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ElricOfMelnibone

New Techniques

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 Sincerely, I have a personal love for Techniques with predetermined rolls. They allow you to spend your 60%DP for Combat SOLELY on Ki and Ki Accumulation, taking the BEST of a Domine out!

Actually, I'm considering the possibility of making a single tree out of Charizard/Squirtle/Bublasaur, a Tech-Tree that shapes the "Monsters" (I always give Gaia BG to my techniques, regardless of true origins) in ki and has them make their attacks and defend. It could be a 9 Techniques tree, with a Level1, a Level2 and a Level3 technique for each of the pokemons. If your character can wait for it, it will be a pure Domine school with predetermined rolls, definitely.

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May I suggest to open a different topic for this matter? It would be cool to collect techniques that are transcribed or inspired from games or animes (I allready did that myself), but for the overview, I think a seperate thematic thread would be better.
This one here is allready so full without all the possible cameo techniques.gui%C3%B1o.gif

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 I don't know...I find it useful having to look only into 1 topic to find all techniques from the forum users (which is the reason behind the fact that I made this topic). If you and other users find it better, though, to post anime/games/manga-inspired techniques somewhere else, I can do it. The problem is, on my advice, that Anima takes its moves from the anime/manga/jrpg world, so most often one makes something "inspired" by something else that is already existing...and the bonduary is pretty thin. But then again, if more users are ok with moving "particularly inspired techniques" somewhere else, I'm certainly going with the wishes of the most.

Unless we are moving, anyway, here are techniques inspired to Peach and POKEMON TRAINER. I'm really satisfied with both, especially with the Pokemon Trainer's one (although the very slight ki unbalance in the last technique drives me mad, but honestly that's the most efficient way of paying it and it's perfect like that).

PRINCESS STYLE:
Created by the Lucia, the wife of Zhorne Giovanni, Princess Style is a group of technique focalized on grace and elegance, as well as gentleness and kindness. It’s a definitely uncommon group of techniques that was passed down among the kindest-hearted noblewomen closely related to the Giovanni bloodline.
Techniques: 5 Total MK: 350.

VEGETABLE
Level 1
When using this technique, the princess moves to the ground where turnip leaves appear, then she pulls them an extracts a huge turnip made of ki that can be thrown at an enemy. Designed more to distract the enemies than anything else, the turnip is thrown with incredible accuracy but has an usually very low damage output. This technique allows its user to make a Distance Attack with a range of 20m with a bonus of +75 to the Attack roll, and a Base Damage equal to double the character’s Presence plus his Power Bonus, quantity which is halved.
Effects: +75Attack, 20m Distance Attack (2XPresence+PowBonus Damage), -1Ki.
Disadvantages: Half Damage.
DEX5 / AGI5 / POW5
MK: 30

PARASOL
Level 1
The summoning of a ki parasol allows the princess to float for a certain distance, allowing great mobility during a battle, assuming there’s even the slightest wind. This technique grants its user a bonus of +2Movement and +25 to the Jump Secondary Ability. This technique can be maintained through following turns. In order to use this technique at least 2 intensities of Air must be present.
Effects: +25Jump, +2Movment, Maintained, -1Ki.
Disadvantages: Minor Elemental Requirement (Air).
DEX4 (Mant.1) / AGI4 (Mant.1) / POW4 (Mant.1)
MK: 30

TOAD
Level 2
This technique allows the princess to summon an homunculus and interpose it between herself and the opponent. The homunculus will both absorb the hit instead of the princess and unleash retribution on the enemy, although this defensive technique is only effective against close range attacks. This technique allows its user to make a Defense against a melee Attack with a bonus of +75 to the Block roll, that if successful reflects the attack against the offender with a Final Attack ability equal to that scored by the attacker plus the Counterattack Bonus.
Effects: +75Block, Reflect Attack.
Disadvantages: Specialized Defense (Physical Attacks).
DEX9 / AGI9 / POW9
MK: 45

BOMBER
Level 2
With a sudden, and unpredictable move of the hips, the princess smashes the opponent with a devastating blow that sends them flying. This technique is physically really taxing. This technique allows its user to make an Attack with a bonus of +75 to the Base Damage and inflicting an Impact with an equivalent Strength of 16. The target of this attack must pass a Notice check against a difficulty of Inhuman or suffer from the Surprise penalty to the Defense roll. In order to use this technique the user must spend 4 Fatigue points in addition to accumulated Ki.
Effects: +75Damage, Disguised Attack (320), Impact16, -4Ki.
Disadvantages: -4Fatigue.
DEX10 / AGI10 / POW10
MK: 95

BLOSSOM
Level 3
With this final technique the princes gives a kiss in the air and her power amazes everyone around her making them unable to take any initiative, while the life energy is transferred to the user. This technique allows its user to make an Attack against all chosen targets within 50m of him, with a bonus of +100 to the Attack roll, inflicting no Damage. Targets hit by this attack have to pass 2 consecutive PhR checks against a difficulty of 200. Targets that fail the first check suffer a loss of Life Points equal to the failure level. Life points lost due to the check are drained by the user of this technique. Targets that fail the second check are fascinated for a number of minutes equal to the failure level.
Effects: +100Attack, 50m Area Attack (Target Choice), Supernatural State (PhR200, Life Drain & Fascination, Attack).
Disadvantages: No Damage.
DEX25 / AGI25 / POW25
MK: 150

MASTER OF MONSTERS:
The recent origin behind this unusual group of abilities is very mysterious and is said to track back to a young man of Lennet, named Ashu, who wanted to master the ability of summoning through Ki, but was rejected by his master. In anger, the young man devised the art of creating monsters themselves with ki, and transmitted it to a few friends of his, who kept teaching it to others. There are nowadays numerous variants of Master of Monsters, since often new users implement their own monsters, and the list of techniques described here is simply the one used by Ashu and those who follow the original teachings.
Techniques: 7 Total MK: 510.

SQUIRTLE
Level 1
The first of the three summoning techniques of Master of Monsters summons a water elemental, turtle-like creature, called Squirtle. The creature’s main focus is defending the user, thanks to its turtle-like carapace. This technique allows its user to make up to 4 penalty free Defenses with a Predetermined Final Defense value of 240. This technique can be maintained through following turns. In order to use this technique, the user must dispose of at least 2 Intensities worth of Water.
Effects: Predetermined Defense (240), +3Additional Defenses, Maintained, -1Ki.
Disadvantages: Minor Elemental Requirement (Water).
DEX10 (Mant.3) / POW10 (Mant.3) / WIL10 (Mant.3)
MK: 40

IVYSAUR
Level 1
The second summoning technique, Ivysaur is a quadruped reptile covered with leaves and a ivy flower on its back, whose primary role is supporting Charizard with distance attacks that can trap the opponent with its vines. This technique allows its user to make 1 Additional Independent penalty free Trap Distance Attack with a range of 20m and a Predetermined Final Attack value of 240, inflicting no Damage, with an equivalent Strength of 12. This technique can be maintained through following turns and the user may choose each turn if making a new attack or maintain a previously achieved Trap effect on its target.
Effects: +1Additional Limited Attack, Predetermined Attack (240), 20m Distance Attack, Trap12, Maintained, -1Ki.
Disadvantages: No Damage.
DEX16 (Mant.4) / POW16 (Mant.4) / WIL16 (Mant.4)
MK: 50

CHARIZARD
Level 1
Shaped as a flaming red dragon, Charizard is the third summoning technique, and the one designed specifically for frontal combat, thanks to its powerful fire breath. This technique allows its user to make a Heat Elemental Distance Attack with a range of 5m and a Predetermined Final Attack value of 240, with Base Damage equal to double the character’s Presence plus his Power Bonus +40. This technique can be maintained through following turns. In order to use this technique, the user must dispose of at least 2 Intensities worth of Fire.
Effects: Predetermined Attack (240), 5m Distance Attack (2XPresence+PowBonus Damage), Elemental Attack (Fire), +40Damage, Maintained.
Disadvantages: Elemental Requirement (Fire).
DEX12 (Mant.3) / POW12 (Mant.3) / WIL12 (Mant.3)
MK: 40

SQUIRTLE WATER CANNON
Level 2
By concentrating its water elemental energy, Squirtle produces a water stream that shields efficiently against enemies’ attacks that are simply pushed away. This technique allows its user to defend as if using a Supernatural Shield with 1000 Resistance Points and a Predetermined Final Defense value of 320. This technique can only be used while the Squirtle technique is maintained.
Effects: 1000Resistance Points Supernatural Shield, Predetermined Defense (320), -1Ki.
Disadvantages: Predetermined, Level 1 Maintained Technique (Squirtle).
DEX14 / POW14 / WIL14
MK: 50

BULLET SEED
Level 2
This technique is employed by Ivysaur once the Master begins being hurt by enemies. The monster starts to shoot seeds from his ivy within a very small range as a lethal barrage against all enemies getting too close to the master. This technique allows its user to make 1 Additional Independent Attack against all chosen targets within 5m of the user with a Predetermined Final Attack value of 320 and a Base Damage equal to Double the character’s Presence plus his Power Bonus +25. This technique can only be used while the Ivysaur technique is maintained, and only after a turn during which the user has suffered at least 10 points of Damage.
Effects: +1Additional Limited Attack, Predetermined Attack (320), +25Damage, 5m Area Attack (2XPresence+PowBonus Damage, Target Choice).
Disadvantages: Limit Condition (Suffer Damage), Level 1 Maintained Technique (Ivysaur).
DEX13 / POW13 / WIL13
MK: 50

ROCK SMASH
Level 2
Charisard’s special attack consists in grabbing a rock from a huge portion of the ground and smashing it against the opponent with all its strength. This technique allows its user to make an Attack with a Predetermined Final Attack value of 320, with a Base Damage of 450. This technique can only be used while the Charizard technique is maintained, and only while touching ground.
Effects: Predetermined Attack (320), Damage Substitution150, 3XDamage, -1Ki.
Disadvantages: Determined Terrain (On Ground), Level 1 Maintained Technique (Charizard).
DEX18 / POW18 / WIL18
MK: 90

TRIPLE FINISH
Level 3
A technique that can be achieved only when all monsters controlled by the master are fighting alongside him, Triple Finish unleashes the power of all three combined, creating an unbearable trail of destruction destruction that moves through all enemies standing in the way. This technique allows its user to make an Energy Distance Attack affecting all chosen targets in a line 250m long and 20m wide, with a Predetermined Final Attack value of 440, and a Base Damage equal to double the character’s Presence plus his Power Bonus, quantity which is multiplied by 4. This technique can only be used while the Squirtle, Ivysaur, and Charizard techniques are maintained.
Effects: Predetermined Attack (440), 250m Distance Attack (2XPresence+PowBonus Damage, Line of Destruction), 10m Area Attack (Target Choice), 4XDamage, Energy Attack.
Disadvantages: Level 1 Maintained Technique (Squirtle), Level 1 Maintained Technique (Ivysaur), Level 1 Maintained Technique (Charizard).
DEX30 / POW30 / WIL29
MK: 190
 

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 I get someone here has a liking for Peach...

Now, for today we have another princess and an Ice based technique based on two little hammer wielding guys!

 

WISDOM OF THE TRIFORCE:
Another Sylvain fighting technique associated with the cult of the Triforce, its only taught to women. It employs a vast array of spectacular moves that grant the upper-hand in a fight even against physically stronger opponents. For some unknown reason only Sylvain Women can master these techniques, and even then, only very few of them.
Techniques: 5 Total MK: 400.

