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#221 ElricOfMelnibone

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Posted 05 February 2014 - 11:03 AM

Four of a Kind: Ok...why not adding Requirement (Orochi's Blood) for a good -10MK?

 

Cranberry Trap: correct cost would be 9/8/8. More importantly the MK cost is 60, which is too high for a Level1 Technique. Hence once again my suggestion is adding the Requirement (Orochi's Blood) disadvantage to bring it down to 50MK.

 

 

Laevatein: My MK count is 115 even taking into account the Requirement (Orochi's Blood). If we want to take the technique to Level2 we have to add a HUGE disadvantage. Since Vetala are all about blood (and life consuming is typical of Orochi) I'd go for a -100Life Sacrifice. The cost goes down to 95. The correct Ki cost is 13/14/14.

 

Starbow Break: Correct ki cost: 19/18/18 (much lower that that you calculated!)

 

 

And Then There Will Be None: My MK count is 195. Also I'd rather substitute the -1Ki with a Target Choice which is more in line with other techniques and makes this final much more usable in combat situations. My final Ki cost is 33/34/34 (using target's choice and no ki cost reduction), which is again much lower than 37/37/37 and balances the 19/18/18 of Starbow Break.

 

As a final comment: I like this tech-tree but beware that it's really heavy and requires a technician to really accumulate for several turns in order to pull out higher level techniques.

 

TO COBTAIG: I'll get to work on your tech tree as soon as possible. What weapon is your character using? Which kind of fighter is he supposed to be, more the quickster or the heavy hitter? Any Blood Bond, Elemental Binding or Magnus which might be exploited? BLOCK OR DODGE? Looking at the master I'd go for a group of techniques based on katana graceful sword style mixing both offensive and defensive techniques, putting some debilitating (instead of killing) techniques in the offensive department. How about this kind of concept?


Edited by ElricOfMelnibone, 05 February 2014 - 11:07 AM.


#222 Cobtaig

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Posted 05 February 2014 - 06:36 PM

Thanks. I'm going to try and design a sword that's bound into it's sheath (effectively a Bokuto with a Katana inside but better). As he is now the character is built to be both fast and heavy hitting so probably something in between leaning more towards fast. No bonds or the like although I might keep the Physical Increase stuff he has from psychic (this is yet to be decided with my GM before we rewrite). I've been working with Block but I leave that to your discretion. I like it.



#223 Kushala

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Posted 05 February 2014 - 06:50 PM

Wow, knew I'd be out a little but didn't realize it'd be quite that much, but that's what happens when you're just starting out with making techniques. As expensive as this tree is I had fully expected it to be so, but with some of the names for the techniques they needed to have some real impact when used. So here is the corrected version, and thanks once again for the help.

 

Scarlet Destroyer

These techniques were created many years ago by a Vetala that was cursed with the blood of Orochi. Knowing how dangerous she was to those around her she allowed herself to be kept hidden from the world, only coming out when she was called to action by her sister, leaving a trail of destruction behind her.

Techniques: 5 Total MK: 465

 

Four of a Kind, Level 1 40MK

This technique was created not merely as a method to attack her opponents, but also to play. Due to her long periods of solitude she needed things to occupy herself while alone and so created this clone technique. Unfortunately for her foes her playfulness carried over to battle as a result. This technique creates 4 illusionary versions of the user that require a check of 240 to realize they are illusions and a PsR of 180 to prevent damage from their attacks.

Advantages: Mirage (4 Images, 240 Detection, PsR180), Maintained

Disadvantages: Requires Blood of Orochi

Ki Cost: Dex 9(3) Pow 9(3) WP 8(3)

 

Cranberry Trap, Level 1 50MK

This technique , while carrying a rather childish name, is a highly effective means by which to restrain the users foes. This techniques name comes from the appearance of a multitude of small red orbs that swarm around the user, restraining any opponent they choose. This technique allows for a spirit trap of 12 within an area of 10m from the user, the trap can be maintained through following turns.

Advantages: Trapping 12 (Spirit Trap), Area Attack 10m (Target Choice), Maintained

Disadvantages: Requires Blood of Orochi

Ki Cost: Dex 9(2) Pow 8(2) WP 8(2)

 

Laevatein, Level 2 95MK

This first truly destructive ability of this school, this attack is used to incinerate vast groups of enemies, often demoralizing them to the point that they often no longer wish to fight. Named for the great flaming wand of destruction this ability creates a large blade of flame from the user weapon that when swung affects an area 1km long and 1km across, dealing damage equal to the user presencex2 +Pow bonus that is then tripled.

