effect) at a rate of 1 hp damage per 2 kp over resting rate. Just how it happens depends on personal preference. This damage has a radius of [ki mod] feet around the user. It does not harm people.

Technique Name: Sense Ki
Description of Jutsu: This ability allows the user to sense ki levels constantly. It is a passive skill if only sensing generalities, but must actively be used to determine specific power levels.
Rank: E
Cp Cost: N/A
Damage: N/A
Requirements: ki control 1
Training: 2 days
Special: can sense generalities (his power level is higher than mine, but hers is in-between, etc.) without trying.

Spending a turn will allow the user to sense a specific ki level (like a scouter would) as it is apparent.

Technique Name: Conceal Powerlevel
Description of Jutsu: The user uses their force of will and self-control to repress their powerlevel, lowering it to a level they desire.
Rank: D
Cp Cost: none
Damage: none
Requirements: 20 ki control
Training: 2 days
Special: the user can augment their powerlevel negatively (lower your powerlevel) by [(ki control + any amount of stamina points) * 50] or less for one post

Technique Name: Shikon no Jutsu (Dead Soul Technique)
Description of Jutsu: With this technique, the user can make the dead seem lifelike and allow their bodies to run around a bit as a diversion or decoy. What this skill actually does is cause the dead to temporarily resuscitate, allowing the user to control them and their actions for only a few minutes.
Rank: A rank
Kp Cost: 70 + 30 per turn.
Damage: special
Requirements: 150 ki control, 100 anatomy, 50 ki techniques,
Training: 6 days
Special: Each corpse can be controlled for a maximum of 20 posts.

Damage from physical attacks is dependent on the body's martial damage without martial skill.

Can channel ki techniques two ranks below your current rank through the body for 1.25x the cost, in addition to the puppeteering cost.

The body retains its stats without skills. No skills are retained after death.

Technique Name: Kugutsu no Jutsu (Puppet Technique)
Description of Jutsu: Just like a marionette, the user controls a puppet using strings of chakra from his fingers.
Rank: D
Cp Cost: 20 cp per round per the number of puppets used.
Damage: depends on puppet
Requirements: perform sad puppet) 3, ki control 20
Training: 2 days
Special: Must master this technique before attempting to fight with puppets.

Technique Name: telepathy (short range)
Description of Jutsu: This technique allows the user to project their thoughts (images or voice) for a considerable distance (roughly over an earth-sized planet)
Rank: D
Kp Cost: N/A
Damage: N/A
Requirements: 20 WIS, 50 ki techniques
Training: 2 days
Special: can only communicate with people they know well. (have spent a decent amount of time with. At least five posts of conversation on each side.)
For one Soul point the range can be expanded to encompass an entire planet no matter the size.
For two Soul points, the range can be expanded to one hundred light years in both directions.
For three Soul points, you can communicate with anyone in the universe.
For four Soul points, you can even reach into or out of Otherworld.

Activating telepathy is not a free action; it costs a full post for the activator, but the person on the other end of the connection can freely communicate. The link lasts for as many posts as the activator's wisdom mod. After the link has been established, telepathy is a free action, the same as talking.  


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Wed Feb 18, 2009 8:59 pm


Offensive Ki Techniques (no master)
These techniques don't require a teacher. They are things that most warriors in the Universe know, so yeah...


Technique Name: Ki shot
Description of Jutsu: allows the user to form a ball of their ki that can be thrown/shot at their opponent. This is one of the most basic forms of attacking with ki, as it only requires a loosely-formed ball/beam/arrow/projectile (depending on your specialty/preference) of energy and the ability to move your arm (or not, as it were)
Rank: E
Kp Cost: 2 per shot (can fire two per combat turn)
Damage: 1-5 + ki mod. + 1 per ten in ki control
Requirements: ki control 10
Training: 1 day
Special:

the attack roll is base attack bonus + ki mod. + 1 per ten in ki control

must roll once for each projectile

Technique Name: Ki shot V. 1.5
Description of Jutsu: This is the same basic principle of the ki blast, except that the user sacrifices ki for speed. By using more ki in the technique, the user can speed their attack rate up while slightly reducing the damage of each individual projectile.
Rank: D
Kp Cost: 4 kp per shot (can fire four per combat turn
Damage: 1-3 + ki mod + 1 per ten in ki control
Requirements: 30 ki control
Training: 2 days (must know ki shot)
Special:

the attack roll is base attack bonus + ki mod. + 1 per ten in ki control

must roll once for each projectile

Technique Name: Ki blast
Description of Jutsu: This technique seems to be fairly common, (and fairly obsolete) throughout the universe. It focuses generic ki and fires a blast (can be a cone, ball, beam, whatever,) of non-sustained chakra to do a little damage to whatever it happens to hit.
Rank: D
Kp Cost: 20 Kp
Damage: 10-30 + ki mod. + 1 per ten in ki control
Reflex DC: 5 + Character level + ki mod for half damage. Neutral 20 or surpassing the save by 10 means no damage.
Requirements: ki 10+, ki control 10+
Training: 3 days
Special: Can be used to cancel another non-sustained ki attack if it proves to have a higher DC.

Technique Name: homing ki blast
Description of Jutsu: The user can form a blast of ki that holds its shape well enough to strike an opponent several times before finally exploding to deal its damage to the opponent.
Rank: C
Kp Cost: 20 kp + 15 Kp per hit
Damage: [10-20 + ki mod. + 1 per ten in ki techniques] per hit
Reflex DC: [attack bonus + 1d20 + ki mod + 1 per ten in ki control] per hit
Requirements: ki 30+, ki control 60+
Training: 6 days
Special: Can be used to cancel another non-sustained ki attack if it proves to have a higher DC.

requires six turns (or a full post, whichever is smaller) to form. The next post will be the post with which you attack.

can be used to hit the opponent up to as many times as you have turns in a round. If the last attack of your combo hits, the ball deals double damage on that strike

Technique Name: Sustained Ki blast
Description of Jutsu: This is another fairly common technique. It involves the user firing a continuous stream of ki at their opponents. Unlike a non-sustained attack, this attack can be used to continuously damage an enemy if you can hit them.
Rank: D
Kp Cost: 25 + an additional 5 per sustained turn
Damage: (10-20 + an additional 10 per turn) + ki mod.
Reflex DC: 1d20 + 10 + Character level + ki mod for half damage. Neutral 20 or surpassing the save by 10 means no damage.
Requirements: ki control 30, ki 14
Training: 3 days
Special: See the [What is D20?] thread -> locking beams: continuous ki blasts

Technique Name: Ki blade
Description of Jutsu: Using your ki added to a weapon, you can extend the weapon or you can create a cutting edge (depending on your specialty)

This can also be applied to your normal martial damage, but never to a thrown object.
Rank: D
Kp Cost: 2 per turn
Damage: + ki mod to weapon damage
Requirements: +10 ki control
Training: 1 day
Special: can extend your weapon by your ki mod for a bonus of ki mod to your attack bonus, but you lose the damage bonus.

Technique Name: Ki Ball
Description of Jutsu: This technique is a charged ball of your ki, it allows you to put ki into it so long as the user can control it, and it deals considerable damage to whatever it hits.
Rank: C
Kp Cost: indefinite. At least 80
Damage: 40 + ki mod + 1 per ten in ki control +1 per two additional kp
Requirements: 20 ki, 30 ki control, 20 ki techniques, ki blast
Training: 4 days
Special: user can put as many kp as he has available into the attack, and begins gaining bonus damage and attack roll for the kp he puts in over the requisite 80.

Attack roll: 1d20 + 1 per ten in ki control + ki mod + 1 per 5 additional ki put in.

Ki balls deal splash damage. This means that for a range of [ki stat + 1 per five extra kp inserted or less] feet, your damage is inflicted on everything in range.

Technique Name: Kiai-ho
Description of Jutsu: This technique is very similar to a normal kiai, but is much more focused and is directional, generally used without even a yell. It blasts the user's ki forward invisibly and bombards its target with the energy. Because it is not focused and invisible, it is nigh unavoidable, however, because it is not focused, it is not as powerful as other attacks that may use even less ki.
Rank: B
Cp Cost: 90 kp
Damage: 30-60 + ki mod. + 1 per ten in ki control
Requirements: 50 ki control, 30 ki techniques, kiai
Training: 5 days
Special: This technique only requires two combat actions to perform

the reflex DC for half damage is 25 + [Character level] + [ki mod] for half damage. Neutral 20 or surpassing the save by 10 means no damage.

