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#1 ElricOfMelnibone

ElricOfMelnibone

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Posted 14 October 2011 - 05:20 PM

Hi guys, I've created a few technique schools and decided to upload them here. I believe there are more to come in the future, probably. Also, anyone can upload his own techniques here!

 

RAGE OF THE WOODS:
Developed in Alberia by some of Lilium strongest warriors, Rage of The Woods connects it’s user nature’s powers and grants him a vast array of plants abilities. Although users of both sexes exist, nowadays most users are women, who seem to possess a mind more akin to the natural spirits of Alberia’s forests. Nevertheless some of the male users of this school are among the strongest and even some Lim Sidhe of the past have mastered it (some even trace its creation back to one of those).
Techniques: 5 Total MK: 345

 

ENTANGLING WEAPON
The weapon held by the user of this technique (or his bare hands, if he’s unarmed) gains an unnatural ability to gain the shape of plant’s roots and entangle opponent’s weapons, making it very easy to attempt a Disarm maneuver. This technique removes Disarm Maneuver Attack Penalty and can be maintained for a reduced cost in following turns.
Level: 1
Effects: -50 Disarm Maneuver, Mantained
Disadvantages: -.
DEX3 (Mant.1) / AGI3 (Mant.1)
CM: 20

BIRCH’S MOVEMENT
The flexibility of birches branches accompanies each and every defensive maneuver attempted by a fighter using this technique, whether he’s parrying or dodging attacks. This technique allows performing up to seven defenses without penalties in a single turn and can be maintained in following turns for a reduced ki cost.
Level 1
Effects: +6Additional Defenses, Mantained, -2Ki.
Disadvantages: -.
DEX4 (Mant.2) / AGI4 (Mant.2) / CON4 (Mant.2)
MK: 50

TRAPPING BRAMBLE
When performing this technique, the character concentrates his energies and summons excruciating brambles from the ground to entwine a single opponent. The real threat of this technique isn’t its damage potential, but its ability to keep an individual blocked on the spot. This technique is a 20m Distance Attack with a Trap effect with a Strength of 14. Damage is equal to double the character’s Presence plus his Power bonus, quantity which must be cut in half. If the target is trapped, the Trap can be maintained in following turns paying the maintenance ki cost.
Level 2
Effects: 20m Distance Attack (2XPresence+PowBonus Damage), Trap 14, Maintained (Trap Effect on Target), -1Ki.
Disadvantages: Half Damage.
DEX8 (Mant.3) / AGI8 / CON8 (Mant.3)
MK: 45

DRYAD’S CURSE
When using this technique, the user pronounces the forbidden curse of the Dryads taught in Lilium Temples and fuels it with his own spiritual power, after he’s suffered an injury. The curse is heard only by those nearby the user, who don’t feel any immediate effect but will discover that bad luck will haunt them for a while, making extremely easily for the user to hit them with following attacks. This technique can only be used in a turn immediately following one in which he suffered at least 10 points of damage. It makes an attack against all targets within 10m with a bonus of +40 to the Attack value. Such attack deals no Damage, but all attacks made by the user in the following hour directed against targets hit by this technique benefit from a +50 bonus to the Attack Ability.
Level 2
Effects: +40Attack, 10m Area Attack, Greater Seal, -5Ki.
Disadvantages: No Damage, Limit Condition (suffering damage).
DEX8 / AGI7 / CON8
MK: 70

OAK’S BARKSKIN
Opposite to the final techniques of most schools, Rage of The Woods’ final technique is a strongly defensive one (and one of the most powerful ever developed). The skin of its user becomes as hard as the oak’s bark. Although this greatly reduces the fighter’s movements, his resistance to damage becomes almost complete and his defensive movements become even more refined, turning him into an unmovable bastion, while draining great amounts of his spiritual energy. This technique grants a natural AT value of 8 that cannot be reduced by any mean and a bonus of +50 to all his Block rolls. This ability can be maintained by spending a reduced amount of ki each turn.
Level 3
Effects: AT8 Unmodified Slowness, +50 Complete Block, Maintained, -5Ki.
Disadvantages: -.
DEX16 (Mant.5) / AGI16 (Mant.6) / CON16 (Mant.5)
MK: 160

METALLUM:
This incredibly vast and complex technique school was created during the War of Chaos by a Dvergr weapon master who, after achieving the status of Avatar of Noah, decided to devote himself to the development of ki techniques based on the elements that are friends to his people: earth and fire. Although it’s mostly used by Dvergr fighters, who usually prefer it over other schools, its secrets were taught to few humans and Duk’Zarist deemed worthy within the centuries. Nowadays there’s probably no single user of Metallum capable of using all its techniques, since learning of each of them is pretty complex and their spiritual pressure for the user is very extenuating, but if one ever managed to reunite the entire school, he would indeed come into possession of a tremendous weapon. Although designed for duel combat, it includes a number of maintained techniques and those which cannot be maintained can be combined between themselves to obtain absolutely devastating effects. It’s said that the creator of Metallum was often seen not using a single technique, but those maintained for several minutes, only to unleash a single counterattack which never let an opponent survive. The names of the techniques given here are in Latin, since their Dvergr names are known only to them.
Techniques: 9 Total MK: 760

ARGENTUM
Argentum (also known as silver) is the metal of purity and protection and this technique makes the user more resilient to all kinds of physical detrimental effects, as well as magic. The use of this technique grants a +20 bonus to PhR, VR, DR, and MR, and can be maintained in following turns.
Level: 1
Effects: +20PhR (VR, DR), +20MR, Maintained.
Disadvantages: Elemental Binding (Fire, Earth).
STR5 (Mant.1) / DEX5 (Mant.1) / CON5 (Mant.2) / WIL5 (Mant.2)
CM: 20

CUPRUM
Cuprum (copper) is known for its red, fiery color and for its ability to conduct energy. Hence this technique turns the user’s weapon into an incandescent mass of metal which can parry spells and even send them back to the caster. This technique grants a single Attack the Fire Elemental Damage ability and the ability to block spells as described for Spell Impacts. This technique’s effects can be combined with those of other techniques from this school.
Level 1
Effects: Elemental Attack (Fire), Physical Shock, Combinable, -1Ki.
Disadvantages: Elemental Binding (Fire, Earth).
STR3 / CON3 / WIL3
MK: 20

FERRUM
Ferrum (iron) is the prime metal of weapons metallurgy. The power of iron imbues this technique user’s weapon, making it cleave easier through weapons and armors of his opponents. This technique grants a single Attack a bonus of +10Breakage and negates up to 2 points of the target’s AT. This technique’s effects can be combined with those of other techniques from this school.
Level 1
Effects: +10Breakage, -2AT, Combinable, Maintained.
Disadvantages: Elemental Binding (Fire, Earth).
STR4 (Mant.1) / DEX4 (Mant. 1) / CON4 / WIL4
MK: 20

AURUM
Aurum (gold) is a metal that cannot be oxidized and resists the pressure of time, but is also one of the most malleable and ductile metals, allowing it to change shape as needed. By summoning his inner energies, the user of Aurum becomes covered with a golden spiritual armor that makes him impervious to most damage and he becomes also able to project a gold aura to protect those around him with all his ability. Unfortunately, upon ending using this technique, the character suffers from a state of strong exhaustion that will recover over time. This technique grants its user an AT value of 6, that cannot be reduced and allows him to perform a single Block per turn with an area of effect of 25m around him. The effects of this technique can be maintained over the time, and after the character stops maintaining it he suffers an All Action Penalty of -75 that is recovered at a rate of -5 per turn.
Level 2
Effects: 25m Area Block, AT6 (Unmodified), Maintained, -5Ki.
Disadvantages: Elemental Binding (Fire, Earth), -75All Action Penalty.
STR8 (Mant.2) / DEX8 (Mant.2) / CON8 (Mant.3) / WIL8 (Mant.2)
MK: 100

ORICHALCUM
Orichalcum (brass) is an alloy of copper and zinc with small percentage of lead. It’s very heavy and thus this technique grants crushing effects to a single user’s blow, allowing an easy one-slash kill. Of course, dealing such a heavy blow requires spending a wide amount of physical brute energy. Orichalcum grants a single Attack the ability to inflict a Critical, regardless of the Damage inflicted, as far as it deals Damage (on Damage Accumulation beings it does not cause an automatic Critical, but all of their body is considered as a vulnerable point). In addition, add +150 to the level of the Critical inflicted by the affected Attack. Performing this technique requires spending 4 Fatigue Points in addition to the required ki. This technique’s effects can be combined with those of other techniques from this school.
Level 2
Effects: +150Critical (Automatic Critical), Combinable, -2Ki.
Disadvantages: Elemental Binding (Fire, Earth), -4Fatigue.
STR10 / DEX10 / CON10 / WIL10
MK: 90