Advantages: 1km Long Distance Attack, 500m Area Attack (Target Choice), Damage x3, , Damage 2xPresence+Pow

Disadvantages: Requires Blood of Orochi, -100 Life

Ki Cost: Dex 12 Pow 13 WP 13

 

Starbow Break, Level 2 85MK

This attack while less overtly destructive when compared to Laevatein is still an incredibly powerful ability. This technique destroys the supernatural powers of an opponent, making many of the strongest foes tremble before the user of this ability.  The user of this technique seems to create a great bow comprised of stars before drawing back and firing a single large arrow that tracks their target adding 150 to the attacks roll and dealing 2x presence plus Power bonus damage, this is then doubled. Finally, upon being struck the opponent must make a PhR check against the damage dealt plus 100 or have all their maintained or charging abilities canceled.

Advantages: +150 Attack, Damage x2, Ranged Attack 50m, , +60 Interruption(Ki, Magic, Psychic), Damage 2xPresence+Pow

Disadvantages: Predetermined,  Require Blood of Orochi

Ki Cost: Dex 19  Pow 18 WP 18

 

And Then There Will Be None, Level 3 195MK

The final and most powerful ability of this school, and yet it is one that does not initially seem to be an attack. When used the wielder stands with their hand open in front of them. They then clench their fist, causing an invisible pulse of ki to travel out from the user, destroying all foes touched by it. Any hit by the technique collapse to the ground writhing in pain as the energy continues to wreak havoc on their bodies if they are able to survive the initial burst. This technique requires an opponent to pass a roll of 440 or be caught unawares as to the nature of the attack. Every target within 1km of the user suffers an attack that deals double the users presence plus their power bonus which is then tripled and must pass three successive PhR200 checks, the first reducing PhR, the second causing double the failure in damage and the final causing extreme pain if failed.

Advantages: 200PhR Supernatural State (PhR Reduction, Double Damage, Extreme Pain), Camouflage Attack (440), Area Attack 1km (Target Choice), Damage x3, Damage 2xPresence+Pow

Disadvantages: Predetermined, Defenseless, Requires Blood of Orochi

Ki Cost:  Dex 33  Pow 34  WP 34


Edited by Kushala, 06 February 2014 - 05:45 AM.


#224 ElricOfMelnibone

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Posted 06 February 2014 - 12:55 AM

Starbow Break's MK cost should be 85.

 

AND NOW, the techniques for Cobtaig.

 

Since his character is the kind of guy who wishes to kill only when necessary I've designed a set of techniques which are supposed to grant complete versatility to the character, allowing him to choose from time to time how to fight and finish a fight. Doing these techniques was very entertaining and I'm rather satisfied with the result. I can only hope Cobtaig feels the same!

 

BAI JIÀN

Created by a hermit sword master of Shivat, Bai Jiàn (The White Sword) was taught only to very few disciples. The principle of this harmonious sword style, taking energy from Light and Air elements, is that a fighter should always have the option to choose whether to end the opponent’s life or spare it. In order to do so, the master of Bai Jian develops strong defensive techniques that allow him/her to weather off most fights without being too pressed, along with powerful but versatile attack techniques.

Techniques: 5 Total MK: 350.

 

WÁNMĚI FÁNGYÙ

Level 1

The basilar technique of Bai Jiàn, Wánměi Fángyù (Perfect Defense) is a technique that allows its user to defend proficiently against several attacks, allowing him to maintain a balanced and calm thinking even in the midst of a fray. This technique allows its user to make up to make up to 4 Penalty Free Defenses per turn. This technique can be maintained through following turns. The effects of this technique can be combined with those of other Combinable techniques of Bai Jiàn.

Effects: +3Additional Defenses, Maintained, Combinable, -1Ki.

Disadvantages: Elemental Bond (Air/Light).

DEX3 (Maint.1) / AGI3 (Maint.1) / POW3 (Maint.1)

MK: 30

 

BÀI SHǍNDIÀN

Level 1

More options allow more choices. With this saying, the white hermit teaches his disciples Bài Shǎndiàn, White Lightning, a technique allowing them to constantly unleash a flurry of attacks at opponents. This technique allows its user to make up to make up to 4 Penalty Free Attacks per turn. This technique can be maintained through following turns.

Effects: +3Additional Limited Attacks, Maintained, -2Ki.

Disadvantages: Elemental Bond (Air/Light).

DEX5 (Maint.1) / AGI5 (Maint.1) / POW5 (Maint.1)

MK: 35

 

ZHÈNGYÌ JÌNGZI  

Level 2

Designed to work in conjunction with Wánměi Fángyù, Zhèngyì Jìngzi (Justice Mirror) was designed to unleash the opponent’s strength and killing instinct against itself. This technique allows its user to Reflect a successfully defended attack against the offender, with a Final Attack value equal to that scored by the Attacker. The effects of this technique can be combined with those of other Combinable techniques of Bai Jiàn.