Technique Name: Jibaku
Description of Jutsu: This technique is a powerful (sometimes) attack, that relies on the user sacrificing their life to destroy a target. By expending all of their energy and lifeforce, the user can create a powerful but confined explosion, resulting in a possibly great amount of damage, depending on the user's abilities.
Rank: D
Kp Cost: all of it (including remaining stamina), and all of your HP, as well.
Damage: anywhere from half to all of the amount of HP + KP + SP put into the technique.
Requirements: ki and hp, consciousness, and 50 ki control
Training: 1 day of practicing expelling equal parts hp and kp in a small, nonlethal explosion. The points spent is equal to your dice roll, of both hp and kp. For this technique, you don't have to charge up, it will automatically draw from your stamina.
Special: In order for this attack to take full effect, you must be grappling your opponent. It will hit all within melee range (those that melee hit you as their last action or that you melee hit as your previous action), however it will only do half of the damage it would ordinarily do (so 1/4 to 1/2 hp+kp in the technique, or equal to one-half the damage roll you made for it on the person you were grappling.) There is no way for the user to survive this technique (excluding while training it).  
PostPosted: Sat Apr 04, 2009 4:15 pm


Defensive Ki Techniques (no master)
These techniques don't require a master. They are things most fighters in the Universe know, so yeah...


Technique Name: Kiai
Description of Jutsu: The kiai is never really named, but it consists of the user flashing their ki from their bodies (usually accompanied by a yell) nullifying an attack or blasting enemies back. It can be expensive, but the loss in ki is generally preferred to the loss of life.
Rank: D
kp Cost:

Defensive:
at least 50

Offensive:
at least 50

Damage:

Defensive: none

Offensive:
(kp used)/4,
pushed back (kp used)/8 feet

25 + 1 per five ki control + ki mod

Requirements: 50 ki control, 25 ki techniques
Training: 1 day
Special: to find out if any damage is received, use this equation:

damage to be taken - [kp used + ki mod] / 2  


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Sat Apr 04, 2009 4:28 pm


Modification Techniques
These techniques alter your character's stats, abilities, appearance, and many other things. These are the techniques for Ascensions, Super states, transformations, and anything else not covered by a generic racial modification ability.


Technique Name: All-Out
Description of Jutsu: This jutsu greatly increases the abilities of the fighter, at the expense of their health and ki. This technique is risky, but the rewards can be well worth it.
Rank: C
Hp Cost: 50 before, 100 after (double for a two-post bonus; 100|200)
Stamina Cost: 50 stamina before, 100 stamina after (double for a two post bonus 100|200)
Soul: 2 points per level of All-out
Damage: N/A
Requirements: 150 hp, 150 stamina, 50 ki control, 40 martial techniques, 20 CON, 20 KI
Training: 2 days, each fail costs 30/30, each success 15/15
Special: This technique will enhance the users powers drastically for a few seconds.

For one post (the post after using this technique)

the user has full access to all of their ki (since they opened the gate that normally held it separated,) and all stamina and ki are shared. After the technique, the ki not used goes into stamina until it's full, and then the overflow goes into kp.

The user gains 5 STR, 5 DEX and 5 WIS (your body has partially unlocked all physical barriers, as well, giving you access to extra reserves of strength)

The user gains +2 turns per post, all with no bonuses save what would normally apply (no base attack bonus)

Technique Name: All-or-nothing
Description of Jutsu: A counterpart to All-out, this technique greatly increases a character's strength and abilities, but while All-out is a rush technique, All-or-nothing is a technique that focuses all of the user's power into a single instant. As such, you are only allowed one action with the technique. A single punch, a single ki blast, etc. and it cannot be something that requires charging.
Rank: B
Hp Cost: 100 before, 200 after
Stamina Cost: 100 stamina before, 200 stamina after
Sl Cost: 3 points
Damage: Damage on the technique is doubled. If a critical is rolled, that critical will double the doubled damage.
Requirements: 300 hp, 300 stamina, 50 ki control, 40 ki techniques, 25 CON, 25 KI
Training:
Special: This technique will enhance the users powers drastically for a single instant.