PLATINUM
Platinum (platinum) is the most precious metal, which purity is even greater than silver and gold and an even better conductor than copper and gold. Platinum’s brightness gives complete combat clarity, making it impossible for its user to be taken by surprise, and its conduciveness allows him to absorb the ki energy of any ki technique he successfully parries. This technique makes its user immune to the penalty effects of Surprise Attacks and, if he manages to parry an Attack technique, it allows him to absorb up to 25 ki points used to perform it.
Level 2
Effects: Ki Absorption up to 25, Complete Prevision, -5Ki.
Disadvantages: Elemental Binding (Fire, Earth).
STR5 / DEX5 / CON5 / WIL5
MK: 90

ADAMAS
Adamas (steel) is the universally used iron alloy and to date the most resilient and perfected one for weapon metallurgy in all its variants. By unleashing the power of Adamas, the character defensive movements become much more precise and his resistance to pain reaches incredible levels. The only downside of this technique is that in order to use it, the ki user must concentrate his spiritual energies in it, becoming unable to restrain it, once it’s ready, draining an enormous amount of ki each turn it’s maintained. This technique grants a bonus of +150 to the Withstand Pain secondary ability and +100 to all Block rolls. This technique has the Predetermined disadvantage and can be maintained in following turns at a reduced ki cost.
Level 3
Effects: +100Complete Block, +150Withstand Pain, Maintained, -5Ki.
Disadvantages: Elemental Binding (Fire, Earth), Predetermined.
STR 20 (Mant.6) / DEX 20 (Mant.6) / CON20 (Mant.6) / WIL20 (Mant.6)
MK: 150

NIMBUSFULGOR
Ninbusfulgor (mithril) is a strange metal with mystical properties that is extracted only by very deep veins and thus is known and used almost only by Dvergr. It’s sparkling beauty, incredible resistance and light weight make it the “perfect metal” under most aspects and this technique imbues it’s many properties in the weapon of the user, who must find an opening in the opponent’s defense (just like miners have to find the deep and rare veins) to unleash the most devastating of attacks. This attack is very impairing for the attacker himself, though, since he has to sacrifice both vital power and physical energy to perform it. Upon achieving a Counterattack, the user of this technique gains a +200 Attack bonus to it and multiplies its Base Damage by 4. Performing this technique requires spending 2 Fatigue Points and sacrificing 50 Life Points in addition to the required ki. This technique’s effects can be combined with those of other techniques from this school.
Level 3
Effects: +200Counterattack, X4Damage, Combinable, -2Ki.
Disadvantages: Elemental Binding (Fire, Earth), -2Fatigue, -50Life Points.
STR 17 / DEX 17 / CON 17 / WIL 17
MK: 150

SIDEREUM
Sidereum (star metal) is a very rare alloy of meteoric origins. It’s definitely one of the most powerful existing materials for forging weapons and most legendary artifacts in Gaia are made with it. This technique allows the unarmed user to unsheathe from imaginary scabbards weapons made of ki with the same properties of the best weapons made of star metal and granting them the ability to inflict an enormous amount of damage. This technique generates two weapons made of ki. The weapons can be a combination of any two weapons from the Axe, Shield or Mace classes, but once a user chooses his weapons set, he will always summon the same. These two weapons have a +20 quality bonus and a +100 additional Base Damage bonus on all attacks. This technique can be maintained in following turns at a reduced ki cost. This technique must be used to literally unsheathe the created weapons, so it cannot be used by an already armed user and if the user attacks in the same turn he uses this technique, he will be subject to the usual -25 Attack Penalty.
Level 3
Effects: Physical Ki Weapons+20 (+1Additiona Weapon: choose once and for all any combo of Maces, Axes or Shields), +100Real Damage, Mantained, -3Ki.
Disadvantages: Elemental Binding (Fire, Earth), Conditioned (Unsheathe).
STR12 (Mant.4) / DEX12 (Mant.4) / CON12 (Mant.3) / WIL 12 (Mant.4)
MK: 120

CELESTIAL MAIDENS:
Celestial Maidens is a group of techniques initially developed by the Sylvain (although it was followingly learned by other races as well), which use is strongly linked to the cult of Berils. In fact only aligning one’s self with the Maidens of Light it’s possible to execute the techniques. The varying power of this techniques is somehow associated to the increasingly demanding nature of the Berils, but their effects can all be considered strongly complementary, giving birth to a very armonious fighting style.
Techniques: 7 Total MK: 485

MICHAEL’S SHIELD
Michael is the savior, so it’s only to be expected that the technique associated to him generates a shielding aura that surrounds the user, making it easier for him to defend himself in combat. This technique generates a 500 Life Points Energy Shield, which can be maintained through following turns, regenerating 100 Life Points each time the Maintenance cost is paid.
Level: 1
Effects: 500 Life Points Supernatural Shield (100 Life Points Regeneration), Mantained
Disadvantages: Elemental Binding (Light).
DEX7 (Mant.2) / AGI7 (Mant.2) / POW6 (Mant.1)
CM: 20

URIEL’S STEP
Uriel is freedom and freedom means unrestrained movement. By entering in a state of brief communion with Uriel, the user of this technique becomes able to instantly move to an unexpected position. This technique allows an instantaneous transportation to anywhere within 100m of its user’s current position.
Level 1
Effects: Automatic Transport 100m, -2Ki.
Disadvantages: Elemental Binding (Light).
DEX2 / AGI2 / POW4
MK: 20

GABRIEL’S PROTECTION
Gabriel is the lady of peace and in her sacred places no weapon is allowed. By concentrating his spiritual energy, the character turns a small area around him in an hamlet of peace where no harm can be done for a limited amount of time. Of course aligning one’s thoughts to the concept of peace means he’s unable himself to perform any offensive action. This technique grants the ability to perform up to 11 Defense rolls in a single turn without suffering any penalty for additional defenses, and each of these defenses may be a Block with a bonus of +50 to the user’s ability and affecting an area of 10m around him. A character cannot perform any Attack action or maneuver in the same turn in which he uses this technique.
Level 2
Effects: 10m Area Block, +10Additional Defenses, +50Limited Block, -2Ki.
Disadvantages: No Attack, Elemental Binding (Light).
DEX7 / AGI7 / POW7
MK: 40

RAPHAEL’S EARTH SENSES
Mother Earth can perceive all that strives on Gaia and deny the lies derived from unnatural distortions of reality. Only those in an open environment can enter communion with Raphael and gain an extremely enhanced perception of everything around them, going as far as recognizing illusions with more ease. This technique grants both Radial Vision and Supernatural Vision to its user, as well as a +40 bonus to all MR and PsR checks for detecting any illusory effect. A character must be in an open ground environment to use this technique. This technique can be maintained in following turns at a reduced ki cost.
Level 2
Effects: Radial Vision, True Sight, Maintained, -1Ki.
Disadvantages: Determined Terrain (Open Ground), Elemental Binding (Light).
DEX8 (Mant.1) / AGI8 (Mant.1) / POW9 (Mant.2)
MK: 40

AZRAEL’S SACRIFICE
To smite evil while sparing the innocents: this is Azrael’s rule, no matter the cost, even one’s own life cost. To ask the aid in battle of the queen of blades the user of this technique must hold high his weapon while burning his own life force. The weapon held by the user instantly is multiplied in a number of copies made of pure light that will hunt down all enemies around him, leaving untouched everyone else. The blows inflicted by this attack deal a tremendous damage of supernatural nature, consuming the enemies with pure righteous flames and can oppose offensive supernatural powers. This techniques allows dealing a single attack using the weapon’s Base Damage within an area of 50m around the user, allowing him to choose which individuals to affect with it. Hit targets must also make a PhR check against a difficulty of 160 and in case of failure, suffer damage equal to twice their failure level. This attack can also be used to parry any spell directed within the area of effect using the Spell Impacts rules. Performing this technique requires sacrificing 25 Life Points in addition to the required ki.
Level 2
Effects: 50m Area Attack (Target Selection), Elemental Attack (Light), Physical Shock, Supernatural State (PhR160, Double Damage, Attack), -2Ki.
Disadvantages: -25Life Points, Elemental Binding (Light).
DEX14 / AGI14 / POW14
MK: 100

BARAKIEL’S PERFECT SENTENCE
Barakiel is the perfect goddess and her sentence cannot be but absolutely just. This technique is mastered only by very few fighters, since it requires communion with the concept of order and perfection itself. An user of the Perfect Sentence must concentrate his energy specifically for this purpose (often chanting prayers to Barakiel herself) and must choose previously the exact moment they want to use it and unleash the sentence once its ready. The effect is a defensive movement of unearthly perfection that cannot be thrown off-balance in any way and redirects the attack against the offender in a perfectly just sentence. This technique makes a character completely unaffected by Surprise Attack penalties and allows him a single defense with a Final Defense value of 440 that, in case of successful defense, reflects the attack back to the attacker with a Final Attack Value equal to the one scored against the user. On a successful defense, this technique can also reflect all kind of supernatural attacks and abilities and in case of attacks with an area of effect, choose the targets within the redirected area of effect. This technique has the Predetermined disadvantage.
Level 3
Effects: Zen Predetermined Defense, Reflect Attack (Target Selection, Reflect Supernatural Abilities), Complete Prevision, -5Ki.
Disadvantages: Predetermined, Elemental Binding (Light).
DEX21 / AGI21 / POW21
MK: 125