Effects: Reflect Attack, Combinable.

Disadvantages: Elemental Bond (Air/Light).

DEX8 / AGI8 / POW8

MK: 40

 

ZUÌHÒU JÙZI

Level 2

This technique is taught to the disciples of Bai Jiàn only after they have learned the first three. In fact this technique is a fast and extremely precise attack that can be used either to kill or to disable the opponent. Only a warrior who has mastered the correct use of the three previous techniques can really assess the correct use of Zuìhòu Jùzi, Final Sentence, on each opponent. The use of this technique is extremely taxing for the body, so the user will take full responsibility each time he uses this lethal technique. This technique grants its user a bonus of +150 to Initiative and allows him to make an attack with a bonus of +125 to the Attack roll and reducing penalties of an Aimed Attack by up to -100. In order to use this technique, the user must spend 6 Fatigue Points in addition to accumulated ki.

Effects: +150Initiative, +125Attack, -100Aim, -1Ki.

Disadvantages: Elemental Bond (Air/Light), -6Fatigue.

DEX14 / AGI14 / POW14

MK: 65

 

SHÍJIĀN PÍNGBÌ

Level 3

Only once a disciple of Bai Jiàn has mastered all other techniques can he learn the final technique of the school, a technique that makes their guard practically unbreakable, stopping time with each attack, hence the name Shíjiān Píngbì (Time Shield). This blocks completely the enemies, granting the master of Bai Jiàn to choose about their destiny with complete freedom and an absolutely cold and calm mind. This technique allows its user to make a defense with a bonus of +200 to the Block roll. If the attack is successfully Blocked by the user, the offender must pass a PhR check against a difficulty of 200 or suffer from Total Paralysis for a number of turns equal to the Failure Level. The effects of this technique can be combined with those of other Combinable techniques of Bai Jiàn.

Effects: +200Block, Supernatural State (PhR200, Total Paralysis, Physical Contact), Combinable, -1Ki.

Disadvantages: Elemental Bond (Air/Light).

DEX28 / AGI28 / POW28

MK: 180

 

PS - Names of the Techniques are in traditional Chinese. For correct pronunciation use Google Translate or something like this (I used Google Translate to translate the names from English to Chinese, so if the translation are not correct make me know about it).


Edited by ElricOfMelnibone, 06 February 2014 - 12:35 PM.

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#225 Cobtaig

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Posted 06 February 2014 - 03:29 PM

... Wow!! That is seriously awesome man. It looks like it will work really well with the character and the weapon I'm developing. Thank you so much. I'mma have fun with this :P



#226 sognodeglieterni

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Posted 25 February 2014 - 03:15 AM

Hi, after lurking here for a long time i'll post some tech

 

Those tech i created for myself for easy put them on azure commando member or character in the hand of the empress

 

 

Azure assassin commando style

This school is is mostly used by les jeager member and is primary focus is a quick, precise and letal offense.

Techniques: 5. Total MK: 230.

 

 

Strike from nowhere

The user of this tech can conceal is offensive intention until the last second, pulling out an attack from a simple and non menancing stance that usually left the enemy unprepared and opened from following attack branding them.

Level 1

Effects: Camouflage attack 240, Minor brand.

Disadvantages: Elemental binding (air, Darkness) .

DEX 4 / AGI 4 / POW 4

MK: 30

 

Shadow Step

The user use his inner energy to dash to enemy with impossible speed from long distance

Level 1

Effects: automatic transport 90m (300ft), -1KI.

Disadvantages: Elemental binding (air, Darkness).

DEX 3 / AGI 3 / POW 3

MK: 30

 

 

 

Priority Target

Level 2

A lethal strike means to end the combat quickly. Sometimes during team action a Las jeagar use this tech after one of his teammates used Cross strike to lower enemy defense.

Effects: -50 Aiming (head), Critical enachement +10 (Automatic Critical) .

Disadvantages: Elemental binding (air, Darkness) .

DEX 6 / AGI 6 / POW 6

MK: 50

 

 

 

 

Cross strike

The user make a quick sequence of attack to hit four different part of the enemy body in a sequence that can't be interrupted.

This tecniques requires a great focus from the user that need to devote is concentration to the execution.

Level 2

Effects: +3 limited continuos attack.

Disadvantages: Elemental binding (air, Darkness), predetermined.

DEX 7 / AGI 7 / POW 7

MK: 45

 

 

 

Instant Death

Those wich master the assinatination tecniques of Azure's commando can deliver a fast and concealed attack impossible to be seen by normal pepole.