For one post (the post after using this technique)

the user has full access to all of their ki (since they opened the gate that normally held it separated,) and all stamina and ki are shared. After the technique, the ki not used goes into kp until it's full, and then the overflow goes into stamina.

The user gains 10 STR, 10 DEX and 10 WIS (your body has partially unlocked all physical barriers, as well, giving you access to extra reserves of strength)

All martial attacks are combined into one roll, but damage is the same as if all of the attacks had been rolled. (If you have ten attacks per round, you roll one attack, but it deals the same damage as ten regular punches, and uses your highest attack modifier)

Your character is temporarily (for that instant) considered a Super Being, and can access the Super ki affinity.

Technique Name: Fusion (potara)
Description of Jutsu: Using the earrings of the Kaio-shin, two users (wearing the earrings on opposite ears) can (will) be merged together to create a fusion more powerful than either of the fighters independently.
Rank: S+ (A universal force, not defeatable by any means in the universe that we know of. Only one has ever been nullified, and that by entering an alternate dimension that does not have potara, the fusions are split apart.)
Kp Cost: none
Damage: none
Requirements: two people, and two potara earrings (not necessarily from a matching set, if not from a matching set, then there must be a willingness to fuse, and a new matching set of potara is produced on the ears of the fused being.)
Training: None.
Special: the stats of the two fighters are put together, and the more powerful one (power level) generally assumes the leadership role of the fusion (in both appearance and personality). The fusion is a complete merger of the physical aspects of the two, down to the clothing. (in the case of two equally powerful fighters (within 5% of the higher power level), the fusion can sometimes have the overlay of voices normal with metamoran fusion. )

The stats are assembled thusly: ( [stat 1] + [stat 2] ) * .75

And you repeat this for all stats. The same is true of skills. (But not attributes. Only training bonuses from attributes are treated this way)

The new level is computed by [lvl 1] + [lvl 2] * .66 (rounded down)

Note: this fusion is potentially worthless if the other fighter is less than 50% as powerful as you. The math will neutralize it, and you will be short one fighter, and potentially weaker in some areas than before. (Though potentially stronger in others.)

In the case of two player-controlled characters, they will either need to decide who plays the character or roll for it.
Owner: The race of the Kai-shin. (The Kai)

Technique Name: Multi-form Technique
Description of Jutsu: This technique allows the user to split themselves into several equal clones.
Rank: C
Sl Cost: 1 Sl per clone
Damage: N/A
Requirements: 100 modification techniques, 40 ki techniques, 40 ki control
Training: 8 days
Special: The user is split equally (hp, kp, stamina, Soul and all stats) among the clones. There is no recalculation necessary except for powerlevel and dodge bonus.

One clone can be produced per 50 points in modification techniques.

One turn is required to create one clone.

All memories of the clones are retained if recombined (one turn per clone) if a clone is killed, the experiences are lost, and the original character loses the points that the clone had used until they are rested to 100% hp stamina kp and Soul.

Technique Name: Tenacity
Description of Jutsu: This technique converts Soul into HP and stamina, representing the user's determination to continue no matter the cost.
Rank: B
Soul: 1/2/3 points per post
Damage: N/A
Requirements: 150 hp, 150 stamina 100 martial techniques, 30 CON
Training: 8 days
Special: Every Soul Point replenishes 10% of your max health, 10% of your stamina, or 5% of each.
If this technique brings you over 100%, then the remaining points are converted into temporary reserves that deplete by 20% per post.  
PostPosted: Thu Aug 05, 2010 8:57 pm


Martial Techniques
These techniques don't require a master. They are things most fighters in the Universe know, so yeah...


Technique Name: Vanishing
Description of Jutsu: The user utilizes their immense speed to vanish from sight, reappearing in a nearby location. This technique is special because it breaks the line of sight, and can be used offensively, defensively and in neutrality.
Rank: D
Kp Cost: 1% Stamina
Damage: N/A
Requirements: dex 10, wis 10
Training: 2 days
Special:
Can add your dex mod to your attack bonus

Can add your wis mod to your reflex save, and allow a reflex save to be used to dodge an attack.