EDAMIEL’S VOID VORTEX
If only few people have learned to use Barakiel’s Perfect Sentence, even less have ever mastered or used Edamiel’s Void Vortex, created in the heat of one of the Sylvains’ worst battles as a last, desperate, and terrifying act of faith. Communion with Edamiel drains the users of this technique of most of their physical energies, as they summon nothingness to the world. The body of those desperate enough to invoke such powers emits a blinding light that expands to engulf everything in a 5km radius sphere. When the light fades, all that remains is…nothing, except for the exhausted user of the Vortex. This technique allows making a single attack against all living beings around the user and within 5km of him. Those hit by the attack suffer no damage, but must surpass a PhR check against a difficulty of 200 or are automatically killed. Performing this technique requires spending 6 Fatigue Points in addition to the required ki.
Level 3
Effects: 5km Area Attack, Supernatural State (PhR200, Death, Attack).
Disadvantages: -6Fatigue, No Damage, Elemental Binding (Light).
DEX26 / AGI22 / POW26
MK: 140

SONG OF FIRE AND ICE:
Developed long ago by the Fafnrs, this techniques are still mostly used by them, although other existing users exist. The principles of this school are linked to the two opposite elements Fafnrs are linked to: Fire and Ice. The combination of the two opposite principles allows this school to be fairly complete under all aspects of combat and although some techniques are pretty demanding in spiritual energies, their solid and efficient effects make the cost worthwhile.
Techniques: 5 Total MK: 370

FLAMING CLAWS

Level: 1
One of the basic techniques of Song of Fire and Ice, based on the principle of fire, flaming Claws surrounds the user’s weapons (or hands, or more often claws) with burning flames that seem to add agility and effectiveness to his offensive maneuvers. This technique grants a bonus of +40 to all Attack rolls. This technique can be maintained in following turns at a reduced ki cost.
Effects: +40 Complete Attack, Mantained, -1Ki.
Disadvantages: Elemental Binding (Fire, Water).
STR6 (Mant.2) / DEX6 (Mant.2) / POW6 (Mant.2) / WIL6 (Mant.2)
CM: 30

FROZEN SHIELDS
The other basic technique of Song of Fire and Ice, based on the principle of Ice, Frozen Shileds surrounds the user’s arms with Ice scales that allow him intercept incoming blows with greater efficiency. This technique grants a bonus of +40 to all Block rolls. This technique can be maintained in following turns at a reduced ki cost.
Level 1
Effects: +40 Complete Block, Maintained, -1Ki.
Disadvantages: Elemental Binding (Fire, Water).
STR6 (Mant.2) / DEX5 (Mant.1) / POW5 (Mant.2) / WIL5 (Mant.1)
MK: 20

FIRE SPROUT
Concentrating greatly the inner energy, the Fire principle is once again used in this advanced technique to unleash a tremendous attack. A long line is traced in front of its user, earth separates and lava erupts abruptly from its interior, inflicting severe damage on all those fool enough to be there. This technique allows to inflict a single Attack on all targets within a single line 100m long, starting from its user. Targets hit suffer Damage equal to double the user’s Presence plus his Power Bonus plus 100. This technique has the Predetermined Disadvantage.
Level 2
Effects: 100m Distance Attack (2XPresence+PowBonus Damage, Line of Destruction), +100Damage.
Disadvantages: Elemental Binding (Fire Water), Predetermined.
STR8 / DEX 8 / POW8 / WIL8
MK: 40

REFLECTING IGLOO
Developed to protect key points of battle formations, the Ice principle of Reflecting Igloo is used with subtly but amazing effectiveness, creating an energy hemisphere that not only protects those inside it, but also rebounds any attack directed against it. Unfortunately such impervious barriers can only be raised at a great cost of life force by those who summon them. This techniques allows the user to Block attacks within a 10m area around him using an Energy Shield with 1000 Life Points that reflects all attacks it blocks with a Final Attack value equal to that achieved by the attacker. This technique can be maintained through following turns, regenerating 100 Life Points each time the Maintenance cost is paid. Performing this technique requires sacrificing 25 Life Points in addition to the required ki.
Level 2
Effects: 10m Area Block, 1000Life Points Supernatural Shield (Regeneration 500), Reflect Attack, Mantained.
Disadvantages: -75 Life Points, Elemental Binding (Fire, Water).
STR18 (Mant.6) / DEX17 (Mant.5) / POW18 (Mant.6) / WIL17 (Mant.5)
MK: 80

SYMPHONY OF BURNING FROST
Despite its great efficiency in small scale combat, the final technique of Song of Fire and Ice was, like Fire Sprout and Reflecting Igloo, designed for battlefield use, and to date it’s probably one of the best battlefield techniques ever developed, both due to its mass destruction potential and for its harmlessness toward friendly forces (a precaution taken due to the very low numbers of Fafnrs which had already big problems defeating far superior numbers, despite their superior capacities). By concentrating and summoning an absurd quantity of inner energy, the very few users of this amazing technique summon six consecutive alternate waves of fire and ice energies that consume completely everything within an area that can reach up to one kilometer, while nullifying each other on every selected spot. What remains is usually the companions of the user who will have to take care of him for a while, since the exhaustion caused by this technique is almost unbearable and leaves him an easy target for any survivor. This technique allows the user to make six continuous attacks (counterattack can only be performed against the last one of them) that affect all chosen targets that are within up to 1km of the user. The attack has a Base Damage equal to double the user’s Presence plus his Power Bonus, a quantity that must be multiplied by three. Targets that suffer a Critical from this attack have to add +200 to the Level of Critical suffered. Fatigue points spent to increase the Attack roll, will apply to all Attacks made with this technique. This technique has the Predetermined disadvantage and after performing this technique the user is subject to a -150 All Action Penalty that will recover at a rate of -5 points per turn.
Level 3
Effects: 1km Area Attack (2XPresence+PowBonus Damage, Target Selection), +5Continuous Additional Attacks (Sustained Fatigue Bonus), X3Damage, +200 Critical.
Disadvantages: Elemental Binding (Fire, Water), Predetermined, -150 All Action Penalty.
STR 31 / DEX30 / CON10 / POW31 / WIL30
MK: 200
 

Feedback's always appreciated!



#2 brewmaster_vitty

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Posted 15 October 2011 - 04:08 PM

 looking nice, i'll give them a better look later, but looking at them now confirms something i'v expected for a while now.

and its kind of important for everyone to keep in mind: the english version of DE changed the name of some ki abilities in a confusing way. its only a name change that happened, i'll post more as i notice them.

-seal got changed to brand, which isn't so bad but confused a friend of mine to no end when he tried reading the spanish version of DE one day.

-'damage accumulation' got changed to 'damage resistance', something that caught me up while trying to read the spanish manual until an email from elric sort of pointed it out.



#3 ElricOfMelnibone

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Posted 15 October 2011 - 09:20 PM

As a matter of fact, my translation from Spanish to English are probably VERY rough, expecially since Spanish isn't my mother language either (I'm Italian), although I can understand it pretty well.

It's SURE that the ability is Damage Accumulation, though. Probably "brand" is a better translation than "seal"...anyway, I translated as "Seal" the ability that gives +20/50 to Attacks against the hit target in the following hour.



#4 brewmaster_vitty

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Posted 16 October 2011 - 09:24 AM

 no, your translation is perfectly correct, but when FFG released the official translation of DE they decided to change it to damage resistance. (i sent you an email on the subject too, i'm starting to sound like a broken record)



#5 ElricOfMelnibone

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Posted 18 October 2011 - 09:19 AM

And a couple more school techniques. The first is a "specialist" technique school used by the Brotherhood of Seth, the second is a "madness" going on inside Wissenshaft (really manga-styled funny madness):

GIFTS OF SETH:
Almost exclusively used by the ki-masters of the Brotherhood of Seth, Gifts of Seth is a complex school that combines defensive boosts with powerful debuffing effects on the user’s opponents. Interesting enough, all attack effects of this school can be combined together in order to minimize the strength of an opponent. Complementing Celeritas, the other school widely used by the brotherhood, the Gifts of Seth are often used to soften targets before annihilating them with a flurry of Celeritas blows.
Techniques: 5 Total MK: 310

 

KHOPESH

Level: 1
The Khopesh is the ritual blade used for most Estigian rituals. This technique grants its user great accuracy that can help him in dealing the blows from higher level techniques, just like the Khopesh helps in performing a sacred ritual. This technique gives a +50 Attack bonus to a single attack and can be combined with other techniques.
Effects: +50 Attack, Combinable, -1Ki.
Disadvantages: -.
DEX4 / POW4 / WIL4
MK: 35