Level 3

Effects: Camouflage attack 440, +150 Initiative

Disadvantages: Elemental binding (air, Darkness)

DEX 7 / AGI 7 / POW 7

MK: 75

 

 

 

Imperial fencing

Inside imperial army when soemone show great talent they teach to him how to use his inner energy beside pure fencing skill to defeat their opponent. Imperial fencing tech school features an array of tech to best fit the user fightingh style, and only a few master all the school. The tech of this school make an internal use of the Ki to aid and boost the user abilityes so it usually hard to see the supernatural origin of the users action.

Techniques: 8. Total MK: 375.


 

King's Guard

Level 1

Using his inner energy to improve is strenght the user can block blow more firmly.

Effects: +50Block,-1KI.

Disadvantages: -.

DEX3 / STR3 / WIL3

MK: 25

 

Focused Strike

Level 1

The user use his inner energy to strike faster an more precise.

Effects: +50Attack, -1KI.

Disadvantages: -.

DEX3 / STR3 / WIL3

MK: 25

 

 

One Man Army

Level 1

This tech is teached to fight more enemy at once, if the user make a successful defense against one of his opponents can deliver an area attack without penalities with an added +40 bonus.

Effects: +40 Counter, Combat manovers -50 (area attack).

Disadvantages: -.

DEX3 / STR3 / WIL3

MK: 20

 

Strongarm

Level 1

This tech was invented to destroy the shields and weapon of the opponent.

Effects: +25 Breackage, -1KI.

Disadvantages: -.

DEX4 / STR4 / WIL4

MK: 40

 

Unstoppable

Level 2

The users recover from enemies attack only to come back with renewed strenght.

Effects: Quick Recovery, +10 Atk, -3Ki.

Disadvantages: .

DEX4 / STR4 / WIL4

MK: 60

 

 

Sky fracture

Level 2

This is one of the most esoteric of Imperial fencing tech, making the Ki flow inside his weapon increasing his damage and become able to strike and deflect even spells and ki techniques .

Effects: x2 Damage, Physical Shock,-4KI.

Disadvantages: -.

DEX4 / STR4 / WIL4

MK: 70

 

Knight Lance

Level 2

When using this unhortodox tech the user trowh is weapon with great speed piercing his opponent.

Effects: Long distance attack (150ft/45m) , -3 AT, -4 KI.

Disadvantages: .

DEX3 / STR3 / WIL3

MK: 55

 

True Strike

Level 3

The Last teaching in imerial fencing teach the user to strike with all his strenght and speed increased with internal energy in one single perfect blow.

Effects: +100 Crit Level, Automatic Critical, -2Ki.

Disadvantages:

DEX8 / STR8 / WIL8

MK: 80



#227 ElricOfMelnibone

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Posted 25 February 2014 - 12:35 PM

Hi sognodeglieterni!

 

I see you're Italian (you know...the nickname) like me, so: "BENVENUTO!" (which is "WELCOME" by the way...).

 

I like your two technique trees (I like them and just added them to my collection), but I found some errors in ki/MK calculation.

 

Strike from nowhere:

MK cost should be 40 (-3Ki to achieve the indicated cost). As an alternative, it could cost 5/5/5 and 20MK (only -1ki).

 

Shadow Step:

I believe that in order to have a legal technique with 30MK and 3/3/3 Ki cost you have to take a 250m Automatic Transport with -2Ki. Actually the technique is more powerful than you calculated...so good news, isn't it?

 

 

Priority Target:

We have a serious problem here: not only my MK count is 35, which is 5 less than legal for a Level2 technique, but you used the Critical Enhancement effect which is Fire/Earth only, so not usable in a tech-tree with Darkness/Air Elemental Binding! My suggestion to increase Damage Output is using an Attack Bonus and using Armor Reduction. There are also Supernatural Effects adding damage, but I don't suggest using them in this tech-tree, since you cannot meet the ki cost with Agility, which would unbalance the techniques.

My personal suggestion is:

-50Aimed, +50Attack, -5AT. Ki Cost: 6/6/6. MK: 50

 

Cross Strike:

This one is correct!

 

Instant Death:

+150Initiative really helps taking opponents by surprise and Concealed Attack is used to...take opponents by surprise. As for flavor there's nothing wrong with combinint the two effects, but the effectiveness of this technique is dubious (you cannot apply twice the Surprise penalty to a defense roll).

Anyway, as for the rest, the technique is perfect!

 

Knight's Guard:

Perfect!

 

Focused Strike:

Perfect!

 

One Man Army:

In order to have 3/3/3 Ki cost, you have to buy a -2Ki reduction, hence the final MK cost for the technique is 40.

 

Strongarm:

As it is now, it uses a Level2 Effect (+25Breakage is a Level2 Effect so not usable in a Level1 technique) but has an MK cost of 35, which is illegal for a Level2 technique! My suggestion is reducing the Breakage bonus to +20 and the Ki cost to 3/3/3 for the same MK cost of 40.