Can be used to break the line of sight, allowing for attacks of opportunity or for skills like hide to be used. The counter check to determine if your opponent can see you is 1d20 + sense motive vs your roll of 1d20 + martial techniques. A success means they successfully followed you or guessed your location.

Each of these bonuses can only be applied once per use, and vanishing only consumes one combat turn (one martial attack)

Technique Name: Flurry of Blows
Description of Jutsu: Sacrificing over-the-top propriety of the technique (the technique being punches and kicks), the user can deliver a vicious barrage of attacks, at a somewhat lower chance to hit and a slightly lowered damage.
Rank: B
Cp Cost: 1% stamina
Damage: special
Requirements: 50 martial techniques, 30 STR,
Training: 3 days
Special: allows the user to throw as many attacks as they want in a turn, each at a -10 damage to the last attack, with the detriment beginning after their base attacks are completed. The attack bonus on these attacks is -10 per attack from your martial attack bonus. Once you reach +0, you are unable to throw any additional attacks.

(So if your martial bonus is 72, and you have three attacks you can throw

72/67/62/52/42/32/22/12/2 nine additional attacks, with the aforementioned bonuses, with each attack doing 10-10 less damage than the attack before it.)  


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Mon Aug 23, 2010 11:05 pm


Custom: Tenkuu no Houou (Arin's army)
These techniques can only be taught by a member of Tenkuu no Houou who has mastered them


Tenkuu no Houou
The user begins to 'power-up,' while secretly expelling their health in a phoenix ki type. This begins to fill the area, and upon their use of a ki technique of the phoenix type, the ki will catch fire, exploding violently and massively.
Rank: S
Hp cost: 100
Damage: Depends on technique lighted
Requirements: Phoenix Affinity, Ki Control 150+, 50 CON, 40 KI, 40 WIS
Training days: 10 days.
Special: Damage of phoenix jutsu is multiplied by 2.
*Attack ki DC x 1.5 for any Phoenix attack used after this jutsu.
*Jutsu effect lasts for 2 turns before it dissipates, and anyone who melee attacks you in those turns is hit by the explosion. This means that if you use the attack and one hundred people swing at you in the next turn, and then decide to run away, they will drag the cloud of energy after them, and when it activates, the blast will follow the fumes. Also, anyone they are touching (grappling) will be hit, too. (hint hint)
Owner: Tenkuu No Houou

Tenkuu no Houou, elemental discharge
The user begins to 'power-up,' while secretly expelling all of the ki they would normally be charging. This ki begins to fill the area, and upon their use of a ki technique of the same type, the ki will explode with the element.
Rank: S
Kp cost: 40
Damage: Depends on technique lighted
Requirements: ki affinity, Ki Control 200+,
Training days: 10 days.
Special: Damage of the jutsu is multiplied by 2.
*Attack ki DC x 1.5 for any ki attack used after this jutsu.
*Jutsu effect lasts for 2 turns before it dissipates, and anyone who melee attacks you in those turns is hit by the explosion. This means that if you use the attack and one hundred people swing at you in the next turn, and then decide to run away, they will drag the cloud of energy after them, and when it activates, the blast will follow the fumes. Also, anyone they are touching (grappling) will be hit, too. (hint hint)

Must train again for each affinity
Owner: Tenkuu No Houou

Song of the Phoenix:
The user opens their mouth and screams at such a frequency that it cannot be heard by most creatures. The sound is laced with phoenix ki in such copious amounts that it can rip flesh from the bones of its opponents... But that is not its primary use. The song of the phoenix is a defensive maneuver, primarily, and to be offensive, must be used at melee range.