DIN’S FIRE
Level 1
The base attack of Wisdom of The Triforce, Din’s Fire creates a fireball that starts moving n a strange way toward a far away enemy. This technique allows its user to make a Heat Elemental Distance Attack with a Range of 100m, with a bonus of +10 to the Attack Roll and a Base Damage equal to double the character’s Presence plus his Power Bonus. This technique can only be performed by a female Sylvain.
Effects: +10Attack, 100m Distance Attack (2XPresence+PowBonus Damage), Elemental Attack (Fire), -1Ki.
Disadvantages: Requirement (Female Sylvain).
AGI5 / POW5 / WIL5
MK: 30

FARORE’S WIND
Level 1
With a quick long-ranged teleport, the Sylvain moves away from incoming damage. The user can use this technique both to get away from the enemy or to get to a favorable position for attacking. This technique allows its user to make a defense with a bonus of +50 to the Dodge roll, followed by an Automatic Transport Movement of up to 100m. This technique can only be performed by a female Sylvain.
Effects: +50Dodge, 100m Automatic Transport.
Disadvantages: Requirement (Female Sylvain).
AGI6 / POW6 / WIL6
MK: 20

SHEIK TRANSFORMATION
Level 2
This technique is perhaps the strangest of all techniques from Wisdom of The Triforce, allowing its user to turn into an amazingly agile fighter, armed with a seemingly endless barrage of lethal throwing daggers. This allows the Sylvain to get more physical in her fighting, but blocks her from using other powers from Wisdom of The Triforce. This technique grants its user a bonus of +100 to Initiative, and a bonus of +40 to all Dodge rolls, and generates an unlimited number of +15 Quality Darts made of ki. This technique is automatically sustained for 5 turns, without need for paying any maintenance cost. After using this technique the user cannot accumulate ki for 5 turns. This technique can only be performed by a female Sylvain.
Effects: +40 Complete Dodge, +100Initiative, Physical Ki Weapon+15 (Unlimited), Lesser Sustainment.
Disadvantages: Requirement (Female Sylvain), Overcharge (5 turns).
AGI24 / POW23 / WIL23
MK: 100

NAYRU’S LOVE
Level 2
Nayru’s Love is a powerful defensive technique, summoning a prismatic shield of energy, that reflects attacks directed at the Sylvain maiden. Mastering this technique is very difficult, since the timing for interposing the flickering shield against attacks is kind of odd. This technique allows its user to Defend as if using a Supernatural Shield with 500 Resistance Points, suffering from the Complex rule, with a +50Dodge roll bonus, that on a successful defense, reflects the attack against the offender with a Final Attack value equal to that scored by the attacker plus the Counterattack Bonus. Esoteric Effects associated with a reflected attack are reflected as well. This technique can be maintained through following turns and the Supernatural Shield regenerates 250 Resistance Points each time the maintenance cost is paid. This technique can only be performed by a female Sylvain.
Effects: 500Resistance Points Supernatural Shield (Regeneration250), +50Dodge, Reflect Attacks (Esoteric Effects), Maintained.
Disadvantages: Requirement (Female Sylvain), Complex.
AGI18 (Mant.6) / POW19 (Mant.6) / WIL19 (Mant.6)
MK: 100

LIGHT ARROW
Level 3
Summoning an enormous bow made of light, the maiden unleashes a single arrow made of pure light, passing through everything it touches and inflicting almost sure death on all that stand in its way. This technique allows its user to make a Light Elemental Energy Distance Attack affecting all individuals within a line 1km long with a bonus of +200 to the Attack roll and a Base Damage equal to double the character’s Presence plus his Power Bonus, quantity which is tripled. This technique can only be performed by a female Sylvain. This technique has the Predetermined disadvantage.
Effects: 1km Distance Attack (2XPresence+PowBonus Damage, Line of Destruction), +200Attack, 3XDamage, Elemental Attack (Light), Energy Attack, -2Ki.
Disadvantages: Requirement (Female Sylvain), Predetermined.
AGI29 / POW29 / WIL29
MK: 150

Next will be a couple of flying pals, anyone guess?

ICE CLIMBING:
This is one of many Ice based technique, but unique in the fact that it relies on fighting with a warhammer and it is based on summoning a double of the user that will help on most situations. It is believed it was developed by a solitary traveler who went to Bekent and used it to explore a few mountains in the desolate vastness of the northern island.
Techniques: 5 Total MK: 390.

POPO AND NANA
Level 1
The base technique of Ice Climbing, summoning an almost undistinguishable mirror image of the user that helps in climbing operations and fights alongside the original. This technique generates a Mirror Image of the user that cannot be detected even by supernatural means unless a Notice check against a difficulty of Almost Impossible is passed and attacks following the rules for Ghostly Illusions against all those who don’t pass a PhR check against a difficulty of 180. In addition, this technique grants a bonus of +50 to the user’s Climb Secondary Ability. This technique can be maintained through following turns. This technique can be used only while fighting wielding a warhammer.
Effects: 1 Mirror Image (Undetectable240, PhR180Ghostly), +50Climb, Maintained.
Disadvantages: Weapon Bond (Warhammer).
AGI9 (Mant.3) / CON10 (Mant.3) / WIL10 (Mant.3)
MK: 45

ICE SHOT
Level 1
The only techinique of Ice Climbing that can be performed without need for the mirror image to be present, Ice Shot sees the user smashing the ground with his hammer forming an icicle that will go on a straight line and freeze anyone touched by it. This technique allows its user to make a Cold Elemental Distance Attack with a Range of 100m and Base Damage equal to double the character’s Presence plus his Power Bonus +10. This technique can be used only while fighting wielding a warhammer.
Effects: 100m Distance Attack (2XPresence+PowBonus Damage), +10Damage, Elemental Attack (Water).
Disadvantages: Weapon Bond (Warhammer).
AGI6 / CON6 / WIL6
MK: 25

SQUALL HAMMER
Level 2
By grabbing the hand of his clone and rotating, the two create a whirlwind of hammer blows that smashes everything nearby. This technique allows its user to make up to 2 penalty free Attacks affecting all individuals within 5m of him, with a Base Damage bonus of +75. This technique can be used only while fighting wielding a warhammer and maintaining the Popo and Nana technique.
Effects: +1 Additional Attack, 5m Area Attack, +75Damage.
Disadvantages: Weapon Bond (Warhammer), Level1 Maintained Technique (Popo and Nana).
AGI8 / CON8 / WIL8
MK: 40

BLIZZARD
Level 2
Acting both as a defensive and offensive tool, Blizzard is a fearsome technique. The user and his clone face opposite directions and blow a freezing wind that blocks incoming attacks and freezes anyone nearby. This technique allows its user to defend as if using a Supernatural Shield with 400Resistance Points, and to make a Cold Elemental Attack affecting all individuals within 5m of him, with a Base Damage equal to double the character’s Presence plus his Power Bonus. Targets hit by this attack must pass a PhR check against a difficulty of 160 or suffer from Total Paralysis for a number of turns equal to the failure level. This technique can be maintained through following turns, and the Supernatural Shield regenerates 100 Resistance Points each time the maintenance cost is paid. This technique can be used only while fighting wielding a warhammer and maintaining the Popo and Nana technique.
Effects: 400Resistance Points Supernatural Shield (Regeneration100), 5m Area Attack (2XPresence+PowBonus Damage), Supernatural State (PhR160, Total Paralysis, Attack), Elemental Attack (Water), Maintained.
Disadvantages: Weapon Bond (Warhammer), Level1 Maintained Technique (Popo and Nana).
AGI22 (Mant.4) / CON23 (Mant.4) / WIL23 (Mant.4)
MK: 100

ICEBERG
Level 3
A massive Ice based technique summoning an immense iceberg from underneath the enemies feet, taking them by surprise, which will inflict massive damage and flash-freeze touched enemies. This technique allows its user to make a Cold Elemental Attack affecting all individuals within 500m of him, with Base Damage equal to double the character’s Presence plus his Power Bonus. Targets hit by this attack must pass two PhR checks against a difficulty of 200. Targets that fail the first check suffer from Total Paralysis for a number of turns equal to the failure level. Targets that fail the second check suffer Damage equal to double the failure level. Targets of this technique must pass a Notice check against a difficulty of Zen or suffer from the Surprise penalty to their Defense roll. This technique can be used only while fighting wielding a warhammer and maintaining the Popo and Nana technique.
Effects: 500m Area Attack (2XPresence+PowBonus Damage), Disguised Attack (440), Supernatural State (PhR200, Total Paralysis & Double Damage, Attack), Elemental Attack (Cold), -1Ki.
Disadvantages: Weapon Bond (Warhammer), Level1 Maintained Technique (Popo and Nana).
AGI29 / CON29 / WIL29
MK: 180
 

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Here are the two flying guys I was talking about. Once again, I'm pretty satisfied with the results. I believe most of these techniques might be interesting for play, regardless of their "funny" origin being in Super Smash Bros...I'm definitely going to test these in my games (something my players won't be happy about, I'm pretty sure...).

 

DREAM KNIGHTHOOD:
Born in the Wake, Dream Knighthood’s techniques consist in fast and impossible maneuvers achieved using simply a sword and a mantle. In order to use them correctly a Dream Knight must be able to transmit ki to his mantle and control it properly, suing the Aquarius Magnus.
Techniques: 5 Total MK: 410.

DIMENSIONAL CAPE
Level 1
The user wraps his mantle around himself and warps for a brief instant into the Wake, disappearing from his/her opponent’s attack range, only to reappear an instant later in a different location, attacking from an unexpected direction. This technique allows its user to make a defense with a bonus of +50Dodge, followed by an Automatic Transport Movement of up to 10m, followed by an Attack, if the character is still allowed to attack during the same turn. The target of this attack must pass a Notice check against a difficulty of Almost Impossible or suffer from the Surprise penalty to his Defense roll. This technique can only be used while fighting using a mantle, employing Aquarius Magnus.
Effects: +50Dodge, 10m Automatic Transport, Disguised Attack (240), -2Ki.
Disadvantages: Generic Weapon Bond (Mantle).
DEX6 / AGI6 / POW6
MK: 45

DRILL RUSH
Level 1
Pointing the sword over the head Dream Knight starts to spin and fly onward like a drill, piercing all in his path with the sword. This technique allows its user to make a Distance Attack affecting all individuals within a line 20m long, with a bonus of +40 to the Attack Roll and Base Damage. This technique can be used only while fighting wielding a sword.
Effects: 20m Distance Attack (2XPresence+PowBonus Damage, Line of Destruction), +40Attack, +40Damage.
Disadvantages: Generic Weapon Bond (Sword).
DES9 / AGI9 / POW9
MK: 45

SHUTTLE LOOP
Level 2
The mantle of the Dream Knight gets the shape of bat wings and launches him high into the sky only to maneuver midair and come back gliding on the enemy with the sword. This technique allows its user to make a Defense with a Dodge roll bonus of +150, that if successful, allows its user to make an Attack with a Counterattack bonus of +150. The target of this attack must pass a Notice check against a difficulty of Impossible or suffer from the Surprise penalty to the defense roll. This technique can be used only while fighting wielding a sword and a mantle, employing the Aquarius Magnus.
Effects: +150Dodge, +150Counterattack, Disguised Attack (280), -2Ki.
Disadvantages: Generic Weapon Bond (Mantle), Generic Weapon Bond (Sword).
DEX19 / AGI19 / POW19
MK: 90