 

Unstoppable:

Perfect!

 

Sky Fracture:

The technique requires -5Ki in order to have a meager cost of 4/4/4, hence an MK cost of 80.

 

Knight Lance:

Just so you know, the original Distance from Spanish manual was 50m, not 45. As for the rest the technique is perfect (I guess -4Ki is a typo, since -3Ki allows a correct Ki and MK cost for the technique).

 

True Strike:

Just one problem here. How can you define that a Level 3 Technique? It has 0 disadvantage, cost between 50 and 100 and NO Level3 effects...hence it's a Level 2 technique! If you want to make it a Level 3 Technique without changing too much, use a huge -5Ki reduction, reducing the Ki cost to 7/7/7 and increasing the MK cost to 110, making it ACTUALLY a Level3 Technique.

 

Once again, welcome to the forum and thanks to your contribution!

 

PS - I love that nickname! I've just started re-reading Sandman in these days!


Edited by ElricOfMelnibone, 25 February 2014 - 12:35 PM.


#228 sognodeglieterni

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Posted 25 February 2014 - 01:34 PM

thanks for the welcome, you must not recognized the nick, but we have talked for a long time by mail (siriofrodo)XD (so all i know about tech creation is your doing XD)

 

Anyway about the error:

 

 

Strike from nowhere:

you are right i copied it wrong from the "worksheet" to the final draft


Shadow Step:
same here i get it right in the draft and copyed bad in the final version





Priority Target:
o you are totally right here


Instant Death:

actually disguised attack gives malus for blindness and not for surprise, so i think they would stack



One Man Army:

copy error is supposed to cost 4/4/4



Strongarm:

uff i dont understand how i made that stupid error XD



Sky Fracture:

oh i made bat math



Knight Lance:
yes is a typo, and i converted from feet the distance


True Strike:

oh your are damn right



#229 sognodeglieterni

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Posted 25 February 2014 - 06:08 PM

And here some other, i hope to have done less error in those

 

 

King's Will
An ancient school founded by a forgotten bloodline of kings of the past.
Techniques: 5. Total MK: 315


Scepter of The king
The user point at his target before striking him, if the attack connect the target will be Marked for 1 month.
Level 1
Effects: Minor brand, prolonged.
DEX 4 / POW 4 / WIL 4
MK: 20


Royal Guard
The user summon 3 knight from his royal guard that help him defends from an attack.
Level 1
Effects: +3 additional defenses, -1KI, mantained.
Disadvantages: 
DEX 4 (Mant.1) / POW 4 (Mant.1) / WIL 4 (Mant.1)
MK: 40



King's Winsdom
Level 2.
The user call his inner energy to be able to see anything that could be dangerous for him, the user can see supernatural and gain a bonus of +40 to Mr and PsR against illusion for 5 turn
Effects:Greater see supernatural, minor sustenance, -2Ki.
DEX 5 / POW 5 / WIL 5
MK: 85


King's Order
The user summon 2 Knight from his royal guard to attack the opponent.
Level 2
Effects: +2additional attack, Indirect attack,-2ki .
DEX 5 / POW 5 / WIL 5
MK: 50

I am the King!!
The users declare his royal status, anyone hearing his voice must take a PhR check of 180 or being forced to bow on his knee in respect and remain in that stance for 1 round for each point they fails the check. This tech have the predetermined disadvantages, and because a true king will be sure of his statement the user cant defend in the turn in which use this tech (the user cant use this tech if have already take a defense this round)
Level 3
Effects: PhR 180, Total paralysis, Heard (several target), -4Ki.
Disadvantages: Predetermination, defensless.
DEX 17 / POW 17 / WIL 17
MK: 120

 

 

 

 

 

 

Kagatsuchi's Gift
This school is told to be teached to the first master of this style by the aeon kagatsuchi itself. Only heir of kagatsuchi can master this path in all his power.