The power of the song is such that it wraps an energy attack in its own power, and the force of it is such that it can stop the attack in mid-air. If used against a continuous ki blast, the song will form a wall that must be powered through.
Rank: S-rank
Kp cost: at least 300 Kp
Damage: special

Defensive:

amount of kp + ki control + ki mod + con mod defensively. Either an invisible, concave wall, or a ball of energy that, if superior to their damage, will suspend it in midair, adding its power to the overall damage of the technique AND DEFENDING IT from outside ki sources,making it immovable except for by the person who performed the song unless the person can break the wall (the full DC)

Offensive:
(kp used)/2,
pushed back none, the force is all directed at the flesh, as if searing hot wind.

75 + 1 per five ki control + ki mod + con mod
Requirements: 200 ki control, 50 ki, 50 Con, phoenix ki
Training days: 8 days
Special:

After stopping an attack, the user can blast it back, with the additional damage of their own ki technique AND the defensive points left over after stopping the technique. The technique's hit bonus would be decided by the new technique, plus 1 per ten kp put into phoenix' song.

Owner: Tenkuu no Houou

Technique Name: Phoenix' Fire
Description of Jutsu: The user can focus their phoenix aura into a single melee attack (most often a punch, but not necessarily), dispelling the user's entire aura immediately, however, the violence of this burst is a double-edged sword: the burst of flames damages the user more than their aura would normally damage them, scorching the flesh of the limb that uses the technique.
Rank: S
Kp Cost: all active ki over resting rate
Damage:

martial damage + 2 hp damage per 3 kp over resting rate to opponent,

1 per 5 kp over resting rate to yourself.

Requirements: 200 ki control, 50 ki, 50 con, phoenix ki, ki blade
Training: 10 days
Special: counts as a ki technique, and can reflect ki techniques with the punch, if sufficient damage would be dealt to overpower the technique. If so, then the damage is added to their technique, and the technique's hit bonus is an additional 25 + ki mod + con mod + 1 per 20 kp over resting rate.
Owner: Tenkuu no Houou

Technique Name: Fenikkususaisei (Rebirth of the Phoenix)
Description of Jutsu: The will of the warrior is strong. This technique is the ultimate surviving tool. Using nothing more than their force of will, the warrior will pick themselves up from the brink of death to become a fiery incarnation of their previous selves, converting their remaining ki into a sort of health, which constantly burns from their body until they again pass out.

User Image

Rank: S
Kp Cost: All of it
Sl Cost: 5 Sl minimum, the rest is lost down to one Sl
Damage: 10% of remaining KP+SP per turn
Requirements: 0 HP, 75 WIS (at all times during the tech, or you have one turn to function), 200 ki control, 100 ki techniques, 200 modification techniques.
Training: 20 days
Special:

Upon reaching 0 Hp, the user can convert all of their kp and stamina to HP, which burns away at a rate of 10% per post. During this time, they function normally, but are technically unconscious, and immune to diplomacy, intimidation, seduction, and illusions, or any other mind-altering techniques.

At the end of this technique, the user passes out, completely drained, but retaining just enough energy to stay alive.  
PostPosted: Thu Aug 26, 2010 12:55 am


Mystic Ki Techniques (no master)
These techniques don't require a teacher, however they require a specific archetype: Mystics are generally more ki/Soul focused than strength focused, and all share either a divine or a mystical ki affinity.


Technique Name: Mystic Healing
Description of Jutsu: Using their Soul, the Mystic will heal their target upon physical contact with them.
Rank: B
Kp Cost: N/A
Sl Cost: 2 Sl per 1000 hp healed.
Damage: N/A
Requirements: The Mystic must have at least 30 WIS, 30 ki control, and their combined WIS and KI must be higher than their STR
Training: 5 days
Special: The ki can be transferred as much as wanted in a single post, but the focus required is such that it requires a full post, no matter what.


Emily Marneth

Captain


rotabyss
Crew

PostPosted: Wed Sep 01, 2010 10:02 pm


Rotabyss ki techniques (no master)


Technique Name: Soul Blade
Description of Jutsu: An advanced form of Ki Blade. the user not only puts their ki into a weapon, but parts of their soul, causing damage on the user in exchange for a more powerful attack.