MACH TORNADO
Level 2
When using Mach tornado, the Dream Knight begins to spin with a speed sufficient to make him disappear in an impassible and lethal tornado of mantle and sword blades. This technique grants its user a bonus of +50 to all his Attack and Dodge rolls and makes all of its users’ attacks affect all indivisuals within 1m of him. This technique can be maintained through following turns. This technique can be used only while fighting wielding a sword and a mantle, employing the Aquarius Magnus.
Effects: +50Complete Attack, +50Complete Dodge, 5m Real Area Attack, Maintained.
Disadvantages: Generic Weapon Bond (Mantle), Generic Weapon Bond (Sword).
DEX18 (Mant.7) / AGI18 (Mant.7) / POW18 (Mant.7)
MK: 100

GALAXIA DARKNESS
Level 3
The Dram Knight makes a difficult movement trying to completely cover the opponent with a mantle, turning his world in a complete darkness, actually getting both into the deep darkness of the Wake for a brief instant. A second later, the Dream Knight slashes the opponent with a lethal cut. This technique allows its user to make an Attack, suffering from the Complex rule, with a bonus of +200 to the Attack roll and to the Base Damage. Targets of this technique must pass a Notice check against a difficulty of Zen or suffer from the Surprise penalty to their Defense roll. This technique can be used only while fighting wielding a sword and a mantle, employing the Aquarius Magnus.
Effects: +200Attack, +200Damage, Disguised Attack (440), -2Ki.
Disadvantages: Generic Weapon Bond (Mantle), Generic Weapon Bond (Sword), Complex.
DEX24 / AGI24 / POW24
MK: 130

ICARUS ASCENDING:
Created by the Ebudan, Icarus Ascending is a very particular fighting style designed to optimize fighting mobility as well as a versatile fighting style considering both defense and offense, both in close quarters and from the distance.
Techniques: 5 Total MK: 340.

PLUTENA’S BOW
Level 1
Creating a bow in his hands, the user gets the ability to attack enemies from quite afar. This technique generates a +10Quality Composite Bow made of ki, with unlimited ammunition of the same Quality. This technique can be maintained through following turns.
Effects: Physical Ki Weapon+10 (Projectile), Maintained.
Disadvantages: -.
DEX5 (Mant.1) / CON5 (Mant.1) / POW5 (Mant.1)
MK: 30

WINGS OF ICARUS
Level 1
Revealing the Ebudan origins of Icarus Ascending, Wings of Icarus relies on the ability of the user to fly, granting an exceptional extra boost of mobility. This technique grants its user a bonus of +3Movement. This technique can be maintained through following turns. This technique can be used only while flying.
Effects: +3Movement, Maintained, -1Ki.
Disadvantages: Condition (Flying).
DEX4 (Mant.1) / CON4 (Mant.1) / POW4 (Mant.1)
MK: 30

MIRROR SHIELD
Level 2
The defensive technique of Icarus Ascending, Mirror Shield slowly summons an unbreakable physical shield, blocking any incoming attack. This technique grants its user a bonus of +40 to all Block rolls and an AT of 6. This technique can be maintained through following turns. This technique has the Predetermined disadvantage.
Effects: +40Complete Block, AT6, Maintained, -1Ki.
Disadvantages: Predetermined.
DEX11 (Mant.3) / CON11 (Mant.3) / POW11 (Mant.3)
MK: 70

ANGEL RING
Level 2
Designed to support melee combat, Angel ring requires the user to be wielding Plutena’s Bow, and use much of his life energy to turn it into a blade that cuts through enemies with a whirling ring of destruction. The weapon can still revert anytime to the bow function, so the user is actually wielding a fully multifunctional weaponry. This technique generates a +10Quality Double-Edged Katana made of Ki and allows its user to make up to 7 penalty free Attacks. The opponents cannot Counterattack until the user of this technique has completed all his attack sequence. This technique can be maintained through following turns. This technique can only be used while the Plutena’s Bow technique is maintained. In order to use this technique the user has to Sacrifice 100 Life Points in addition to spend accumulated ki.
Effects: Physical Ki Weapon+10, +6Additional Attacks, Maintained, -2Ki.
Disadvantages: Level1 Maintained Technique (Plutena’s Bow), -100Life Points.
DEX18 (Mant.5) / CON18 (Mant.5) / POW18 (Mant.5)
MK: 95

PLUTENA’S ARMY
Level 3
Shooting an arrow to the sky with Plutena’s Bow, the user summons an entire army of Plutena Bow-wielding angel-like creatures (actually Ebudan archers), that suppress enemies within a large area with continuous arrow barrages. This technique allows its user to make up to 6 attacks affecting all chosen targets within 100m of him. This technique can be maintained through following turns. This technique can only be used while maintaining the Plutena’s Bow technique and fighting wielding the Plutena’s Bow. This technique has the Predetermined disadvantage.
Effects: 100Area Attack (Target Choice), +5Additional Attacks, Maintained, -2Ki.
Disadvantages: Level1 Maintained Technique (Plutena’s Bow), Specific Weapon Bond (Plutena’s Bow), Predetermined.
DEX22 (Mant.7) / CON22 (Mant.7) / POW22 (Mant.7)
MK: 115
 

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Well...in the end I did another one for today...one more Ancient Blood/Predetermined school. Funny one too.

 

WARRING PARTY:
Warring World is perhaps the strangest set of techniques ever developed by someone with Ancient Blood and relying on the nanomachines. In fact, it was developed by the bastard of a Senator, who travelled alone for a very long while, developing a strong bond to the Shajad Noah and an innate set of techniques. The descendants of this man often develop such techniques, which at least in theory could be used by anyone with nanomachines flowing in his blood.
Techniques: 5 Total MK: 480.

CHOMP
Level 1
The nanomachines form a chomping maw that attacks a close enemy. This technique allows its user to make an Additional Independent Attack with a Predetermined Final Attack value of 240, and a Base Damage of 100. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used by character’s with Ancient Blood.
Effects: Predetermined Attack (240), Damage Substitution (100), +1Additional Limited Attack, Combinable.
Disadvantages: Requirement (Ancient Blood).
DEX10 / AGI10 / CON11
MK: 30

CORKSCREW
Level 1
Flying in a spiraling move, the user of this technique is surrounded by nanomachines that catch nearby enemies and bite at them mercilessly. This technique allows its user to make an Attack affecting all individuals within 1m of him, with a Predetermined Final Attack value of 240, and a Base Damage of 50. Targets hit by this attack must pass a PhR check against a difficulty of 120 or suffer Damage equal to the failure level. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used by character’s with Ancient Blood.
Effects: Predetermined Attack (240), Damage Substitution (50), 1m Area Attack, Supernatural State (PhR120, Damage, Attack), Combinable.
Disadvantages: Requirement (Ancient Blood).
DEX15 / AGI15 / CON14
MK: 50

WARRING WAFT
Level 2
Using Warring Waft requiring complete concentration, as the combatant’s nanomachines synthesize a highly poisonous gas that is released from the user’s lower body through a vast area around him. This technique allows its user to make an attack against all individuals within 25m of him, with a Predetermined Final Attack value of 320, and a Base Damage of 100. Targets hit by this attack must pass a PhR check against a difficulty of 160 or suffer Damage equal to double the failure level. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used by character’s with Ancient Blood. This technique has the Predetermined disadvantage.
Effects: Predetermined Attack (320), Damage Substitution (100), 25m Area Attack, Supernatural State (PhR160, Double Damage, Attack), Combinable.
Disadvantages: Requirement (Ancient Blood), Predetermined.
DEX25 / AGI25 / CON25
MK: 100

WARRING BIKE
Level 2
Created both for increasing mobility and granting protection, Warring Bike forms a highly technological vehicle under the user, allowing him to move at amazing speed and shrug-off most incoming attacks. This technique grants its user a bonus of +4Movement and allows him to make up to 11 penalty free Defenses with a Predetermined Final Defense value of 320. This technique can be maintained through following turns. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used by character’s with Ancient Blood. In order to use this technique, the user must spend 6 Fatigue points in addition to accumulated Ki.
Effects: Predetermined Defense (320), +10Additional Defenses, +4Movement, Maintained, Combinable.
Disadvantages: Requirement (Ancient Blood), -6Fatigue.
DEX24 (Mant.8) / AGI24 (Mant.8) / CON24 (Mant.8)
MK: 100

WARRING-MAN
Level 3
An already amazing technique as of itself, Warring-Man is particularly powerful for it can enhance the effects of all other techniques from Warring Party, turning for a very short time the user in a very terrifying warring machine. This technique allows its user to make a Defense with a Predetermined Final Defense value of 440, and an Attack with a Predetermined Final Attack value of 440, and a Base Damage of 250. This technique is automatically sustained for 5 turns without need for paying any maintenance cost. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used by character’s with Ancient Blood. In order to use this technique, the user must spend 4 Fatigue Points and Sacrifice 75 Life Points in addition to spend accumulated ki.
Effects: Predetermined Attack (440), Predetermined Defense (440), Damage Substitution (250), Lesser Sustainment, Combinable, -2Ki.
Disadvantages: Requirement (Ancient Blood), -75Life Points, -4Fatigue.
DEX54 / AGI54 / CON54
MK: 200
 

 

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A couple more!

 

PRINCE OF KONG:
A technique employed by the Rakushian tribesmen of Nanwe, Prince of Kong seems much more influenced by the Imperial colonists and is thought to have developed by tribesmen that had somehow come into contact with Lost Logia technology or more probably witnessed its use and tried to imitate it.
Techniques: 5 Total MK: 350.

POPGUN
Level 1
As absurd as it may seem, this technique summons what appears to be a very crude pistol made of wood, shooting wood ammo and, as absurd as it may seem, such weapon has roughly the same proficiency of an ancient Solomon Pistol! This technique generates a +10Quality Solomon Pistol made of ki with unlimited ammunitions. This technique can be maintained through following turns.
Effects: Physical Ki Weapon+10 (Projectile), Maintained, -1Ki.
Disadvantages: -.
CON4 (Mant.1) / POW4 (Mant.1) / WIL4 (Mant.1)
MK: 40

MONKEY FLIP
Level 1
The user makes a backflip in midair, easily dodging any attack directed at him. This technique allows its user to make up to 2 penalty free Defenses with a bonus of +90 to the Dodge roll. This technique can be maintained through following turns.
Effects: +1Additional Defense, +90Dodge, Maintained, -1Ki.
Disadvantages: -.
CON9 (Mant.2) / POW9 (Mant.2) / WIL9 (Mant.2)
MK: 50

ROCKETBARREL BOOST
Level 2
A couple of barrels appear on the user’s shoulders erupting fire from the bottom directed end. For some incomprehensible reason, these items work as perfect Lost Logia Jet Packs. This technique grants its user a bonus of +2Movement and +100 to the Jump Secondary Ability. This technique can be maintained through following turns.
Effects: +2Movement, +100Jump, Maintained, -2Ki.
Disadvantages: -.
CON7 (Mant.2) / POW7 (Mant.2) / WIL7 (Mant.2)
MK: 65

BANANA PEEL
Level 2
The user leaves around banana peels charged with ki that make enemies stumble to the ground with almost ridiculous accuracy. This technique allows its user to make an Attack against all chosen targets within 5m of him, inflicting no Damage, but reducing the penalties for a Take Down Maneuver by -50, and with a +6Dexterity Bonus to the opposed Take Down check. Targets of this attack must pass a Notice check against a difficulty of Inhuman or suffer from the Surprise penalty to their Defense roll.
Effects: Disguised Attack (320), -50Take Down, +6Dexterity, 5m Area Attack.
Disadvantages: Requirement (Banana), No Damage.
CON13 / POW13 / WIL13
MK: 40

ROCKETBARREL BARRAGE
Level 3
Combining the powers of Rocketbarrel Boost and Popgun, this technique greatly enhances the potential of both, summoning two terrifyingly powerful Popguns as well as an extremely fast Rocketbarrel. This technique generates two +20Quality Solomon Pistols made of ki with unlimited ammunitions, with an extra bonus of +50 to the Base Damage, and grants its user a bonus of +5Movement, +150 to the Jump Secondary Ability, and +50 to all Dodge rolls. This technique can be maintained through following turns.
Effects: Physical Ki Weapon+20 (Projectile, 1Additional Weapon), +50Real Damage, +5Movement, +150Jump, +50Complete Dodge, Maintained, -1Ki.
Disadvantages: -.
CON35 (Mant.10) / POW35 (Mant.10) / WIL35 (Mant.10)
MK: 155

PK TECHNIQUES:
Developed by a Warrior Mentalist and used by this rare category of fighters, PK Techniques are unique, since their mastery is only possible to those blessed (or damned) with psychic powers. There may be some minor difference among the manifestation of these powers, due to the slightly different mind sets of users, but learning them always requires the user to learn many a Discipline.
Techniques: 5 Total MK: 370.