SAND MIRAGE
Projecting false images of himself, made in sand, the user of this technique becomes able of defending with great efficiency for a very little amount of time. This technique allows a character to perform up to 4 Defenses in a turn without suffering any penalty to his/her Defense Value.
Level 1
Effects: +6 Additional Defenses.
Disadvantages: -.
DEX4 / POW4 / WIL4
MK: 20

DESICCATING TOUCH
One of the two attack techniques that can benefit from Khopesh, Desiccating Touch grants an attack the ability to drain all water from the target’s body, both harming and debilitating him. Unfortunately, using such a technique is also debilitating for its user, who has to sacrifice part of his physical strength. On a successful Attack that manages to cause at least 10% damage, ignoring target’s AT, the target of Desiccating Touch must pass two PhR check against a difficulty of 160. Those who fail the first check suffer Damage equal to the failure level, those who fail the second, suffer an All Action Penalty equal to the failure level. The All Action Penalty is recovered at a rate of -5 points per turn. This technique can be combined with other techniques. Using this technique requires spending 4 Fatigue points, in addition to the Ki points required.
Level 2
Effects: Supernatural State (PhR160, Damage and Lesser All Action Penalty, Attack), Combinable.
Disadvantages: -4 Fatigue.
DEX10 / POW10 / WIL9
MK: 55

SCARAB SHELL
The Scarab is a sacred ward against death. The Scarab Shell technique surrounds the injured body of its user with the shape of a scarab carapace with mystical protecting properties, that will remain in place for a whole minute after being cast. This technique grants an unmodified AT value of 5, that will protect the user for 20 turns after its use. The technique can be used only in the turn following a turn in which the user has suffered at least 10 points of Damage.
Level 2
Effects: AT5 (Unmodified), Mayor Sustenance.
Disadvantages: Limit Condition (Suffer Damage).
CON11 / POW11 / WIL11
MK: 85

CURSE OF THE PHARAOH
The will of the God-ruler of Estigia is absolute and those that don’t bow to it call upon themselves his curse. Targets of the final Gift of Seth, which can benefit from the ritual bonus of Khopesh, will be struck much easier from its user in the ensuing turns and will see their supernatural abilities truncated. On a successful Attack, the target must pass a PhR check against a difficulty equal to suffered Damage +120, or will be unable to maintain any supernatural ability he’s keeping active, be it a Ki technique, a Spell or a Psychic Power. In addition, any following attack from the character using this technique against a character that was struck by it will gain a bonus of +50 Attack, for a one hour time. This technique can be combined with other techniques.
Level 3
Effects: Interruption (All, Damage+120), Major Seal, Combinable, -1Ki.
Disadvantages: -.
DEX16 / POW16 / WIL16
MK: 115

GEARSFIEST:
If you asked a Crow what’s Gearfiest, he wouldn’t probably answer “a school technique”, but something more along the lines of “a way of life”, “a cooler way to kick some serious asses”, or “the next step in the evolution of fighting”. Truth be told, more than a rigorous discipline, Gearfiest is a trend in ki use within the Wissenshaft, consisting in using massive amounts of ki to summon enormous gear-like fighting exoskeletons they can pilot with their empty hands. Nobody knows who started it, but somehow the trend got the interest of many a young Crow, and now technicians within the organization started competing for creating the most efficient and (more often) badass-looking Ki-Gear, as they’re known within the organization. Despite this battle style being pretty energy consuming and not so good for covert operations (which are a great part of Wissenshaft operations), Lucanor is being quite easygoing with it, due to the fact that some designs invented by the enthusiast technician can find an application in real Gear engineering. Following are a few examples of Ki-Gear techniques, “Special Attacks” and “Special Defense” techniques that can be applied to them. No user of Gearfiest masters all of them, and more variants of the following exist.
Techniques: Variable Total MK: Variable

KI-GEAR SOLDIER
Level: 1
Considered the simplest Gear around, this model is very simple and includes a melee weapon of choice made of ki. A character must be unarmed in order to use this technique (which use is considered as an unsheathe action) and defends himself using Damage Accumulation rules, gaining 600 additional Life Points and a base AT of 4. This technique also generates a melee weapon of choice (which cannot be changed after the first use of this technique) made of ki with a quality bonus of +10. Finally this technique grants a bonus of +2 to the Movement value. This technique can be maintained and each time the maintenance cost is paid, 100Life Points from the additional pool are regenerated.
Effects: 600 Life Points Damage Accumulation (Regeneration 100), +2Movement, Ki Weapon+10, Maintained.
Disadvantages: Fighting Condition (unsheathe).
STR7 (Mant.1) / AGI6 (Mant.2) / CON7 (Mant.2) / POW6 (Mant.1) / WIL8 (Mant.3)
MK: 50

KI-GEAR GUNSLINGER
Level: 1
A common variant of the Soldier, the Gunslinger substitutes the single melee weapon with a couple of big sized Solomon Pistols, sacrificing endurance and mobility. There’s word that some technicians within the Wissenshaft have even managed to use this technique, instead of Gunslinger as base for developing Gunhell techniques. A character must be unarmed in order to use this technique (which use is considered as an unsheathe action) and defends himself using Damage Accumulation rules, gaining 400 additional Life Points and a base AT of 4. This technique also generates two Solomon Pistols made of ki with a quality bonus of +10. This technique can be maintained and each time the maintenance cost is paid, 100Life Points from the additional pool are regenerated.
Effects: 400 Life Points Damage Accumulation (Regeneration 100), Ki Weapon+10 (+1Additional Weapon, Ranged), Maintained.
Disadvantages: Fighting Condition (unsheathe).
STR7 (Mant.1) / DEX7 (Mant.2) / CON5 (Mant.2) / POW7 (Mant.1) / WIL6 (Mant.2)
MK: 50

KI-GEAR SCOUT
Level: 1
Another common variant of the Soldier, the Scout sacrifices much in respect to endurance and damage potential in a trade off for the best mobility among Level1 Ki-Gears. A character must be unarmed in order to use this technique (which use is considered as an unsheathe action) and defends himself using Damage Accumulation rules, gaining 400 additional Life Points and a base AT of 4. This technique also generates a melee weapon of choice (which cannot be changed after the first use of this technique) made of ki with a quality bonus of +5. Finally this technique grants a bonus of +3 to the Movement value and a +25Initiative Bonus. This technique can be maintained and each time the maintenance cost is paid, 100Life Points from the additional pool are regenerated.
Effects: 400 Life Points Damage Accumulation (Regeneration 100), Ki Weapon+5, +3Movement, +25Initiative, Maintained.
Disadvantages: Fighting Condition (unsheathe).
DEX7 (Mant.2) / AGI8 (Mant.2) / CON5 (Mant.2) / POW7 (Mant.1) / WIL6 (Mant.2)
MK: 50

ALPHA-SHIELD
Level: 1
A technique compatible with all Level1 Ki-Gears, Alpha-Shield projects an energy shield that allows a moderate protection to the Ki scaffold. This technique generates a 500 Life Points Energy Shield, which can be maintained through following turns, regenerating 100 Life Points each time the Maintenance cost is paid. Using this technique requires that a Level1 Ki-Gear technique is maintained.
Effects: 500 Life Points Energy Shield (Regeneration 100), Maintained.
Disadvantages: Level1 Maintained Technique (Level1 Ki-Gear).
CON8 (Mant.2) / POW8 (Mant.3)
MK: 20

DESTROYER SLASH
Level: 1
Used with the Soldier Ki-Gears, Destroyer Slash enables a particularly powerful attack in melee. This technique allows to make a single Attack with a +40Attack Bonus and +50 Damage bonus. Using this technique requires that the Ki-Gear Soldier technique  is maintained.
Effects: +40 Attack, +50 Damage.
Disadvantages: Level1 Maintained Technique (Ki-Gear Soldier).
STR5/ CON5 / POW5
MK: 20

DESTROYER BEAM
Level: 1
A technique compatible with the Gunslinger, Destroyer Beam simply concentrates the ki energy in a Solomon Pistol to shoot a single ray against a distant enemies. This technique allows to make a single ranged Attack with a 250m range and a +25 Damage Bonus. Using this technique requires that the Ki-Gear Gunslinger technique is maintained.
Effects: 250m Distance Attack, +25 Damage.
Disadvantages: Level1 Maintained Technique (Ki-Gear Gunslinger).
CON5 / POW5
MK: 20

DESTROYER FURY
Level: 1
Used with the Scout designs, Destroyer Fury allows unleashing an uncontrolled fury of attacks, to compensate the relatively lower damage output of such machines. This technique allows making three Additional Attacks in a single turn without suffering any penalty with any equipped weapon. Using this technique requires that the Ki-Gear Scout technique is maintained.
Effects: +3Limited Additional Attacks, -1Ki.
Disadvantages: Level1 Maintained Technique (Ki-Gear Scout).
AGI5/ CON4 / POW5
MK: 20