The Mk cost is stated for people with Kagatsuchi blood and then for those who don't have it
Techniques: 6. Total MK: 310 (375)


Vulcanic Viper
The user strike with the fury of the flame
Level 1
Effects: +40 Atk, +50 Damage, -3Ki.
Disadvantages: Elemental binding (Fire) .
STR 3 / DEX 3 / POW 3
MK: 30 (40)

Fiery Reaction
The user focus his inner energy and cosume any distraction to increase is reaction and not be surprised.
Level 1
Effects: Fortell (full), -1Ki.
Disadvantages: Elemental binding (Fire)
STR 3 / DEX 3 / POW 3
MK: 15 (20)

Gunflame
The user project his energy in a powerfull blast with base damage double the users presence + his Power bonus.
Level 1
Effects: 90m(300Feet) distance attack, +50 Atk, -3KI.
Disadvantages: Elemental binding (Fire).
STR 4 / DEX 4 / POW 4
MK: 40 (50)


Fafnir
The user project his inner energy outside his body in a 9m(30 feet) radius blast. The blast have a base damage of 4 times the user presence plus 2 times the user Power bonus.
Level 2
Effects: 9m(30 feet) area attack, x2 damage, Fire elemental attack -4ki .
Disadvantages: Elemental binding (Fire) .
STR 6 / DEX 6 / POW 6
MK: 60 (70)


Napalm Death
Created for large scale conflict, the user hit the ground with his weapon, releasing a powerfull shockwave of clesing fire 9m withd that travel for 500m, the wave deal damage only on target chosen by the user, with a base damage equal to double his presence + his Power bonus. This tech have the predetermination disadvantage.
Level 2
Effects: Long distance attack 450m (1500Feet),trial of destruction, area 4,5m (15feet), target choice, +50 Atk damage, fire elemetal attack, -2Ki.
Disadvantages: Elemental binding (Fire), predetermination.
STR 12 / DEX 12 / POW 12
MK: 65 (80)



Tyrant Rave
The user focus his inner energy in a final destructive short range blast. This powerfull blow gain have +75 Attack and have a base damage equal to 8 times the user presence + 4 times his power bonus
Level 3
Effects: +75 Attack, 9m(30feet) Ranged attack, x4 Damage, Fire elemental attack.
Disadvantages: Elemental binding (Fire), require kagatsuchi Blood.
STR 12 / DEX 12 / POW 12
MK:100 (115)



#230 ElricOfMelnibone

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Posted 26 February 2014 - 01:04 PM

Hi, siriofrodo!

 

I just checked and Camouflaged Attack inflicts Surprise penalty and not Blindness.

 

Now back to reviews...

 

Scepter of The King: OK!

 

Royal Guard: Correct MK cost is 30.

 

King's Wisdom: Perfect!

 

King's Order: I can't understand how you have that Ki cost and MK cost...anyway, my MK cost is 70 and Ki cost is 7/8/7. At this point I'd suggest adding a further -1Ki for a total 7/7/7 cost and 80MK.

 

I Am The King: When taking the "Hearing" media for a Supernatural State, you have ALSO to buy a maximum hearing distance, hence the technique must be rebuilt a bit. My suggestion is PhR180, Total Paralysis, 50m Multiple Targets Hearing, -1Ki. The final Ki cost is 22/22/22 and the MK cost is 105.

 

Kagutsuchi's Gifts: I'll make the calculations for characters without Kagutsuchi's Blood.

 

Vulcanic Viper: Correct MK cost is 50.

 

Fiery Reaction: OK.

 

Gunflame: OK.

 

Fafnir: OK.

 

Napalm Death: Even without -2Ki you can achieve a total Ki cost of 10/10/10...hence I'd go for it and a meager 55MK cost!

 

Tyrant Rave: My calculations indicate you need -5Ki to achieve that Ki cost, meaning an MK cost of 140.



#231 sognodeglieterni

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Posted 26 February 2014 - 01:46 PM

King's Order: i wrote wrong, is limited additional attack that will make the math ok

 

Vulcanic Viper: Correct MK cost is 50.

 

i dont see why: 15 mk for +50 damage (single) 10 MK for +40 atk +30 for ki reduction is 55 - 15 for elemental binding makes 40

 

 

Napalm Death: again cant see how, just from the sum of the base cost is 32, i cant get how you get so low cost

 

Tyrant Rave: you are right, i will go with 13/13/13  and 120MK



#232 ElricOfMelnibone

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Posted 26 February 2014 - 02:01 PM

You're right about Vulcanic Viper.

 

If you make King's Order only Additional Limited Attacks, then the Indirect Attack will apply only to 1 attack.

 

Napalm Death:

My Bad! My calculation is 14/14/14 for 55MK!

 

I don't think there's a way to pay Tyrant Rave 13/13/13, but I don't have the time to check right now! See you!



#233 BAoT

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Posted 03 March 2014 - 04:59 AM

Good morning Anima-players!

 

After having played the game for some time I decided to involve myself in the forum and I came across this nice little topic!

Most of you seem to be very good at technique-creation so I thought I'd put my own tree here for consideration and maybe a bit help (I have a tendensy to do sloppy errors). It's a mice little tree I made for a Technician thought to have no DP invested in attack or defence, but just in Ki and Accumulations.