PK FIRE
Level 1
Only Pyrokinesis masters can learn how to use PK Fire, a very simple technique consisting in producing a flaming eruption at some distance from the user. This technique allows its user to make a Heat Elemental Distance Attack with a Range of 10m, and Base Damage equal to double the character’s Presence plus his Power Bonus +50. This technique can only be used by characters with Affinity for the Pyrokinesis Psychic Discipline.
Effects: 10m Distance Attack (2XPresence+PowBonus Damage), Elemental Attack (Fire), +50Damage, -2Ki.
Disadvantages: Requirement (Affinity to Pyrokinesis Discipline).
CON4 / POW4 / WIL4
MK: 40

PK THUNDER
Level 1
Based on Electrokinesis, this technique allows its user to release a long distance mind-controlled bolt of electricity following the user’s target. This technique allows its user to make an Electricity Elemental Distance Attack with a range of 100m, a bonus of +25 to the Attack roll, and a Base Damage equal to double the character’s Presence plus his Power Bonus. This technique can only be used by characters with Affinity for the Electromagnetism Psychic Discipline.
Effects: 100m Distance Attack (2XPresence+PowBonus Damage), Elemental Attack (Air), +25Attack, -2Ki.
Disadvantages: Requirement (Affinity to Electromagnetism Discipline).
CON6 / POW6 / WIL6
MK: 40

PSI MAGNET
Level 2
Specializing on the use of Psychic Shields, the user becomes capable of employing them to a superior degree and absorbing the energy of enemy techniques with it. This technique allows its user to make a Defense against a Ki Attack Technique with a bonus of +75Dodge that if successful allows its user to absorb up to 25Ki points spent in using such technique. This technique can only be used while fighting employing a Psychic Supernatural Shield.
Effects: 25Ki Absorption, +75Dodge, -3Ki.
Disadvantages: Specialized Defense (Ki Techniques), Generic Weapon Bond (Psychic Supernatural Shield).
CON7 / POW7 / WIL7
MK: 60

PK FLASH
Level 2
The user charges a huge light explosion around himself, inflicting severe damage and blinding all enemies caught in it. This technique allows its user to make a Light Elemental Attack affecting all chosen targets within 10m of him, with a Base Damage equal to double the character’s Presence plus his Power Bonus. Targets hit from this attack must pass a PhR check against a difficulty of 160 or become Blind for 1 hour for each 10 points of failure level. This technique can only be used by characters with Affinity for the Light Psychic Discipline and has the Predetermined disadvantage.
Effects: 10m Area Attack (2XPresence+PowBonus Damage, Target Choice), Elemental Attack (Light), Supernatural State (PhR160, Blindness, Attack), -1Ki.
Disadvantages: Requirement (Affinity to Light Discipline), Predetermined.
CON12 / POW12 / WIL12
MK: 60

PK FREEZE
Level 2
In this variant of PK Flash, the user employs his knowledge of Cryokinesis instead of Light, generating a freezing attack all around him. This technique allows its user to make a Cold Elemental Attack affecting all chosen targets within 10m of him, with a Base Damage equal to double the character’s Presence plus his Power Bonus. Targets hit from this attack must pass a PhR check against a difficulty of 160 or become affected from Partial Paralysis for a number of turns equal to the failure level. This technique can only be used by characters with Affinity for the Cryokinesis Psychic Discipline and has the Predetermined disadvantage.
Effects: 10m Area Attack (2XPresence+PowBonus Damage, Target Choice), Elemental Attack (Water), Supernatural State (PhR160, Partial Paralysis, Attack), -1Ki.
Disadvantages: Requirement (Affinity to Cryokinesis Discipline), Predetermined.
CON12 / POW12 / WIL12
MK: 55

STARSTORM
Level 3
By tapping into every last bit of his physical, mental, and spiritual resources, the psychic unleashes a devastating energy attack falling from the sky in the form of giant energy comets. This technique allows its user to make a Energy Attack affecting all chosen targets within 500m of him, with a bonus of +100Attack, and a Base Damage equal to double the character’s Presence plus his Power Bonus +150. This technique can only be used by characters with Affinity for the Energy Psychic Discipline. In order to use this technique, the user must spend 6 Fatigue Points in addition to accumulated Ki. The user of this technique cannot accumulate ki for 20 turns after using this technique.
Effects: +100Attack, +150Damage, 500m Attack (2XPresence+PowBonus Damage, Target Choice), Energy Attack, -2Ki.
Disadvantages: Requirement (Affinity to Energy Discipline), -6 Fatigue, Overcharge (20 turns).
CON20 / POW20 / WIL20
MK: 115
 

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 And now we have one that can really break some bones...

DREAM KING:
Another group of techniques developed in the Wake, Dream King is a somewhat brutal and lacking at all in subtley. Its techniques are mostly devised to inflict terrifying damage, capable of toppling mountains themselves.
Techniques: 5 Total MK: 410.

WADDLE DEE THROW
Level 1
The ki takes the shape of a small odd creature, called Waddle Dee, that is thrown at the enemy inflicting it several attacks before disappearing. This technique allows its user to make a Distance Attack with a range of 20m, negating up to 3 points of the target’s AT, with a Base Damage equal to double the character’s Presence plus his Power Bonus +40.
Effects: 20m Distance Attack (2XPresence+PowBonus Damage), -3AT, +40Damage.
Disadvantages: -.
STR5 / CON5 / POW5
MK: 30

SUPER JUMP
Level 1
When using Super Jump, the user quickly jumps in the air only to return on the ground stomping on its target with his full might and weight, literally squashing the enemy to the ground. This technique allows its user to make an Attack with a bonus of +50 to the Attack roll, and +100 to the Base Damage.
Effects: +50Attack, +100Base Damage.
Disadvantages: -.
STR7 / CON7 / POW7
MK: 45

INHALE ATTACKS
Level 2
When the maw of the user opens, it inhales everything directed at him, creating a cyclone sucking any attack directed against the user and making it harmless. This technique allows its user to make up to 11 penalty free Defenses with a bonus of +90 to the Block roll. This technique can be maintained through following turns.
Effects: +10Additional Defenses, +90Block, Maintained.
Disadvantages: -.
STR15 (Mant.5) / CON15 (Mant.5) / POW16 (Mant.5)
MK: 75

JET HAMMER
Level 2
The user charges an attack for a while, making its impact on the target literally unbearable. This is possibly one of the techniques with highest damage output in all Gaia. This technique allows its user to make an attack with tripled Base Damage +150, plus double the quantity of Life Points the user chooses to sacrifice while using the technique. This technique has the Predetermined disadvantage. In order to use this technique, the user must spend 4 Fatigue points in addition to accumulated Ki.
Effects: +150Damage (Double Life Sacrifice), 3XDamage.
Disadvantages: Predetermined, -4Fatigue.
STR16 / CON16 / POW15
MK: 100

WADDLE DEE ARMY
Level 3
The user summons an entire army of Waddle Dees that literally barrages the enemies with merciless and relentless assaults. This technique allows its user to make an Attack affecting all chosen targets within 500m of him, negating up to 6 points of the targets’ AT, with a bonus of +40 to the Attack roll and a Base Damage equal to double the character’s Presence plus his Power Bonus +100. This technique can be maintained through following turns. After using this technique, the user cannot accumulate Ki for 5 turns.
Effects: -6AT, +40Attack, +100Damage, 500m Area Attack (2XPresence+PowBonus Damage, Target Choice), Maintained, -2Ki.
Disadvantages: -.
STR20 (Mant.6) / CON20 (Mant.6) / POW20 (Mant.6)
MK: 160
 

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 Since yesterday there was no update, today I did double work with 4 new tech-trees…6 more to go, then the Super Smash Project is finally over!

DISTANT PLANET:
Used only by Star Children, Distant Planet is a group of techniques somehow kept in their DNA. Its first technique is very strange, since it summons a group of elemental entities that Star Children innately call Pikmin, bioengineered servants made by the Mother Ship and sent to their aid. Pikmins are later used to a vast array of uses.
Techniques: 5 Total MK: 380.

PIKMIN PLUCK
Level 1
The base technique of Distant Planet, Pikmin Pluck summons six Pikmin servants that help him in different tasksand allow him to pull out his different abilities. This technique allows its user to make up to 3 penalty free Attacks plus up to 2 Additional penalty free Actions, and up to 3 penalty free Defenses. This technique can be maintained through following turns. This technique can only be used by Star Children.
Effects: +2Additional Limited Attacks, +2Additional Defenses, +2Additional Actions, Maintained,-2Ki.
Disadvantages: Requirement (Star Children).
CON8 (Mant.2) / POW8 (Mant.2) / WIL8 (Mant.2)
MK: 45

PIKMIN ORDER
Level 1
Pikmin order allows its user to emit certain soundwaves that allow him to greatly improve his own coordination as well as that of any controlled Pikmin. This technique grants its user a bonus of +25 to all Attack rolls and all Dodge rolls. This technique can be maintained through following turns. This technique can only be used by a Star Children.
Effects: +25Complete Attack, +25Complete Dodge, Maintained, -2Ki.
Disadvantages: Requirement (Star Children).
CON11 (Mant.3) / POW11 (Mant.3) / WIL11 (Mant.3)
MK: 50

PIKMIN THROW
Level 2
Pikmin can be thrown in order to inflict absolutely unexpectedly some ridiculous damage at opponents, since the ethereal Pikmin gets stuck to the enemy and keeps striking the enemy. This technique allows its user to make an Energy Distance Attack with a Range of 20m with a Base Damage equal to double the character’s Presence plus his Power Bonus, quantity which is tripled. This technique can only be used by a Star Children and only while maintaining the Pluck Pikmin technique.
Effects: 20m Distance Attack (2XPresence+PowBonus Damage), 3XDamage, Energy Attack.
Disadvantages: Requirement (Star Children), Level1 Maintained Technique (Pluck Pikmin).
CON10 / POW10 / WIL10
MK: 75