KI-GEAR KNIGHT
Level: 2
The most melee oriented Level2 Ki-Gear, the Knight is solid and trustworthy, combining good mobility with an exceptional damage resistance. A character must be unarmed in order to use this technique (which use is considered as an unsheathe action) and charging the enemy and defends himself using Damage Accumulation rules, gaining 1000 additional Life Points and a base AT of 4, which, combined with an additional AT6 layer of armor, grants a final AT of 8. This technique also generates a melee weapon of choice (which cannot be changed after the first use of this technique) made of ki with a quality bonus of +15. This technique can be maintained and each time the maintenance cost is paid, 250Life Points from the additional pool are regenerated.
Effects: 1000 Life Points Damage Accumulation (Regeneration 250), AT6, Ki Weapon+15, Maintained.
Disadvantages: 2XFighting Conditions (unsheathe, charge).
STR13 (Mant.4) / AGI12 (Mant.3) / CON13 (Mant.4) / POW14 (Mant.3) / WIL14 (Mant.4)
MK: 100

KI-GEAR SNIPER
Level: 2
Designed for long range support, the Sniper is a Ki-Gear which most notable characteristic is the use of a Solomon Sniper Rifle, which is unfortunately quite difficult to manipulate in gear mode...which isn’t something that discourages some crows from using this particular Ki-Gear, of course. By the way, this design requires great perception enhancements, but less endurance and mobility, since it’s not designed for frontline combat. A character must be unarmed in order to use this technique (which use is considered as an unsheathe action) and defends himself using Damage Accumulation rules, gaining 800 additional Life Points and a base AT of 4. This technique also generates a Solomon Sniper Rifle made of ki with a quality bonus of +15, that applies the Complex rules. Finally, this technique grants the Night Vision, and See Supernatural abilities. This technique can be maintained and each time the maintenance cost is paid, 250Life Points from the additional pool are regenerated.
Effects: 800 Life Points Damage Accumulation (Regeneration 250), Ki Weapon+15 (Ranged), Night Vision, See Supernatural, Maintained, -1Ki.
Disadvantages: Fighting Condition (unsheathe), Complex.
STR12 (Mant.3) / DEX12 (Mant.2) / CON11 (Mant.4) / POW12 (Mant.2) / WIL11 (Mant.4)
MK: 100

KI-GEAR RAPTOR
Level: 2
A flurry of rapid movements designed for commando actions, the Raptor is a considered by most the upgrade of the Scout design, thanks to its incredible mobility and improved resistance and fighting efficiency. A character must be unarmed in order to use this technique (which use is considered as an unsheathe action) and defends himself using Damage Accumulation rules, gaining 600 additional Life Points and a base AT of 4. This technique also generates two weapons of choice (which cannot be changed after the first use of this technique) made of ki with a quality bonus of +5. Finally, this technique grants +4Movement Value, +100 Initiative, and +2 additional penalty-free Active Actions per turn. This technique can be maintained and each time the maintenance cost is paid, 250Life Points from the additional pool are regenerated.
Effects: 600 Life Points Damage Accumulation (Regeneration 250), Ki Weapon+5 (+1Additional Weapon), +4Movement, +100 Initiative, +2Additional Actions, Maintained.
Disadvantages: Fighting Condition (unsheathe).
DEX13 (Mant.2) / AGI13 (Mant.4) / CON12 (Mant.4) / POW13 (Mant.4) / WIL12 (Mant.3)
MK: 100

LAMBDA-SHIELD
Level: 2
A technique compatible with all Level2 Ki-Gears, Lambda-Shield is basically nothing more than an improved version of the Alpha-Shield. This technique generates a 1000 Life Points Energy Shield, which can be maintained through following turns, regenerating 250 Life Points each time the Maintenance cost is paid. Using this technique requires that a Level2 Ki-Gear technique is maintained.
Effects: 1000 Life Points Energy Shield (Regeneration 250), Maintained.
Disadvantages: Level2 Maintained Technique (Level2 Ki-Gear).
CON14 (Mant.5) / POW14 (Mant.5)
MK: 50

HERO’S CHARGE
Level: 2
Developed expressively for the Knight, the Hero’s Charge is an extremely destructive attack technique designed to overwhelm even the strongest and most resilient opponents. This technique allows the character to make a single charge attack with a +150 bonus to Attack and Base Damage multiplied for 3. Using this technique requires that the Ki-Gear Knight technique is maintained.
Effects: +150 Attack, 3XDamage.
Disadvantages: Level2 Maintained Technique (Ki-Gear Sniper), Fighting Condition (charge).
STR16 / CON16 / POW15
MK: 65

DEATH RAY
Level: 2
Developed for the Sniper, the Death Ray is considered the best long range technique ever used with a Ki-Gear allowing the elimination of very strong targets even from absurd distances, although some Sniper fans are working to higher level techniques to use in conjunction with their favorite Ki-Gear. This technique allows the character to make a single attack with a range of 1km and a bonus to both Attack and Base Damage of +100. This technique has the Predetermined disadvantage. Using this technique requires that the Ki-Gear Sniper technique is maintained.
Effects: 1km Distance Attack, +100 Attack, +100 Damage.
Disadvantages: Level2 Maintained Technique (Ki-Gear Sniper), Predetermined.
DEX14 / CON14 / POW13
MK: 65

VICTORY DASHER
Level: 2
Developed for the Raptor, the Victory Dasher is a technique designed to either make surprise attacks or get out of trouble as quick as possible through a sequence of quick teleports. This technique allows the character to make up to three automatic transport movements of 500m each. Using this technique requires that the Ki-Gear Raptor technique is maintained.
Effects: 3X500m automatic transports.
Disadvantages: Level2 Maintained Technique (Ki-Gear Raptor).
AGI12 / CON12 / POW11
MK: 65

KI-GEAR CONQUEROR
Level: 3
A definitely melee oriented Level3 Ki-Gear, the Conqueror is the state of art when we’re talking about defensive capabilities. Designed for massive close range damage this is the safest Ki-Gear ever developed. Of course using and maintaining such a behemoth has an enormous cost in terms of ki and once a character stops using this Ki-Gear, the caused exhaustion won’t allow him to accumulate ki points for a short while. A character must be unarmed in order to use this technique (which use is considered as an unsheathe action) and defends himself using Damage Accumulation rules, gaining 1500 additional Life Points and a base AT of 4, which, combined with an additional AT8 layer of unmodified armor, grants a final AT of 10 that cannot be reduced below 8. This technique also generates a melee weapon of choice (which cannot be changed after the first use of this technique) made of ki with a quality bonus of +20 and a Complete Damage Bonus of +100. This technique can be maintained and each time the maintenance cost is paid, 500Life Points from the additional pool are regenerated. After maintenance of this technique is interrupted, the character won’t be able to accumulate ki for 5 turns.
Effects: 1500 Life Points Damage Accumulation (Regeneration 500), AT8 (Unmodified), Ki Weapon+20, +100 Complete Damage, Maintained.
Disadvantages: Fighting Condition (unsheathe), Overcharge (5 turns).
STR24 (Mant.8) / DEX25 (Mant.8) / CON24 (Mant.8) / POW24 (Mant.7) / WIL24 (Mant.7)
MK: 200

KI-GEAR BARRAGE
Level: 3
Developed for heavy battlefield use, the Barrage is probably the least used Ki-Gear, due to the little use it gets during Wissenshaft operations, but will probably become an useful resource for the future of Lucrecio. Not as resilient as his melee-sibling, the Conqueror, the Barrage is still a pretty sturdy moving fortress and what’s most fearsome, it’s fitted with four medium range cannons for long range devastation on the battlefield. A character must be unarmed in order to use this technique (which use is considered as an unsheathe action) and defends himself using Damage Accumulation rules, gaining 1200 additional Life Points and a base AT of 4, which, combined with an additional AT6 layer of armor, grants a final AT of 8. This technique also generates four Solomon Cannons made of ki with a quality bonus of +15, which can each shoot once per turn without penalty. This technique can be maintained and each time the maintenance cost is paid, 500Life Points from the additional pool are regenerated.
Effects: 1200 Life Points Damage Accumulation (Regeneration 500), AT6, Ki Weapon+15 (Ranged, +3Additional Weapons), +3Additional Limited Attacks, Maintained, -5Ki.
Disadvantages: Fighting Condition (unsheathe).
STR16 (Mant.3) / DEX15 (Mant.3) / CON18 (Mant.6) / POW18 (Mant.6) / WIL18 (Mant.7)
MK: 200

KI-GEAR PREDATOR
Level: 3
The best Ki-Gear for covert actions so far, the Predator is a mind-blowing combination of speed, versatility and offensive power...as far as its user is able to keep it working, of course. A character must be unarmed in order to use this technique (which use is considered as an unsheathe action) and defends himself using Damage Accumulation rules, gaining 1000 additional Life Points and a base AT of 4. This technique also generates a weapon of choice (which cannot be changed after the first use of this technique) and a Solomon Pistol made of ki with a quality bonus of +10. Finally this technique grants a bonus of +5Movement Value, +150Initiative, +5 additional penalty-free Active Actions per turn, and +100 to the Jump and Acrobatics Secondary Abilities. This technique can be maintained and each time the maintenance cost is paid, 500Life Points from the additional pool are regenerated.
Effects: 1000 Life Points Damage Accumulation (Regeneration 500), Ki Weapon+10 (Ranged, +1Additional Weapons), +150 Initiative, +5Movement, +5Additional Actions, +100Jump, +100Acrobatics, Maintained.
Disadvantages: Fighting Condition (unsheathe).
DEX28 (Mant.8) / AGI28 (Mant.8) / CON28 (Mant.8) / POW28 (Mant.8) / WIL27 (Mant.7)
MK: 200