 

SPIRIT BLADE

This is a tree invented by ancient Shivatese monks which considered the body weak and sought a superior way to fight. Coming from a long tradition of perfecting the connection between ones body and soul they came to the conclusion that ones body was only a poor vessel for ones soul, and by giving this soul a shape with your ki you could achieve incredible results.

Techniques: 6 (so far), Total MK: 330 (so far)

 

SOUL STRIKE

The "common" offensive technique of the school. An opaque image of the users own soul emerges from within him to leap forward and attack his enemies.

Level 1:

Effects: Predetermined attack (240), Long-distance attack (15ft, double the users prescence plus his power as damage), Capable of damaging energy

DEX 7 / POW 7 / WP: 7

MK: 25

 

HEART SHIELD

By imbuing his immediate surrounding with his ki the user creates a vibrating field around himself where bits and pieces of see-through humans seem to appear and dissapear almost randomly. This is in fact a way of defence where the users own spirit takes command over this energy-shield.

Level 1

Effects: Predetermined defence (240), Energy shield (300 LP, regenerates 100 LP per turn)

Advantages: Decreased ki cost (1), Maintainable

DEX 10 (3 maint.) / POW 9 (3 maint.) / WP 9 (3 maint)

MK: 50

 

SHUNPO

Lightning step, the art of running away. Feeling threatened a user of Spirit Blade can temporarily displace his own body to become untouchable like that of a free spirit. Entering this form a simple energy-burst quickly transports the user out of harms way.

Level 1

Effects: Automatic transportation (150ft), Intanglible

DEX 4 / POW 4 / WP 4

MK: 20

 

REIATSU PRESSURE

Inhaling, concentrating and gathering his strength the user stands motionless with his eyes closed. Multiple images of himself akin to those created by Soul Strike one after another appear around the user, standing in a protective circle. With one sudden motion all the spirit-images shoots outwards, striking into any and all victims chosen by the user, and shattering with tremendous force which sends their targets flying.

Level 2

Effects: Predetermined attack (240), Area attack (80ft, target choice), Impact 14

DEX 11 / POW 11 / WP 11

MK: 70

 

TAMASHÍ CONTROL

Guided by his inner focus the user lunges forward in an unarmed attack, not using the conventional Soul Strike. At the slightest hint of physical contact an image of the users spirit transfers from himself into his target, suppressing his own soul and assuming control over the poor victim.

Level 2

Effects: Predetermined attack (240), Control (PhR 140, Touch)

Disadvantages: No damage

AGI 8 / DEX 12 / POW 12 / WP 12

MK: 55

 

SPIRIT BOMB

This technique is the greatest offensive one of the whole school of the Spirit Blade, however, it is also their greatest secret. At the moment of execution an opaque soul-copy of the user attacks his foe, just like with Soul Strike. But, just as the unsuspecting adversary is about to defend himself, the copy bursts into a flowing mist of energy which seeps into the essence of the victim. Light cracks and scorch-marks begin to appear on his skin as the immense pressure destroys him from the inside and everything culminates into a bright pillar of soul-crushing light.

Level 3

Effects: Camoflagued attack (320), Predetermined attack (240), Long distande attack (15ft, double the users prescence plus his power as damage), Damage multiplier (×4), Capable of harming Energy

Disadvantages: Exhaustion (-6 fatigue)

DEX 14 / STR 10 / POW 14 / WP 14

MK: 110


Edited by BAoT, 03 March 2014 - 08:43 AM.


#234 Michael_The

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Posted 06 March 2014 - 12:58 AM

Need help!!!

I'm game mastering a game where two legends of the Inquisition are going to be main villains and i have tried to come up with Ki technique trees for them both to no avail. So, I'm posting this request for someone to come up with some awesome Ki technique trees for these awesome characters!

 

The first of these two characters is Lostaroth Marchosias, the Lord of Massacres.

"The ultimate executioner, Marchosias is the most powerful warrior of the Inquisition. He is a dangerous weapon that the Church unleashes only when the situation is truly dire. With unlimited potential for destruction and a wildly unpredictable temperament, the man known as the Lord of Massacres now walks Gaia once more…"

 

He is known for wielding Platinum, one of the original eleven lawbringers. It's stats can be found on page 94 of the Prometheum Exxet.

 

For those who understand the rules of Anima: Tactics, here are his stats for that game:

http://boardgamegeek...roth-marchosias

 

and here is an image of the man himself.

http://th08.devianta...as_by_Wen_M.jpg


Edited by Michael_The, 06 March 2014 - 01:01 AM.


#235 Michael_The

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Posted 06 March 2014 - 01:08 AM

the Second character is Inquisitor Damien.