PIKMIN CHAIN
Level 2
The Star Children uses the Pikmin to form an unbreakable chain that traps the enemy, which is then continuously attacked by the creatures keeping it in place. This technique allows its user to make a penalty free Trap Distance Attack with a Range of 10m, a Base Damage equal to double the character’s Presence plus his Power Bonus, and an equivalent Strength f 16. If the target is hit, he must pass a PhR check against a difficulty of 140 or suffer Damage equal to the failure level. The Trap effect on the target can be maintained by paying this technique’s maintenance cost and the trapped target must pass again the PhR check, each turn the Trap is maintained. This technique can only be used by a Star Children and only while maintaining the Pluck Pikmin technique.
Effects: 10m Distance Attack (2XPresence+PowBonus Damage), Trap16, Supernatural State (PhR140, Damage, Attack), Maintained (Trap Effect and Supernatural State on Target).
Disadvantages: Requirement (Star Children), Level1 Maintained Technique (Pluck Pikmin).
CON12 / POW12 / WIL12
MK: 50

END OF DAY
Level 3
An awesome final technique, End of Day turns the Pikmins in an immense space capsule around the Star Children and his friends, which are first skyrocketed to the sky and then sent back to the ground, inflicting the same impact as a small meteor. This technique grants its user an Unmodified AT of 8, and allows its user to make an Attack affecting all Chosen Targets within 100m of him, with a bonus of +100 to the Attack Roll, and a Base Damage equal to double the character’s Presence plus his Power Bonus, quantity which is tripled. This technique can only be used by a Star Children and only while maintaining the Pluck Pikmin technique. This technique has the Predetermined disadvantage.
Effects: AT8 (Unmodified), +100Attack, 100m Area Attack (2XPresence+PowBonus Damage, Target Choice), 3XDamage, -3Ki.
Disadvantages: Requirement (Star Children), Level1 Maintained Technique (Pluck Pikmin), Predetermined.
CON24 / POW24 / WIL24
MK: 160

LORD’S BLADE:
Another group of techniques used by officers of Zebulos, Lord’s Blade is much more refined than Vanguard Sword as it’s primarily based on keeping the enemy at some distance and striking it right with the point of the sword, which is the only weapon that can be used for such techniques, unlike Vanguard Sword which, despite the name, can be adapted to multiple weapons.
Techniques: 5 Total MK: 410.

SWORD DANCE
Level 1
This technique unleashes a rapid sequence of attacks with the objective of unbalancing the opponent and placing him into a favorable position to put him at weapon’s point. This technique allows its user to make up to 4 penalty free Attacks, the last one of which reduces the penalty for a Put at Weapon’s Point Maneuver by -50. The opponents cannot counterattack until this character has completed his whole Attack sequence. This technique can only be used while fighting wielding a sword.
Effects: +3Additional Limited Attacks (Continuous), -50Put at Weapon’s Point.
Disadvantages: Generic Weapon Bond (Sword).
DEX10 / AGI9 / POW10
MK: 50

TACTICAL COUNTER
Level 1
An impressive defensive technique, Tactical Counter allows making an almost perfect block, quickly followed by a movement that easily gets the user to a favorable position. This technique allows its user to make a Defense with a bonus of +75Block, that if successful, allows its user to make a Counterattack with a bonus of +100 to the Attack roll, and reducing the penalty for a Put at Weapon’s Point Maneuver by -50. This technique can only be used while fighting wielding a sword.
Effects: +75Block, +100Counterattack, -50Put at Weapon’s Point.
Disadvantages: Generic Weapon Bond (Sword).
DEX11 / AGI11 / POW11
MK: 50

DOLPHIN SLASH
Level 2
Once the opponent is Put at Weapon’s Point, it’s a child’s play for the user of Lord’s Blade eliminating it with a sudden jumping movement, slicing through the opponent’s body. This technique grants its user a bonus of +150 Initiative and allows him to make an Attack with a bonus of +150 to the Attack roll. This technique can only be used against a target Put at Weapon’s Point. This technique can only be used while fighting wielding a sword.
Effects: +150Initiative, +150Attack.
Disadvantages: Generic Weapon Bond (Sword), Combat Situation (Put at Weapon’s Point).
DEX12 / AGI13 / POW12
MK: 60

SHIELD BREAKER
Level 2
Another attack technique designed to finish-off opponents, Shield Breaker was specifically designed to pierce through heavily armored and particularly resilient opponents, and although slower than Dolphin Slash, it compensates with raw destructive power. This technique allows its user to make an Attack with a bonus of +150 to the Attack roll, ignoring up to 7 points of the target’s AT, and with doubled Base Damage. This technique can only be used against a target Put at Weapon’s Point. This technique can only be used while fighting wielding a sword.
Effects: +150Attack, -7AT, 2XDamage, -2Ki.
Disadvantages: Generic Weapon Bond (Sword), Combat Situation (Put at Weapon’s Point).
DEX17 / AGI17 / POW17
MK: 90

CRITICAL HIT
Level 3
Designed to face multiple opponents and maximize damage, Critical Hit is a fearsome technique. The user concentrates and moves in a straight line at bullet-speed, cutting through anyone in his way with lethal precision. Unfortunately, this technique requires complete concentration, leaving the user vulnerable to attacks. This technique allows its user to make a Distance Attack using himself as a bullet, affecting all individuals within a line 20m long, with a bonus of +150 to the Attack roll and tripled Base Damage. If the technique inflicts any damage, it automatically scores a Critical with a bonus of +200 to the Critical Level. This technique can only be used while fighting wielding a sword. This technique has the Predetermined disadvantage. The user of this technique cannot Defend during the same turn he uses the technique.
Effects: +150Attack, 3XDamage, +200Critical (Automatic), 20m Distance Attack (Projection, Line of Destruction), -1Ki.
Disadvantages: Generic Weapon Bond (Sword), No Defense, Predetermined.
DEX28 / AGI28 / POW28
MK: 160

THE GREEN PLUMBER:
Created by the less known brother of a famous hero from Remo dressed in green and named Luigi, The Green Plumber is a group of interesting techniques mixing-up absolutely unpredictable effects, even compared to the most known The Red Plumber. As for The Red Plumber, it has been taught to few adepts within these last years but it is believed that only the its original master still owns all of the five techniques.
Techniques: 5 Total MK: 420.

GREENBALL
Level 1
Creating spheres of oddly green fire in the user’s hand, it shoots them to a very long distance, although they don’t seem to catch enemies on fire. This technique allows its user to make a Distance Attack with a range of 100m and Base Damage equal to double the character’s Presence plus his Power Bonus.
Effects: 100m Distance Attack (2XPresence+PowBonus Damage), -1Ki.
Disadvantages: -.
DEX3 / AGI3 / POW3
MK: 30

GREEN JUMP PUNCH
Level 1
The Green Jump Punch works similarly to The Red Plumber’s Super Jump Punch, but it actually inflicts less hits and is a bit more risky, since at the end of the attack the user lands upside-down, although it has the great advantage of not requiring any gold, possibly because Luigi was never as successful as Mario and hence needed to modify the technique as such. This technique allows its user to make up to 5 penalty free Attacks, the last one of which suffers from the Complex rule. The opponent cannot Counterattack until the whole attack sequence is completed.
Effects: +4Additional Limited Attacks (Continuous).
Disadvantages: Complex.
DEX9 / AGI9 / POW9
MK: 45

GREEN MISSILE
Level 2
By charging up energy inside himself, the user explodes in a burst of energy that, although dangerous for the user himself, sends him flying toward the enemy with incredible strength. This technique allows its user to make a Distance Attack with a range of 100m using himself as a bullet, suffering from the Complex rule, with a Base Damage equal to double the character’s Presence plus his Power Bonus, quantity which is tripled, and inflicting an Impact with an equivalent Strength of 16. This technique has the Predetermined disadvantage.
Effects: 100m Distance Attack (2XPresence+PowBonus Damage, Projection), 3XDamage, Impact16, -3Ki.
Disadvantages: Predetermined, Complex.
DEX14 / AGI14 / POW14
MK: 100

GREEN CYCLONE
Level 2
The user of Green Cyclone starts to spin, hitting multiple times nearby enemies with his weapons and deflecting attacks directed against the user. This technique grants a bonus of +40 to all Dodge rolls and allows its user to make up to 5 penalty free Attacks affecting all enemies within 1m of him.
Effects: 1m Area Attack, +4Additional Attacks, +40Complete Dodge, -1Ki.
Disadvantages: -.
DEX14 / AGI14 / POW14
MK: 85

NEGATIVE ZONE
Level 3
A green bubble surrounds the user damaging enemies as well as interfering with their every move, as if they couldn’t control their bodies. The very good thing of this move is that it does not impair at all the user form acting on his own accord. This technique allows its user to make an Additional Independent Attack, affecting all chosen targets within 5m of him, with a bonus of +40 to the Attack roll, and a Base Damage equal to double the character’s Presence plus his Power Bonus. Targets hit from this technique must pass 2 consecutive PhR checks against a difficulty of 200. Those who fail the first check suffer Damage equal to the failure level. Those who fail the second check suffer an All Action Penalty equal to the failure level, that recovers at a rate of -5 per turn. This technique can be maintained through following turns.
Effects: +1Additional Limited Attack, +40Attack, 5m Area Attack (2XPresence+PowBonus Damage, Target Choice), Supernatural State (PhR200, Damage & Minor All Action Penalty, Attack), Maintained, -1Ki.
Disadvantages: -.
DEX23 (Mant.5) / AGI23 (Mant.5) / POW23 (Mant.5)
MK: 160

AURA RETRIBUTION:
Developed in Shivat, Aura Retribution is a group of techniques designed to revert against the offender the punishment suffered by the user. The more a user of Aura Retribution is injured, the more his attacks become effective and its true potential can only be unleashed when the user masters the Samiel Magnus, which is based on the same principle.
Techniques: 5 Total MK: 380.