OMEGA-SHIELD
Level: 3
Designed as the best possible defense for all Level3 Ki-Gears, Omega-Shield creates a really powerful energy barrier that completely overcomes any Gear defensive problem, although keeping this shield up consumes a tremendous quantity of energy from its user, draining his vital energy and physical strength as well. This technique generates a 2000 Life Points Energy Shield, which can be maintained through following turns, regenerating 500 Life Points each time the Maintenance cost is paid. In addition, this technique grants a bonus of +100 to all Block Rolls. Using this technique requires that a Level3 Ki-Gear technique is maintained, an expense of 6 Fatigue points, and a sacrifice of 50 Life Points at the casting moment, as well as the required ki points.
Effects: 2000 Life Points Energy Shield (Regeneration 500), +100Complete Block, Maintained, -3Ki.
Disadvantages: Level3 Maintained Technique (Level3 Ki-Gear), -6Fatigue, 50Life Points Sacrifice.
STR25 (Mant.9) / DEX25 (Mant.9) / CON25 (Mant.9) / POW25 (Mant.8)
MK: 125

ENDER BLADE
Level: 3
This technique tends to have a variable name depending on who’s using it, since most users of Gearfiest love to give their personal “touch” to the move that’s supposed to put an end to their fights. This also manifests in different visual effects for this technique (or similar ones) that always tend to be spectacular beyond any reasoning. Of course, for maximum climax effect, the character won’t even bother about defense when using such technique. Anyway, it usually consist of an uninterrupted sequence of quick blows, followed by an ending attack of devastating power. This technique allows a character to perform 5 Attacks with his full Attack value, followed by a sixth attack benefitting from a +200 Attack and Base Damage Bonus. Target opponents can Counterattack only after the last attack, but the character using this technique cannot defend from attacks during the same turn.
Effects: +5Continuous Limited Attacks, +200Attack, +200Damage, -2Ki.
Disadvantages: Level 3 Maintained Technique (Ki-Gear Conqueror), No Defense.
STR30 / CON30 / POW30
MK: 150

FIRE RAIN
Level: 3
Ki-Gear Barrage flagship technique, Fire Rain allows it to shoot three long range arrays of exploding munitions turning an entire area in a smoldering inferno. This technique allows a character to perform 4 Distance Attacks with a range of 500m, with an area of effect of 100m of radius and a bonus of +50 to the Attack and Damage Bonus, without suffering any penalty for Additional Attacks.
Effects: +3 Additional Attacks, 500m Distance Attack, 100m Area Attack, +50Attack, +50Damage, -5Ki.
Disadvantages: Level 3 Maintained Technique (Ki-Gear Barrage).
DEX17 / CON17 / POW17
MK: 150

PHANTOM PHASER
Level: 3
Derived from the experience of the Victory Dasher used by the Raptor and the Destroyer Fury used by the Scout, the Phantom Phaser is a terrifying attack technique employed by those who use the Predator Ki-Gear. In a matter of seconds, the Gear makes a sequence of 11 rapid attacks interrupted by five rapid teleports. Designed for terror strategies, enemies don’t usually even understand what’s slaughtering them. This technique allows a character to make up to five 250m teleports in a turn and up to 11 attacks without suffering any penalty for Additional Attacks.
Effects: +10 Limited Additional Attacks, 5X250m Automatic Transports, -2Ki.
Disadvantages: Level 3 Maintained Technique (Ki-Gear Conqueror).
AGI27 / CON27 / POW26
MK: 150
 



#6 brewmaster_vitty

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Posted 18 October 2011 - 12:03 PM

 sh*t dude... gearsfiest is looking absolutely killer. i know someone in my group who would hop on that in a heartbeat.



#7 Raybras

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Posted 18 October 2011 - 12:08 PM

just one thing... alot of your techniques are overkill on ki amount needed. many fights would be over even before they had half the amount needed to use it.



#8 ElricOfMelnibone

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Posted 19 October 2011 - 12:17 AM

A few techniques have high Ki cost, actually:

 

Metallum was created by a super-character and hence is extremely costly.

Gearfiest isn't even vaguely supposed to be convenient or efficient. It's just cool, and that's why a few hotheads use it.

Rage of The Woods and Gifts of Seth are made by men and supposed to be used by men, hence have Ki cost that are closer to the range of ki costs of other schools.

Song of Fire and Ice has an extremely costly final technique, but that's because it's supposed to be used on the battlefield, where time for preparation should be bought by whoever is in the frontlines.

Celestial Maidens' costs are quite always acceptable and usable (1 to 2 turns to use). Only Level3 techniques are pretty costly and Edamiel's one is not supposed to be used in "normal combat" situations, pretty clearly.

 

Your assertion is correct, of course, but I'm fully aware of these techniques limits. Simply put, when you have a school with very high costs (such as Solomon Legacy and Anima from Dominus Exxet) you have to build-up the character so that he has high Accumulations and good reserves of ki (meaning of course, lower Attack/Defense).



#9 Raybras

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Posted 19 October 2011 - 01:54 AM

 

Like this guy? 

http://cipher-studios.com/AnimaBB/index.php?topic=5348.0

 



#10 ElricOfMelnibone

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Posted 19 October 2011 - 09:38 PM

I actually have a similar character in the party I'm mastering. She's an Ancient Blood technician (and scientist) using Legacy of Solomon techniques (all have predetermined attack and block values). She didn't spend a single DP on Attack/Defense, but began with Accumulation 10 on all three required stats (12 if she performs no initial actions) and 35Ki points on all requied stats. Right now she still has "limited autonomy", but a level1 character with a predetermined defense (and attack, whenever she can spare the Ki points) of 240 is simply amazing. Besides, the "poor ki reserve" is a problem that will disappear quite soon, since she gets +20Ki on each stat each level (her Accumulations will be pretty much ok for quite a long while).

Of course techniques like Gearfiest or Metallum (or Anima) requires an "intermediate" build, since they don't "roll the dice for you" like Solomon's Legacy or the attack techniques used by the guy in your example.



#11 Raybras

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Posted 19 October 2011 - 11:30 PM

Having no defense for a fighter type is quite dangerous if you ask me. I'm curious to see how she would survive. 



#12 ElricOfMelnibone

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Posted 20 October 2011 - 09:09 PM

Most combats don't last more than 5 turns and she may as a passive action summon a shield with a predetermined defense of 240 and keep it for 5 turns if she avoids attacking, using Solomon's Thread. On the other hand, when she uses the thread (predetermined attack 240) she deals massive damage on targets (her first use cut-off an arm!), but reduces her defensive autonomy. Anyway, she's in a party, so other party members try to protect her. She never acts as a front-line, but supports other from behind unless she wants to neutralize an enemy simply staying in front of him (level2-3 enemies DON'T roll more than 240 on attack, and she's got an Armored Longcoat+5 and naural AT4 from an Earth Spell cast on her by another party member, so a roll of 320 is needed to inflict her 10% damage...and she's got Constitution 9!).

Anyway, if her shield goes down (due to damage or long battle), she might be in danger...that's why she tries to avoid getting into combat with the others and only intervenes when and where her aid is really needed.

Besides, despite being a technician she's NOT a fighter...she's a gadgeteer like character (very high Science and Forge) who discovered she can "control" her inner (blood?) to do "strange things" and she's trying to harness this power even more.



#13 ElricOfMelnibone

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Posted 24 October 2011 - 09:09 PM

A new school...this time Darkness based...

REIGN OF PANDEMONIUM:
Developed by one of the heirs of Pandemonium, this school incarnates darkness itself. No wonder it’s higher level techniques can be employed only while using the Umbra Magnus and its arcane final technique can only be mustered by those that have Pandemonium’s own Blood in their veins.
Techniques: 5 Total MK: 430.