"Like a shadow that crawls through the darkness unseen and unheard, like a dark angel bringing absolute silence, the Inquisitor Damien is an enigma even to the Church. To contain his abilities he has restrained his body in rune covered bindings and sealed his senses. Nevertheless, although blind, his eyes perceive more than any mortal sight has seen, illuminated by the clearness of eternal darkness..."

 

Here are his rules in Anima: Tactics:

http://boardgamegeek...-tactics-damien

 

Here is an image of him:

http://th08.devianta...en_by_Wen_M.jpg



#236 ElricOfMelnibone

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Posted 07 March 2014 - 01:13 AM

To BAoT: I just read your techniques. I really love Predetermined Attack/Defense techniques, but to have them work right, you need to improve the Predetermined Attack and Defense rolls at higher levels. The best build for a character with Predetermined Techniques, is a character who spends 0 on both Attack/Defense and spends all Combat DPs on Accumulations, Ki Points and MK. A value of 240 is really amazing at low levels, but gets almost useless once your characters reach level 7 or so. Also, at least a Level2 Defensive Maintained technique should be added to the tree and the Level1 Defensive Technique should be maintained too. My suggestion is using Predetermined attack 280 or 320 for Level2 attack techniques and Predetermined Defense 320 for defensive techniques. As for a Level3 Attack technique, Predetermined Attack 440 should be a must.

 

My two cents, of course.

 

To Michael_The: I wouldn't build Lastaroth Marcoshias as a Technician with Techniques. I'd rather build him as a Warrior/Weapon Master with Orochi's Blood, Berserk Magnus, and either Zemial Elan or a blood legacy similar to that of Romeo Exxet, but working with Shajads instead of Beryls, so he could have high Elan with both Zemial, Noah, and/or Meseguis. Oh, aside from the Legislator(s), I'd probably grant Lastaroth also an Artifact Tattoo (the cross on the back...after all flames sprout from his back, don't they?!). As for Damien I'd probably build him as a Warrior Mentalist with at least Electrokinesis and Clairvoyance psychic disciplines. I know he's officially a Technician, but I don't see he much like that and a Warrior Mentalist build just works better on him, on my opinion. Also remember that he almost always travels with Justina, who's officially an Acrobatic Warrior, but is also known to be a master of Nemesis.


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#237 Michael_The

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Posted 07 March 2014 - 01:44 AM

Elric I agree with you on Marcoshias, looking at the rules for him in Anima : Tactics he is said to be a warrior who fights like a Berserker. However, I have to disagree with you on Damien. it is said in his Anima : Tactics rules that he can become immaterial at will and is marked as a Warrior/Prowler. his abilities are called breathless, bodyless and lifeless. To me this gives the image of a ghost. I thought a technique tree based around his abilities to control the senses of himself/ his opponents/the world was really cool.  However I’m not to good at making techniques, hence why I’m here.

 

P.S. thanks for the tip about the flamey tattoo.



#238 BAoT

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Posted 07 March 2014 - 08:23 AM

Thank you for the input Elric! I'll make sure to change the attack values of the upper-level techniques and make a defensive lvl2 one.



#239 ElricOfMelnibone

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Posted 07 March 2014 - 11:25 AM

I correct myself: Damien could be built with Electrokinesis, Teleport and Hypersensitivity psychic disciplines. The "prowler" part of the guy can easily be obtained by a sensate allocation of secondary abilities (and/or CP use). With an Autorecolocation power you can emulate bodyless and lifeless charge, with Electrokinesis he just adds electricity to the mix, obtaining the needed Bonus Damage and Armor negation (since Electricity negates all metal armors). Perhaps Physical Increment could be added to the mix too...at the very least for the Increase Perception power. Also note that Damien should be built with a level2Curse that obliges him to keep active both Increase Perception and Superior Senses as a standard without the ability to quench them in any way (causing him a HUGE All Action Penalty if he's not blinded and wearing his special coat).

Then again, if you really want him built as a technician, let's see how he can be built. I'd say an intangibility technique, plus an intangibility+automatic transport+electricity+damage technique, and a electricity+damage+armor reduction technique. If you really need it, I can work on it.

 

As for BAoT, I'm eager to read your updated techniques.



#240 Xamusel

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Posted 08 March 2014 - 11:55 PM

...man. I can't believe I missed your return, Elric!

 

Er, well... I'll be posting something here (not this thread) that will need some clarification on how well I got the characters of a fanfic (namely the Anima: Beyond Fantasy side of things).

 

Also... got something I'd like some clarification on. In said fanfic, one of the characters has a latent Ki ability to create Ki gauntlets, though he doesn't have much else in his Ki repertoire... apart from a really high Ki sensing ability (as far as I've determined it). How would you potentially create Ki techniques with the gauntlets as products of a level 1 technique, and more Ki being shaped as different pieces of armor, or maybe a different type of equipment?






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