DOUBLE TEAM
Level 1
A defensive and offensive technique at the same time, Double Team makes the user disappear in a cloud when attacked by an enemy, only to reappear behind him and strike him unpredictably. This technique allows its user to make a defense with a bonus of +100Dodge and an Attack that requires the opponent to make a Notice check against a difficulty of Almost Impossible or suffer from the Surprise penalty to the Defense roll. This technique can only be used in a turn following one during which the user suffered at least 10 points of Damage.
Effects: +30Dodge, Disguised Attack (240), -2Ki.
Disadvantages: Limit Condition (Suffer Damage).
AGI8 / POW8 / WIL8
MK: 50

EXTREME SPEED
Level 1
By turning the pain from suffered damage into energy, the user becomes as fast as a bullet. This technique grants its user a bonus of +3Movement and +100Initiative. This technique can be maintained through following turns. This technique can only be used in a turn following one during which the user suffered at least 10 points of Damage.
Effects: +3Movement, +100Initiative, Maintained.
Disadvantages: Limit Condition (Suffer Damage).
AGI8 (Mant.2) / POW8 (Mant.2) / WIL8 (Mant.2)
MK: 35

FORCE PALM
Level 2
By a fast imposition of his hand, the user sends a ki mental shockwave, charged with suffered pain, against the opponent that is blacked out. This technique allows its user to make an Attack with a +75 Bonus to the Attack Roll, and inflicting no damage. If the attack hits the target, it must pass a PhR check against a difficulty of 160 or fall Unconscious for 1 hour for each 10 points of failure level. This technique can only be used in a turn following one during which the user suffered at least 10 points of Damage.
Effects: +75Attack, Supernatural State (PhR160, Unconsciousness, Attack).
Disadvantages: Limit Condition (Suffer Damage), No Damage.
AGI13 / POW13 / WIL13
MK: 80

AURA SPHERE
Level 2
By concentrating the energy produced by all suffered punishment in a single point, the user releases a devastating sphere of energy against an opponent. This technique allows its user to make an Energy Distance Attack with a range of 50m, with a Bonus of +90 to the Attack roll, and Base Damage equal to double the character’s Presence plus his Power Bonus +50, plus any quantity of Damage suffered by the user so far. This technique can only be used in a turn following one during which the user suffered at least 10 points of Damage. This technique has the Predetermined disadvantage.
Effects: +90Attack, 50m Distance Attack (2XPresence+PowBonus Damage), +50Damage (Limit Damage), Energy Attack, -2Ki.
Disadvantages: Limit Condition (Suffer Damage), Predetermined.
AGI16 / POW16 / WIL16
MK: 85

AURA STORM
Level 3
Only masters of Samiel which have just suffered severe punishment can pull out all their pain-born energy into a ray of energy that is controlled by the user to devastate all surrounding enemies. This technique allows its user to make an Energy Attack affecting all chosen targets within 50m of him, with a bonus of +125 to the Attack roll, and a Base Damage equal to double the character’s Presence plus his Power Bonus +125, plus any quantity of Damage suffered by the user so far. This technique can only be used in a turn following one during which the user suffered at least 10 points of Damage. This technique can only be used while making an attack benefitting from bonus from the Samiel Magnus.
Effects: +125Attack, +125Damage (Limit Damage), 50m Area Attack (2XPresence+PowBonus Damage, Target Choice), Energy Attack.
Disadvantages: Limit Condition (Suffer Damage), Generic Weapon Bond (Samiel).
AGI24 / POW24 / WIL24
MK: 130
 

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 Looks like in the end I made one more today…that''s the last "Predetermined Roll" one, at least as far as this batch goes.

R.O.B. RECALL:
Another weird set of techniques used by Star Children, R.O.B. Recall sends a mechanical silhouette and a powerful fighting tool directly from the Mothership in order to employ a set of devastating, high tech, maneuvers.
Techniques: 5 Total MK: 490.

ROBO BURNER
Level 1
By getting the R.O.B. suit, the Star Child becomes extremely resilient to damage, as well as benefitting from a greatly enhanced mobility, but most importantly becomes able to use higher level techniques from the same school. This technique grants its user a bonus of +3Movement and allows him to Defend as a Damage Accumulation being with 800 additional Life Points, which are the first lost, should the user suffer any damage and an AT of 4. This technique can be maintained through following turns and the additional Life Points pool regenerates 100 Life Points each time the maintenance cost is paid. This technique can only be used by Star Children.
Effects: 800Life Points Damage Accumulation (Regeneration100), +3Movement, Maintained.
Disadvantages: Requirement (Star Children).
CON11 (Mant.3) / POW11 (Mant.3) / WIL11 (Mant.3)
MK: 45

GYRO
Level 1
This technique summons directly from the Mothership a powerfully charged Gyro that can be efficiently used by the R.O.B. suit, or by the Star Child himself who seems to get innate knowledge of its correct use. This technique generates a +10Quality Chakram made of Ki and allows its user to make an Attack with a Predetermined Final Attack value of 240 and a Base Damage Bonus of +40. This technique can be maintained through following turns. This technique can only be used by Star Children.
Effects: Physical Ki Weapon+10, +40Damage, Predetermined Attack (240), Maintained, -1Ki.
Disadvantages: Requirement (Star Children).
CON13 (Mant.3) / POW13 (Mant.3) / WIL13 (Mant.3)
MK: 45

ARM ROTOR
Level 2
By employing the R.O.B. suit for a fast spinning attack, the Star Child unleashes it’s armored fury against all nearby enemies, and temporarily increases his resistance to incoming blows. This technique allows its user to Defend as a Damage Accumulation being with 1200 additional Life Points, which are the first lost, should the user suffer any damage and an AT of 4, and to make an Attack affecting all chosen targets within 5m of him with a Predetermined Final Attack value of 320, and a Base Damage of 180. This technique can only be used by Star Children. This technique can only be used while maintaining the Robo Burner technique.
Effects: 1200Life Points Damage Accumulation, 5m Area Attack (Target Choice), Predetermined Attack (320), Damage Substitution (180).
Disadvantages: Requirement (Star Children), Level 1 Maintained Technique (Robo Burner).
CON21 / POW21 / WIL21
MK: 100

ROBO BEAM
Level 2
Using the energy contained in the R.O.B. suit, the Star Child becomes able to emit a terrifyingly powerful long distance beam attack. This technique allows its user to make an Energy Distance Attack with a range of 100m, with a Predetermined Final value of 320, and Base Damage 360. This technique can only be used by Star Children. This technique can only be used while maintaining the Robo Burner technique.
Effects: 100m Distance Attack, Predetermined Attack (320), Damage Substitution (180), 2XDamage, Energy Attack.
Disadvantages: Requirement (Star Children), Level 1 Maintained Technique (Robo Burner).
CON19 / POW20 / WIL20
MK: 100

DIFFUSION BEAM
Level 3
The final power of the R.O.B suit, called Diffusion Beam, is a powerful spiraling continuous beam of energy that protects the Star Child from incoming attack as well as persistently damaging nearby enemies. This technique allows its user to Defend as if employing a Supernatural Shield with 2000 Resistance Points, with a Predetermined Final Defense value of 440, and to make an Additional Independent Energy Attack affecting all chosen targets within 5m of him, with a Predetermined Final Attack value of 440 and a Base Damage equal to double the character’s Presence plus his Power Bonus. This techniquecan be maintained through following turns, and the Supernatural Shield regenerates 500 Resistance Points each time the maintenance cost is paid. This technique can only be used by Star Children. This technique can only be used while maintaining the Robo Burner technique.
Effects: 2000 Resistance Points Supernatural Shield (Regeneration500), Predetermined Defense (440), +1Additional Limited Attack, Predetermined Attack (440), Energy Attack, 5m Area Attack (2XPresence+PowBonus Damage, Target Choice), Maintained.
Disadvantages: Requirement (Star Children), Level 1 Maintained Technique (Robo Burner).
CON54 (Mant.15) / POW54 (Mant.15) / WIL54 (Mant.15)
MK: 200
 

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Three more today! Only two more to come! Next one will be Ancient Blood-Limited group of techniques WITHOUT predetermined rolls, and the last one will make Celeritas users look slow! But for now…

 

2D FIGHTING:
2D Fighting is a group of techniques turning the user in a 2D black silhouette that can move in a very strange and unpredictable way, since it seems to bend reality around it. The origins of this technique are completely unknown, but it’s certain that whoever created it was almost completely mad.
Techniques: 5 Total MK: 400.

2D SHAPE
Level 1
The first technique of 2D Fighting allows its user to become the black 2D silhouette, hence becoming incredibly hard to hit, as well as extremely light and capable of jumping over any obstacle. This technique grants its user a bonus of +1Movement, +50 to the Jump Secondary Ability, and +40 to all Dodge rolls. This technique can be maintained through the following turns.
Effects: +40Real Dodge, +50Jump, +1Movement, Maintained.
Disadvantages: -.
AGI10 (Mant.3) / CON10 (Mant.3) / WIL10 (Mant.3)
MK: 40

2D CHEF
Level 1
Requiring mastery of Sagittarius Magnus, 2D Chef generates what seems like a pan that shoots a limitless number of food silhouettes. Clearly the Sagittarius Magnus is required to make such objects lethal, although such silhouettes seem to have much more lethality than common objects thrown through the Magnus. This technique generates a limitless number of +10Quality Improvised Throwing Objects, and allows its user to make an Attack with a +40Attack Bonus. This technique can be maintained through following turns. This technique can only be used while fighting employing the Sagittarius Magnus.
Effects: Physical Ki Weapon+10 (Unlimited), +40Attack, Maintained, +2Ki.
Disadvantages: Generic Weapon Bond (Sagipttarius).
AGI11 (Mant.3) / CON11 (Mant.3) / WIL11 (Mant.3)
MK: 40

JUDGE
Level 2
By smashing the opponent with a slow move of an hammer silhouette and holding a sign with a number, the user unleashes an attack which can cause the most disparate effects on its target, although no immediate damage seems to be caused. This technique allows its user to make an Attack with a bonus of +100Attack, inflicting no Damage. The target of this attack must pass four consecutive PhR checks against a difficulty of 160. If the target fails the first check, he suffers a PhR reduction equal to the failure level. If the target fails the second check, he suffers a Life Points loss equal to the failure level. Life Points lost due to the failure of this check are drained by the user of this technique. If the target fails the third check, he suffers Damage equal to the failure level. If the target fails the fourth check, he suffers an All Action Penalty equal to the failure level, which is recovered at a rate of -5 points per turn. This technique has the Predetermined disadvantage.
Effects: +100Attack, Supernatural State (PhR160, PhR reduction & Life Drain & Damage & Minor All Action Penalty, Attack), -3Ki.
Disadvantages: Predetermined, No Damage.
AGI20 / CON20 / WIL20
MK: 90

OIL PANIC
Level 2
The user of Oil Panic puts out an oil drum silhouette to stop intercept incoming projectiles, absorb them and turn them into oil that is directly spilled against the offenders. This technique allows its user to Defend as if employing a Supernatural Shield with 500 Resistance Points, working only against Distance Attacks, that on a successful Defense, reflects any incoming attack against the offender, with a Final Attack value equal to that scored by the attacker, plus the Counterattack Bonus. This technique can be maintained through following turns and the Supernatural Shield recovers 500 Resistance Points each time the maintenance cost is paid.
Effects: 500Resistance Points Supernatural Shield (Regeneration500), Reflect Attack, Maintained.
Disadvantages: Specialized Defense (Projectiles).
AGI17 (Mant.5) / CON17 (Mant.5) / WIL17 (Mant.5)
MK: 75

OCTOPUS
Level 3
The final, incredible power of the black 2D silhouette turns the user into a giant Octopus silhouette, withstanding any level of punishment and attacking with multiple tentacles, that for some odd reason, don’t seem capable of grabbing adversaries, but inflict severe damage just by contact. This technique allows its user to Defend as a Damage Accumulation being with 1500 Additional Life Points, which are the first lost, in case he suffers Damage and an AT of 4, and to make up to 7 penalty free Distance Attacks with a Range of 10m, a bonus of +90 to the Attack roll, and a Base Damage equal to double the character’s Presence plus his Power Bonus. This technique can be maintained through the following turns, and the additional Life Points pool regenerates 500 Life Points each time the maintenance cost is paid. In order to use this technique, the user must Sacrifice all its remaining Life Points, in addition to spend accumulated Ki. After interrupting using this technique, the user suffers a -150All Action Penalty that recovers at a rate of -5 per turn. This technique has the Predetermined disadvantage.
Effects: 1500 Life Points Damage Accumulation (Regeneration500), +90Attack, +7Additional Attacks, 10m Distance Attack (2XPresence+PowBonus Damage), Maintained, -5Ki.
Disadvantages: -150All Action Penalty, Complete Life Sacrifice, Predetermined.
AGI40 (Mant.13) / CON40 (Mant.13) / WIL40 (Mant.13)
MK: 155

 

POWER OF THE TRIFORCE:
The last one of the three tech-trees inspired by a strange Sylvain cult, Power of The Triforce set of techniques seems more like a Duk’Zarist design, than a Sylvain, since it’s bond to Darkness and Fire forces. The users of Power of The Triforce are in fact characterized by a dark demeanor and usually abide by the ideals of Shajads and Gaira, which is very unusual for Sylvain standards.
Techniques: 5 Total MK: 420.