 

SHADOWSHIFT

Level: 1
The first technique of Pandemonium’s Rein is its only defensive technique and is designed to get away from incoming attacks by entering one’s own shadow and moving to a shadow somewhere away from the offender. This technique allows its user to make a Dodge roll with a +100 bonus each turn, but on a successful dodge, no Counterattack can be made and the user is displaced anywhere within 20m as he choices. This technique can be maintained through following turns.
Effects: +100Limited Dodge, Automatic Transport 50m, Maintained, -2Ki.
Disadvantages: Elemental Binding (Darkness).
DEX9 (Mant.2) / AGI9 (Mant.5) / POW9 (Mant.2)
MK: 50

SHADOWBODY
Shadowbody turns its user and everything he comes into contact with into an intangible shadow. What’s more dangerous, though is the ability to make these shadows move inside solid bodies and solidify into them, causing tremendous damage. This technique grants the Intangibility ability to both its user and any chosen target, as far as the total presence of affected parties doesn’t exceed the user’s own multiplied for five. This spell can be maintained through following turns and if its maintenance is interrupted when an intangible body is within another solid body, rules for Fusion are applied.
Level 1
Effects: Intangibility (Expanded Presence Affect Others, Fusion), Maintained, -1Ki.
Disadvantages: Elemental Binding (Darkness).
DEX8 (Mant.3) / POW8 (Mant.3)
MK: 35

SHAODOWCLOUD
Only those fighting with their own shadow can use Shadowcloud, a terrifying technique that expands darkness around the user engulfing all enemies nearby and marking them, thus making them easy targets for the user of this technique. This technique allows its user to make an attack affecting all chosen targets within 100m of its user. Any following attack from the character using this technique against targets struck by Shadowcloud will gain a bonus of +50 Attack, for the following hour. This technique can only be employed by characters fighting with their own shadow, using the Umbra Magnus in combat.
Level 2
Effects: 100m Area Attack (Target Choice), Major Seal, -3Ki.
Disadvantages: Elemental Binding (Darkness), Weapon Bond (Shadow).
DEX8 / AGI8 / POW8
MK: 75

SHADOWRAIN
Shadowrain is a terrifying attack technique that amplifies greatly the power of Umbra Magnus. The shadow seems to shatter as if made of rain drops and strikes at the opponent with a number of incredibly precise attacks. Unfortunately, this technique is very energy draining. This technique grants its user a +75 bonus on all Attacks Rolls and allows him to make up to 9 penalty-free attacks in a single turn. This technique can be maintained through following turns. This technique can only be employed by characters fighting with their own shadow, using the Umbra Magnus in combat.
Level 2
Effects: +8Additional Limited Attacks, +75Complete Attack, Maintained, +4Ki.
Disadvantages: Elemental Binding (Darkness), Weapon Bond (Shadow).
DEX26 (Mant.8) / AGI26 (Mant.8) / POW26 (Mant.8)
MK: 90

SHADOWDOOM
The power of Shadowdoom is so strongly bound to darkness that only those who have Pandemonium’s Blood muster it. The shadow of the user wraps around him and vanishes. An instant later the user’s shadow fuses itself with that of the opponent, striking him from there, usually taking him by surprise, while the user emerges. Darkness itself fuels this attack that greatly lower’s the target’s physical resistance as well as inflicting an enormous amount of damage, transferring energy from him to the attacker. This technique allows its user to make an Automatic Transport up to 250m from his current position, followed by an attack that, if it hits, obliges the target to surpass three PhR check against 200. Failure of the first PhR check causes a reduction of PhR equal to the failure level. Failure of the second PhR check causes a loss of Life Points equal to the failure level. Life points lost in this way are recovered by the attacker and heal his wounds. Failure of the third PhR check causes damage equal to twice the failure level. The target of this attack will need to perform a Notice Check against a difficult of Zen (440) or suffer the Surprise penalty to his Defense roll. This technique can only be employed by characters with Pandemonium’s Blood, fighting with their own shadow, using the Umbra Magnus in combat.
Level 3
Effects: 250m Automatic Transport, Supernatural State (PhR200, PhR Reduction and Life Drain and Double Damage, Attack), Disguised Attack (440), -5Ki.
Disadvantages: Elemental Binding (Darkness), Weapon Bond (Shadow), Requirement (Pandemonium’s Blood).
DEX24 / AGI24 / POW24
MK: 180
 

Hope you like it...

PS-Doesn't anyone else create Ki Techniques? If you do, you could as well make use of this tread to show us your creations!



#14 brewmaster_vitty

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Posted 25 October 2011 - 11:57 AM

 heh, i'v been sitting on all of my ki techs forever. after a while i'm going to apply the edits you suggested for my three, also thanks for pointing out some poor tactics of creation i was using. but for now i have one for you guys, based off of my favorite band.

 

MANOWAR
-;-;-;-
 
A truly intense set of manuevers created by and named after a band of warriors who were known as immortals on the battlefield. the exploits of these marauders and slayers is the stuff of legend to this day. these techniques were created by the four of the order's elites, as varied as the four fighting styles that contributed to them. a mix of offense and support, all of the techniques of manowar are front line material, and all are accompanied by loud guitar riffs and drums than roll like thunder.
 
-=-=-=-=-=-=-
 
the power
 
a basic technique of manowar, one many of even the obscure members of the warrior band of old knew. this technique raises the base combat abilities of the user by a noticable amount, turning a simple soldier into a real threat.
MK 35 level 1
 
str 5 maint 2
agi 5 maint 1
 
effects: +25 damage (multiple), +50 initiative, maintained
 
 
black arrows
 
a technique that calls forth a volley of arrows of black light from the sky. these bolts of power are darkness aligned, and attack on the energy table, with a damage of twice the user's pressence plus their power bonus. they fall in a radius around the user, striking foes but leaving allies unharmed.
MK 50 level 1
 
str 7
pow 7
agi 7
 
effects: 30 foot area attack (target choice), elemental attack (dark), supernatural attack
advantages: reduction of ki (-1 pow)
 
-  -
 
defender
 
a technique created with teamwork in mind, defender exudes a barrier of energy to protect themselves and their comrades. this technique also grants the user a large boost to their block ability.
MK 85 level 2
 
pow 10 maint 3
str 10 maint 5
agi 11 maint 4
 
effects: +50 block (multiple), 30 foot area block, maintained
advantages: reduction of ki (-2 dex)
 
 
demon's whip
 
the most visualy jarring technique of manowar, having distilled fear in the hearts of many unfortunate brigands and soldiers. when used, a whip of white hot fire launches from the practitioner's hand and writhes like a snake through the air towards the opponent. the damage of this technique is twice the user's pressence plus their power bonus, on the energy table. while only half damage is actualy dealt, what does happen is that the soul of the victim is subjected to a massive disturbance; and if they fail the resistance check they suffer an all action penalty as their mind warps while their soul struggles to reorganize itself.
MK 95 level 2
 
pow 16
str 16
 
effects: greater all action penalty state (160), 30 foot long distance attack (single), supernatural attack.
advantages: reduction of ki (-5 pow)
disadvantages: half damage
 
-  -
 
a good day to die
 
the ultimate manowar technique, the user throws everything they have into one final barrage of attacks. granting the ability to unleash a flurry of attacks that leave no room for interuption and cause explosive damage. almost always killing the user, those who survive it lament, not because of the pain of recovery but because they cannot join the gifted who have served the immortal cause in the past. the euphoria of this attack has lead some to become suicidal on the battlefield, abusing this technique in an attempt to finally join those who have faught in the past. one must declare the use of this technique per preditermination to be able to use it
MK 185 level 3
 
agi 36
pow 26
str 25
 
effects: +5 additional attacks, x3 damage multiplier (multiple)
advantages: reduction of ki (-5 dex)
disadvantages: predetermination, vital sacrafice (all life points)



#15 brewmaster_vitty

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Posted 25 October 2011 - 12:00 PM

 oh crap. i forgot to mention that the final ability; a good day to die, has the advantage 'continuous attacks'



#16 Sofia Corba

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Posted 26 October 2011 - 02:21 AM

The Technique i'm building is still under construction. I'll post (and translate) it as soon it is finished and GM-approved.

One short question regarding Maintainence: The maintained power does not only needs the Ki Points for maintaining them but also to activate. Do I read the rules right?

Example: Technique costs 4 Strength. Mainteined Cost is 1 Strength. Technique can be maintained.
So the Cost t activate this Technqiue would be 5 Strength, right?

How do you handle maintaining techniques and the unification of Ki (stated in Dominus Exxet)? I'm looking for an answer regarding the activation costs if my reading (maintained cost increase activation cost) is right. Do you add the cost towards the already used Ki Points or do you allow using the whole pool (read Unification of Ki)?

~ Sofia Corba

As always i do hope my text is understandable.



#17 ElricOfMelnibone

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Posted 26 October 2011 - 04:50 AM

To Sophia:

Yes, Maintenance Cost is added to the cost of the technique. Regardless of how you decide to pay the additional Ki points, they must be accumulated. ALSO NOTE: in the following turns, ki points you spend for maintenance DO NOT COUNT toward accumulation (otherwise, once you have a few maintained techniques active, you would be unable to accumulate ki anymore). As for the Unification of Ki question, the real answer is I DON'T use unification of ki...so I don't handle it, sorry.

 

To Brewmaster:

Everyone loves Manowar! I'll analyze your techniques one by one.

 

THE POWER

Nice technique, but I dislike uneven maintenance (it really chews at you when working on character progression).