This can also be applied to your normal martial damage, but never to a thrown object.
Rank: C
Kp Cost: 4 Ki and 5 health per turn
Damage: + 2*ki mod to weapon damage+5 for each additional cost put in to the attack.(4 Ki+5 Hp)
Requirements: +30 ki control +20 CON +20 KI, must know ki blade
Training: 3 days
Special: can extend your weapon by your ki mod for a bonus of ki mod to your attack bonus, but you lose the damage bonus.  
PostPosted: Thu Dec 02, 2010 12:04 am


Zyke's Techniques (Ki or otherwise)


Technique Name: Raion no Hoko (Lion's Roar)
Description of Jutsu: A large blast of primal ki. The ki forms in such a chaotic manner, that it's near impossible to deflect or dissuade the blast. The drawback of it being it's large ki cost and the time it takes to charge the attack.
Rank: B
Kp Cost: 200 ( 50 more each post if you sustain it as a beam)
Damage: 50-150 ( + another 50 per turn if sustained.)
Requirements: 60 Ki Techniques, Primal Ki Affinity
Training: 3 days
Special: Takes up an entire Round to charge the attack. The damage increases by 10-10 for every 20 extra Ki you pump into the original charge (It also increases the sustenance cost too by however much you pump into it.) The attack roll for the attack is doubled for the purpose of deflecting the attack.
Owner: Zyke



Technique Name: Duality
Description of Jutsu: This ability focuses your Primal being into a perfect balance with your Conscious being. It's not a very flashy or powerful ability, but could be dangerous if you fail to give it it's deserved consideration.
Rank: D - A+ (You can choose what level of the technique you would like to train for, and get the corresponding effects of it on the chart below.
Kp Cost: 5 - 10 - 60 per round (Depending on the level of mastery you have over this state)
Damage: N/A
Requirements: 35 Wis, 100 Mod Tech for Final version
Training: 2-6 days (2 for D, 4 for B, 6 for A+. Should you master a lower form and wish to go forth to a higher rank, you don't need to train the full amount of days, just the remaining difference.)
Special: Being that this technique is passively supplementary, it takes no actions to activate, but still costs ki to start. rank 3 is the exception, taking 1 combat turn, (one attack roll)

This Technique brings your bestial instincts to the forefront of your mind in a perfect synergy with your conscious being. The effects of this state grow with your mastery of the technique.

Stage 1: D rank: A basic synergy of minds. The connection to your feral self increases the rate at which you can access your latent power. (multiplies your effective Ki mod and Ki Control for the purpose of Powering Up by 1.5 times. No further effects.)

Stage 2: B rank: A deeper connection between the two mind sets at almost a perfect state. In this state, it becomes even easier to access your latent Ki, and your further connection makes your reflexes faster. (multiplies your effective Ki mod and Ki Control for the purpose of Powering Up by 2 times, and increases your effective Dex and Wis for the purpose of Dodging and Saves by 1.25 times. No further effects.)

Stage 3: A+ rank: This the very definition of a perfect synergy between your states of mind, so much so that the difference is obvious to the naked eye. Your two consciousnesses while completely one, are also in two parts. You have one state dominate over the other at all times while in this form. Your Feral self or you Balance self. The Primal self is brutish and wild, abandoning all reason to demolish their opponent as quickly and brutally as possible. Rarely uses Ki attacks. Your Balance Self is very passive, only attack after being shown undeniably that it's opponent is out to kill you our those who you consider your ally. Attacks using it's will and rarely uses it's physical abilities. (multiplies your effective Ki Mod and Ki Control for the purpose of Powering Up by 2.5 times, your connection to your primal self has made accessing your spirit (aka Ki) almost a mere matter of willing it. Increases your Dex and Wis for the purpose of Dodging and saves by 1.5 times, reacting to situation becoming a mere matter of doing with no need for mentally making yourself react. In addition, Your states of mind cause your body to adapt to their needs. The changes are as follows.

Feral: +6 to Str Dex and Con for as long as you remain in this state. But you also don't bother to try to cushion blows that you receive, taking 1.5 as much damage from melee than normal.

Balance: +10 to your Wis and Ki and +4 to Dex while in this state. But, you lack the want to physically enter confrontation with another, halving your melee damage so long as you remain in this state.

Switching states takes one Combat Turn.
Owner: Zyke
 

Zyke Alastar
Crew

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DBZ: A new generation (Emily Marneth)

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