FLAME CHOKE
Level 1
Instantly moving toward an enemy, the user of Flame Choke grabs it by the throat and smashes it to the ground, while hitting it with his weapon. This technique allows its user to make an Automatic Transport Movement of up to 10m, followed by an Attack with a bonus of +40 to the Attack Roll and +50 to the Base Damage.
Effects: +40Attack, +50Damage, 10m Automatic Transport, -2Ki.
Disadvantages: Elemental Binding (Darkness/Fire).
STR5 / DEX5 / WIL5
MK: 40

DARK DIVE
Level 1
By grabbing an enemy, the user jumps in the air and unleashes a terrifying amount of dark energy on him through his weapons. This technique allows its user to make an Attack with a bonus of +90Attack, and doubled Base Damage.
Effects: +90Attack, 2XDamage, -1Ki.
Disadvantages: Elemental Binding (Darkness/Fire).
STR8 / DEX8 / WIL8
MK: 45

WIZARD’S FOOT
Level 2
Only those who can control magic can use Wizard’s Foot powers. By sliding to the ground surrounded by dark flames, the user inflicts massive damage on all those in his way. This technique allows its user to make a Distance Attack using himself as a bullet, affecting all targets within a line 10m long, with a Base Damage equal to double the character’s Presence plus his Power Bonus +100. This technique can only be used by character’s with The Gift.
Effects: 10m Distance Attack (2XPresence+PowBonus Damage, Projection, Line of Destruction), +100Damage.
Disadvantages: Elemental Binding (Darkness/Fire), Requirement (The Gift).
STR10 / DEX9 / WIL10
MK: 50

WARLOCK’S PUNCH
Level 2
The trademark technique of Power of The Triforce, Warlock Punch once again taps on the character’s Magic nature to unleash a direct attack of immeasurable power, sending the enemy flying. This technique allows its user to make an Attack with a +150Attack bonus and tripled Base Damage, inflicting an Impact with an equivalent Strength of 16. This technique can only be used by character’s with The Gift.
Effects: +150Attack, 3XDamage, Impact16.
Disadvantages: Elemental Binding (Darkness/Fire), Requirement (The Gift).
STR19 / DEX20 / WIL19
MK: 85

BEAST GANON
Level 3
Revealing definitely the dark nature of Power of The Triforce, Beast Ganon surrounds the user with an aura resembling a gigantic demon beast summoned from the deepest pits of hell, turning briefly the user into a completely unstoppable harbinger of destruction, whose mere sight can paralyze enemies with sheer terror, although the user himself is drained and left almost defenseless after using this technique. This technique grants its user a bonus of +100 to all Attack rolls and to the Base Damage of all his attacks. Moreover, all individuals with visual contact toward the user and within 50m of him, must pass a PhR check against a difficulty of 180 or be affected from the Terror state for a number of minutes equal to the failure level. This technique can only be used by character’s with The Gift. After using this technique, the user suffers a -150All Action Penalty that recovers at a rate of -5 per turn.
Effects: Supernatural State (PhR180, Terror, 50m Multiple Target Sight), +100Complete Attack, +100Real Damage, -1Ki.
Disadvantages: Elemental Binding (Darkness/Fire), Requirement (The Gift), -150All Action Penalty.
STR40 / DEX40 / WIL40
MK: 200

 

PUFFING POWERS:
Of all techniques ever designed, Puffing Powers are probably among the strangest, since they are based on giving the user a round, seemingly harmless, shape and employing it for attacks that are extremely hard to recognize as such.
Techniques: 5 Total MK: 390.

REST
Level 1
An insidious, yet extremely risky move, Rest causes its user (assuming the shape of a puffy ball) fall asleep for a brief moment. Nearby individuals are often caught off-guard as their opponet’s body releases a terrifying explosion in the very moment he closes his eyes. This technique allows its user to make an Attack against all individuals within 1m of him, with a Base Damage equal to double the character’s Presence plus his Power Bonus, quantity which is doubled. Targets of this attack must pass a Notice check against a difficulty of Almost Impossible or suffer from the Surprise Penalty to the Defense roll. The user of this technique cannot defend during the same turn he uses this technique.
Effects: 2XDamage, 1m Area Attack (2XPresence+PowBonus Damage), Disguised Attack (240).
Disadvantages: No Defense.
DEX8 / CON8 / POW8
MK: 25

POUND
Level 1
With a professional pugilist move, the puffy-ball user advances and smacks at the enemy with unpredictable strength. This technique allows its user to make an attack with a Distance Attack using himself as a bullet, with a range of 5m, with a bonus of +50 to the Attack roll and a Base Damage equal to double the character’s Presence plus his Power Bonus +40. In order to use this technique the user has to spend 4 Fatigue Points in addition to the accumulated Ki.
Effects: +50Attack, +40Damage, 5m Distance Attack (2XPresence+PowBonus Damage, Projection), -2Ki.
Disadvantages: -4Fatigue.
DEX5 / CON5 / POW5
MK: 50

ROLLOUT
Level 2
A much stronger version than Pound, Rollout makes the entire puffy and round new body of the user to turn at amazing speed before launching it against the enemy at amazing speed, impacting it with unsuspected strength. By sliding to the ground surrounded by dark flames, the user inflicts massive damage on all those in his way. This technique allows its user to make a Distance Attack using himself as a bullet, with a Range of 100m, a bonus of +50 to the Attack roll, with a Base Damage equal to double the character’s Presence plus his Power Bonus +50, inflicting an Impact with an equivalent Strength of 16. This technique has the Predetermined disadvantage.
Effects: 100m Distance Attack (2XPresence+PowBonus Damage, Projection), +50Attack, +50Damage, Impact16, -1Ki.
Disadvantages: Predetermined.
DEX13 / CON13 / POW13
MK: 75

SING
Level 2
This technique, requiring a huge investment in physical and spiritual energy by the user, makes the user sing few notes that have the immediate effect of causing a slumbering tiredness into the target that falls asleep. This technique obliges a target that can hear the user’s voice and within 25m to take a PhR check against a difficulty of 160 or become unconscious for one hour for each 10 points of failure level. When using this technique, the user loses an amount of Ki points equal to those accumulated in order to use it. In order to use this technique the user has to spend 4 Fatigue Points in addition to the accumulated Ki.
Effects: Supernatural State (PhR160, Unconsciousness, 25m Single Target Sound), -1Ki.
Disadvantages: Energy Excess, -4Fatigue.
DEX18 / CON18 / POW18
MK: 100

PUFF UP
Level 3
A round and puffy figure certainly is not scary, but things tend to change when the figure starts swelling until gets the size of a fortress, pushing away in the process everything it touches, and that’s exactly what Puff Up does. This technique allows its user to Defend as a Damage Accumulation being with 1500 Additional Life Points which are the first lost, if he suffers any Damage, and an AT of 4, and to make an Attack affecting all individuals within 100m of him, with a bonus of +125Attack, a Base Damage equal to double the character’s Presence plus his Power Bonus, and inflicting an Impact with an equivalent Strength of 20.
Effects: 1500Life Points Damage Accumulation, 100m Area Attack (2XPresence+PowBonus Damage), +125Attack, Impact20.
Disadvantages: -.
DEX25 / CON25 / POW25
MK: 140
 

 

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Last but not least!

 

SOLOMON’S SNAKE:
Solomon’s Snake is pretty unique amongst the fighting styles available for descendants of senators of Solomon. In fact, the nanomachines are used to shape extremely technologically advanced weapons that must be aimed by the user with his own fighting ability in order to work correctly. The origin of the name of this fighting style is unknown, although it’s speculated that Snake is a sort of codename for the Senator who first employed it.
Techniques: 5 Total MK: 440.

C4
Level 1
An extremely tactical technique, C4 allows its user to mine the ground with explosive charges made of ki, attacking unsuspecting targets from beyond their feet. This technique allows its user to make an Indirect Distance Attack with a Range of 100m, affecting all individuals within 5m of the original target, with a Base Damage equal to double the character’s Presence plus his Power Bonus. Targets of this attack must pass a Notice check against a difficulty of Almost Impossible or suffer the Surprise Penalty to their Defense roll. This technique can only be used by characters with Ancient Blood.
Effects: 100m Distance Attack, 5m Area Attack (2XPresence+PowBonus Damage), Disguised Attack (240), Indirect Attack, -1Ki.
Disadvantages: Requirement (Ancient Blood).
DEX9 / AGI9 / POW9
MK: 50

HAND GRANADE
Level 1
More powerful than a C4 mine, but with shorter range and much more dangerous to handle, a nanomachines hand grenade can be produced and thrown at enemies to generate small explosions. This technique allows its user to make a Distance Attack with a range of 10m, affecting all individuals within 5m of the original target, with a Base Damage equal to double the character’s Presence plus his Power Bonus +75. This technique can only be used by characters with Ancient Blood.
Effects: 10m Distance Attack, 5m Area Attack (2XPresence+PowBonus Damage), +75Damage, -1Ki.
Disadvantages: Requirement (Ancient Blood).
DEX7 / AGI7 / POW7
MK: 40

CYPHER
Level 2
Whenever the life of the user is in danger, this technique generates a strange Lost Logia artifact called Cypher, allowing him to make fast movements through the air, which can be used effectively to dodge incoming attacks. This technique allows its user to make up to 11 penalty free Defenses per turn with a bonus of +150 to the Dodge roll. This technique is automatically sustained for 5 turns, without need for paying any maintenance cost. This technique can only be used by character’s with Ancient Blood whose current Life Points are half or less of his starting value.
Effects: +150Dodge, +10Additional Defenses, Lesser Sustainment, -1Ki.
Disadvantages: Requirement (Ancient Blood), Limit Condition (Half Life Points).
DEX26 / AGI26 / POW26
MK: 100

NIKITA MISSILE
Level 2
A fearsome attack technique, it generates a Lost Logia weapon named Nikita and uses it to shoot a remote controlled missile of incredible power and range against the user’s target, although this technique has the huge drawback of requiring the user to concentrate on its user, leaving him defenseless. This technique allows its user to make a Distance Attack with a Range of 1km, a bonus of +150 to the Attack roll, ignoring up to 5 points of the target’s AT, and a Base Damage equal to double the character’s Presence plus his Power Bonus, quantity which is doubled. This technique can only be used by character’s with Ancient Blood. The user of this technique cannot defend during a turn he uses this technique.
Effects: 1km Distance Attack (2XPresence+PowBonus Damage), +150Attack, 2XDamage, -5AT.
Disadvantages: Requirement (Ancient Blood), No Defense.
DEX21 / AGI21 / POW21
MK: 100

GRENADE LAUNCHER
Level 3
The most powerful Lost Logia tool a heir of Solomon can pull-out, the Grenade Launcher combines long range and extreme precision with highly destructive power and crowd control capabilities. The only big drawback of this technique is that many nanomachines must sacrifice themselves as erupting bullets, severely damaging the user’s health for a while. This technique allows its user to make a Distance Attack with a Range of 500m, affecting all individuals within 25m of the original target, with a bonus of +150 to the Attack roll, ignoring up to 6 points of the target’s AT, and a Base Damage equal to double the character’s Presence plus his Power Bonus +100. This technique is automatically sustained for 5 turns without need for paying any maintenance cost. This technique can only be used by character’s with Ancient Blood. This technique has the Predetermined disadvantage. In order to use this technique the user must Sacrifice 100 Life Points in addition to spend accumulated Ki.
Effects: 500m Distance Attack (2XPresence+PowBonus Damage), 25m Area Attack, +150Attack, +100Damage, -6AT, Lesser Sustainment.
Disadvantages: Requirement (Ancient Blood), Predetermined, -100Life Points.
DEX44 / AGI44 / POW44
MK: 150

SONIC SPEED:
Simply based on mobility, Sonic Speed, makes the user literally faster than a bullet, moving around the speed of sound, if not faster. It’s said that no-one can surpass a master of these techniques when it comes to speed on a battlefield. Being probably developed starting from Celeritas, Sonic Speed is a completely offensive fighting style.
Techniques: 5 Total MK: 330.