I'd make its cost rather

STR4 (Mant.1) / AGI 5 (Mant.1) / POW3 (Mant.1)

I'd probably also buy a -1Ki reduction for 10MK and lower AGI cost to 4. Like that it would be almost balanced...little more pricy, but the price would be more distributed (thus requiring lower Accumulations), so it should be ok.

 

BLACK ARROWS

Nothing to say here. Very well done.

 

DEFENDER

It's really hard to show you the "counts" but (for the exact same MK cost) you could make it like this:

STR11 (Mant.4) / AGI11 (Mant.4) / POW11 (Mant.4)

Again, I'm suggesting you to pay a couple more Ki at the moment you use it, but with the great advantage of an evenly split Maintenance cost.

I also have to tell you a sad thing about this technique. The Area Block Effect will affect only 1 Block per turn. If you want the Area Effect Block to apply to ALL blocks, you should apply it to an Energy Shield, as I did with the Fafnr technique (Song of Fire and Ice school). Since all "defensive buffs" apply to all blocks made with an Energy Shield. Aso note that if you switch it to an Energy Shield you don't need anymore to use the Multiple Block Bonus (a Single Block Bonus will apply on all Blocks with the Shield). The technique will change quite a bit, I must advice you, but just to show you an example of how it would be like:

Effect: Energy Shield 800 (Reg100), +50 Block, Area Block 30 feet, Maintained, -2Ki.

STR15 (Mant.4) / AGI15 (Mant.4) / POW15 (Mant.4)

MK: 75

As you can see, having ALL BLOCKS affect an area (with +50 to each) greatly increases the cost of the technique in Accumulated Ki, and mind that an Energy shield with "just" 800Life Points and 100 Regeneration might be a bit too frail at higher levels, if used to block attacks against the whole party.

 

DEMON'S WHIP

According to my Dominus Exxet, the correct cost for this technique would be 100 and not 95 (30foot distance attack: 10MK, PhR160: 35MK, Greater All Action Penalty: 5MK, -5KI: 50MK, Supernatural Attack 10MK, Half Damage -10MK).

I'd pay whatever possible with AGI to release a bit of "stress" from STR and POW...

STR13 / AGI7 / POW13

Like this it's just -4Ki, so the final cost would be 90MK.

I'd even suggest you to Increse distance to 100m (300 foot?) spending a total of 100MK and a Ki cost of:

STR13 / AGI11 / POW13

OR you might renounce to -2Ki and reach 500m distance (i don't know in foot...but it's the distance you pay 30MK), for 90MK and a well balanced ki cost of:

STR14 / AGI14 / POW14

 

A GOOD DAY TO DIE

Again the MK cost is wrong according to my Dominus Exxet. +5Attacks (60MK), Continuous (30MK), x3Damage Multiple (70MK), -5Ki (50MK), Complete Life Sacrifice (-25MK), Predetermined (-20MK) = 165MK

ANYWAY...Your technique is "faulted"...if you take Additional Attacks AND NOT Additional Limited Attack, any "bonus" you buy to the technique applies to ALL ATTACKS (well, at least the base attack + the additional attacks from the technique), so basically you DON'T NEED to buy X3Damage MULTIPLE, you can simply buy X3Damage Single with a HUGE discount in MK and Ki!

So the technique should be:

Effects: DamageX3, +5Additional Attacks, -4Ki.

Disadvantages: Complete Life Sacrifice, Predetermined.

STR17 / AGI17 / POW117

MK: 125

 

Hope this feedback was useful...



#18 ElricOfMelnibone

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Posted 26 October 2011 - 05:23 AM

ERRATA! I didn't consider the "continuous" effect of the last technique when making the ki cost count...

 

It is a good day to die!

Effects: +5Attacks (Continuous), x3Damage, -5Ki.

Disadvantages: Complete Life Sacrifice, Predetermination.

STR20 / AGI20 / POW20

MK: 135

 

Like this it should be perfect!

Now we're waiting for Sofia's creation!



#19 Sofia Corba

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Posted 26 October 2011 - 09:59 PM

Here is the actual draft of my Technique. My GM hasn't approved it yet, so i don't know if it will be allowed or changed. The names are online translations of the rumanian language, so please don't blame me, if the names are wrong. I don't speak this language. The Flavor Text may be wrong, too.

Since we use the Unification of Ki-Rules i don't differ which Ki will be used for maintaining a technique. Comments are welcome, since it's my first Technique built. It doesn't matter if these comments say it's crap or wrong. I really want to hear opinions since there may be errors in my built.

 

CALEA DI LUMINA
It is completely based on Light and Earth. The origin is unknown yet (since i don't know how my character will discover this Technique - it may be learned by a teacher, find on an old scroll... More can and will be told at the time my GM judged it.)
Techniques: 5 Total MK: 280.

 

 

 

Ucenicii statornic
Beginning from the Torso Ki is accumulating. The shoulders iluminate in a grey colour, becoming brighter, changing to marble looking and finally shining in a plain white at the hands. The hands including weapons and/or shield blur and the copies are able to deflect attacks. This technique can be maintained through following turns.
Level: 1
Effects: Block Ability (Multiple) +25, Additional Defenses +2,  Maintained
Disadvantages: Elemental Binding (Earth + Light)
6 POW, 5 CON, 5 STR, 3 DEX, 2 AGI 
Maintenance: 6
MK: 20

Lumina din întuneric
The arm the weapon flash brightly when hitting an enemy. On the enemy a fine and bright line becomes manifest on the hit location. A split second later the wound appears. This technique doubles the dealt damage and transfers it into Light damage. This is still a physical attack dealing physical damage. The only difference is regarding enemies immune / vulnerable to Light. This technique can be maintained through following turns.
Level 1
Effects: Damage Muliplier (Single) x2, Elemental Attack (Light), Maintained
Disadvantages: Elemental Binding (Earth + Light)
7 CON, 6 STR, 5 POW, 4 WIL
Maintenance: 5
MK: 30

Protectia Angels
Behind the user of the technique a bright figure with wings holding a huge shield appears. This being is transparent and not material and cannot be harmed. The Shield is a bigger version of the Shield the user is holding and seems to be connected. This barely visible angelic entity comes with an inhuman reaction and is able to block an attack allthough his protected one would'nt be able to react. Since the shield is much bigger it is much easier to block the incoming attack. This technique can be maintained through following turns.
Level 2
Block Ability (Single) +75, Foretell (Full), Maintained
Disadvantages: (Elemental Binding: Earth + Light, Tied to a Weapon: Shield)
7 POW, 7 STR, 5 DEX, 5 AGI, 5 WIL 
MK: 50

Ceresc mânia
Ceresc mânia is a devastating attack technique. During the attack the air around the technique user blurrs and an angelic beings appears. This entity simply consists of light and finishes the attack. Since it is immaterial it penetrates solid things and deals damage in a vital area. The dealt wound is inside the body of the attacked person and somewhat explodes through the skin. This technique lasts for 5 rounds.
Level 2
Effects: Supernatural Attack, Critical Enhancement (Single) +10 + Automatic Critical, Damage Augmentation (Single) +40, Minor Sustenance Disadvantages: (Elemental Binding: Earth + Light, Complex) 
13 CON, 7 POW, 7 STR, 7 WIL, 7 DEX
MK: 80

Martiri ai lui Dumnezeu
This power comes with a great sacrifice and responsibility since it is really powerful. The user concentrates his Ki for one purpose only. The destruction of his enemies. Jumping in the air he switches his weapon so that the weapon faces downwards and crashes it into the earth while he's landing. An enormoures copy of this weapon appeares in the air, shining bright and with wings attached to it. This copy strucks the user an enormous blow dealing 100 Damage (counts as vital sacrifice) at the very same moment the weapon connects with the earth. With a loud cry of sheer pain thousands of tiny copies emerge the body of the technique user flying in curves and hitting everything in an area of 3000 feet. Since this copys are immaterial they don't stop after hitting something or someone. The user can manifest shields of the same bright nature as the weapons to protect those he don't want to harm. These shields envelope the ones he want to be unharmed.
Level 3
Effects: Damage Muliplier (Single) x4, Area Attack (Single) 3000 feet + Target Choice, Supernatural Damage
Disadvantages: Elemental Bindings: Earth + Light, Determinaton, Vital Sacrifice: 100 Life Points
20 CON, 12 POW, 12 STR, 6 WIL
MK: 100

~ Sofia Corba



#20 ElricOfMelnibone

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Posted 27 October 2011 - 05:19 AM

All techniques seem correct, at least as far as MK cost is concerned (I don't have time right now to check all Ki costs). The school is very, very nice. I like both the flavour and the effects of the techniques, especially considering this is a really "cheap" (MK wise) technique school.

The only thing I would suggest you is: concentrate the ki cost of techniques on 3 stats. Considering it's Earth/Light school, probably Dex/Con/Pow would be a fitting set of stats or Str/Dex/Pow could do the trick.

Try to make all costs on three stats and leverage them as much as possible so that the cost of the techniques on the three stats is (almost) the same.

For being your first shot at it, great job anyway!






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