SPRING JUMP
Level 1
A Spring appears under the user, granting him an exceptional boost in speed, as well as allowing him to greatly improve his ability to make acrobatic mid-air moves. This technique grants its user a bonus of +75 to Initiative and +50 to the Acrobatics Secondary Ability.
Effects: +75Initiative, +50Acrobatics, -2Ki.
Disadvantages: -.
DEX4 / AGI4 / CON4
MK: 40

SPIN CHARGE
Level 1
By seemingly turning into a spiked spinning ball, the user charges from the distance with mind-fazing speed and strikes the opponent with exceptional strength. This technique can only be used while making a charge attack. This technique grants its user a bonus of +75 to Initiative and allows him to make a Automatic Transport Movement of up to 50m followed by an Attack with a bonus of +40 to the Base Damage. This technique can only be used if there is enough distance for a Charge between the user and his target.
Effects: +75Initiative, 50m Automatic Transport, +40Damage.
Disadvantages: Condition (Charging).
DEX5 / AGI6 / CON6
MK: 40

HOMING ATTACK
Level 2
Once again the user starts spinning mid-air to release an incredibly fast and perfectly homed attack against his target. This technique grants its user a bonus of +150Initiative and allows its user to make an Attack with a bonus of +150 to the Attack roll.
Effects: +150Initiative, +150Attack.
Disadvantages: -.
DEX13 / AGI13 / CON13
MK: 70

SPIN DASH
Level 2
An improved version of Spin Charge, Spin Dash allows the user to move as a bullet between his enemies cutting a path of destruction in his way. This technique grants its user a bonus of +150Initiative and allows him to make a Distance Attack using himself as a bullet, affecting all individuals within a line 50m long, with a bonus of +50 to his Base Damage.
Effects: +150Initiative, 50m Distance Attack (Projection, Line of Destruction), +50Damage.
Disadvantages: -.
DEX14 / AGI14 / CON14
MK: 90

SUPERSONIC
Level 3
The only maintainable technique of Sonic Speed, Super Sonic is the strongest of all, granting the ability to move at impossible speed, releasing barrages of attacks on the enemies. The technique is really exhausting, leaving the user almost unable to move. This technique grants its user a bonus of +200 to Initiative and allows him to make an Automatic Transport Movement of up to 250m, followed by 11 penalty free Attacks. This technique can be maintained through following turns. This technique has the Predetermined disadvantage. After interrupting using this technique, the user suffers from a -150 All Action Penalty that recovers at a rate of -5 per turn. In order to use this technique, the user must spend 4 Fatigue points in addition to accumulated Ki.
Effects: +200Initiative, +10Additional Limited Attacks, 250m Automatic Transport, Maintained.
Disadvantages: Predetermined, -150All Action Penalty, -4Fatigue.
DEX27 (Mant.8) / AGI27 (Mant.8) / POW27 (Mant.8)
MK: 90
 

With these, the current project has been completed. I guess I won't create any more techniques for a while…perhaps…

 

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Tarrant said:

 Bravo! I can't wait to try some of these out.

Why don't you try to make techniques by yourself? It would be more personal to your character (or Npc) and is really not that hard. All you have to do is think of a general fine-sounding theme name (like "The silent gong", "Minute Steps", "Last Dinner") and determine some more terms that somehow seem related as the techniques. You usually get the idea of what a technique actually does by the imagination of these names alone.

For Last Dinner I could for example relate some dishes names ("Ragout", "Clam Speciale") or general serving techniques ("Seven Bowls of Hell", "3 Course Menu") and flavours ("Aroma Rush", "Spice", "Meltdown"). Minute Steps could be a set of teleport techniques, and The Silent Gong something buddhistic. Of course these are just for fun, but thinking of what one of the names could be in form of an attack normally generates your technique allready.
The technical rest - choosing your exact effects and balancing all the KI and MK points out - is just a matter of trying. I learned it by doing just two or three bad designed trees and then I had it, and everything runs fast since then.

As long as you use soundy names to challenge your imagination, you will never ever run out of ideas. Making those into techniques thereafter is really not that much of a challenge. And you get paid with your own custom fitted sets in your style with your ideas.

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 After long…here come 3 Tech Trees. They are based on three double elemental binding combinations I'd never tried before (Air-Fire, Air-Earth, Darkness-Earth). I hope you like them!

SCORCHING WIND:
Scorching Wind is a group of techniques based on the two elements Fire and Air, combining the fury of the first with the swiftness of the second. Its origins are to be traced somewhere within the Inner Sea, where on an island there’s believed to sit an ancient temple where its master teach it to apprentices that manage to find it.
Techniques: 5 Total MK: 280.

HEAT WAVE
Level 1
By concentrating ki, the user unleashes an invisible wave of heat that burns the target with unpredictable lethality. This technique allows its user to make a Heat Elemental Distance Attack with a range of 20m, and Base Damage equal to double the character’s Presence plus his Power Bonus. The target of this Attack must pass a Notice Check against a difficulty of Almost Impossible or be affected from the Surprise penalty to the Defense roll.
Effects: 20m Distance Attack (2XPresence+PowBonus Damage), Elemental Attack (Fire), Disguised Attack (240), -1Ki.
Disadvantages: Elemental Binding (Air, Fire).
DEX6 / POW6 / WIL6
MK: 25

ASHES SCREEN
Level 1
The body of the user is surrounded by flaming ashes that move in complex patterns, making attacks directed to him imprecise. This technique allows its user to make up to 5 penalty-free Defenses with a bonus of +40 to the Dodge roll. This technique can be maintained through following turns.
Effects: +4Additional Defenses, +40Dodge, Maintained.
Disadvantages: Elemental Binding (Air, Fire).
DEX8 (Mant.2) / POW8 (Mant.2) / WIL8 (Mant.2)
MK: 25

CINDER HELLA
Level 2
The weapon held by the user along with his arms crumble to the ground as burning cinders that immediately rise to envelop the opponent and reduce it to crisp. This technique allows its user to make an Indirect Heat Elemental Attack with an Attack Bonus of +75, and double Base Damage.
Effects: +75Attack, 2XDamage, Elemental Attack (Fire), Level2 Indirect Attack, -1Ki.
Disadvantages: Elemental Binding (Air, Fire).
DEX12 / POW12 / WIL12
MK: 70

FLAMING BREATH
Level 2
The user slowly inhales air and then erupts in a flaming breath burning all that stand in his way. This technique allows its user to make an Heat Elemental Distance Attack affecting all individuals within a line 100m long and 2m wide, with Base Damage equal to double the character’s Presence plus his Power Bonus +75. This technique has the Predetermined disadvantage.
Effects: +75Damage, 100m Distance Attack (2XPresence+PowBonus Damage, Line of Destruction), 1m Area Attack, Elemental Attack (Fire), -1Ki.
Disadvantages: Elemental Binding (Air, Fire), Predetermined.
DEX10 / POW10 / WIL10
MK: 50

WIND OF VOLCANO
Level 3
A terrifying display of spiritual, physical, and even vital energy, Wind of Volcano summons a highly vaporized lava whirlwind centered on the domine and following each of his moves, engulfing the surrounding aura in a blazing inferno of destruction, while the user is still free to attack normally. This technique allows its user to make up to 3 penalty-free Heat Elemental Attacks affecting all individuals within 25m of him, negating up to 6 points of AT, and with a Base Damage equal to double the character’s Presence plus his Power Bonus, quantity which is doubled, and up to 1 Additional Independent penalty-free Attack. This technique can be maintained through the following turns. In order to use this technique, the user must Sacrifice 75 Life Points and spend 4 Fatigue points in addition to accumulated Ki.
Effects: 25m Area Attack (2XPresence+PowBonus Damage), +2Additional Attacks, +1Additional Limited Attack, -6AT, 2XDamage, Elemental Attack (Fire), Maintained, -1Ki.
Disadvantages: Elemental Binding (Air, Fire), -75Life Points, -4Fatigue.
DEX25 (Mant.6) / POW25 (Mant.6) / WIL25 (Mant.6)
MK: 110

DESERT STORM:
Developed by a tribe of sage warriors in Salazar, Desert Storm is a set of techniques combining the power of air and earth to unleash the relentless and merciless power of the unforgiving desert gods of the ancient Aramense faith.
Techniques: 5 Total MK: 350.

SANDSLAPS
Level 1
By turning his weapon into a strain of sand the user quickly slaps at the opponent inflicting horrible dehydrating damage. This technique allows its user to make up to 2 penalty-free Distance Attacks with a range of 5m and a Base Damage bonus of +25.
Effects: 5m Distance Attack, +1Additional Attack, +25Damage, -2Ki.
Disadvantages: Elemental Binding (Air, Earth).
DEX4 / CON4 / POW4
MK: 40

OASIS
Level 1
Oasis hold the most precious treasure that can be found in a desert: water. As if refreshed by a stop at an oasis, the user of this technique immediately feels a surge of energy from within, allowing unpredictable feats. This technique grants its user a bonus of +100 Initiative, and allows him to make up to 4 penalty-free Active Actions.
Effects: +4Additional Actions, +100Initiative, -2Ki.
Disadvantages: Elemental Binding (Air, Earth).
DEX5 / CON5 / POW5
MK: 40

SANDSTORM
Level 2
Extremely strong whirlwinds of sand form close to the user, trapping his opponents and making them easy prey to his attacks. This technique allows its user to make an Additional penalty-free Independent Indirect Trap Attack with an equivalent Strength of 16. This technique can be maintained through following turns, either to maintain the trap effect on the target or to repeat the whole effect of the technique. In order to use this technique, the user must spend 2 Fatigue Points in addition to accumulated ki.
Effects: +1Additional Limited Attack, Level2 Indirect Attack, Trap16, Maintained, -2Ki.
Disadvantages: Elemental Binding (Air, Earth), -2Fatigue.
DEX13 (Mant.4) / CON13 (Mant.4) / POW13 (Mant.4)
MK: 80

DUNE
Level 2
The body of the user turns in a dune of sand, becoming utterly impervious to damage as every hit is absorbed by the formless shape. This technique allows its user to defend as a Damage Accumulation Being with 1200 Additional Life Points, which are the first lost in case of suffered Damage, and a total AT of 8, which can never be reduced below 6. This technique can be maintained through following turns and the additional Life Pool regenerates 500 Life Points each time the maintenance cost is paid. In order to use this technique, the user must Sacrifice 100 Life Points in addition to spend accumulated ki.
Effects: 1200Life Points Damage Accumulation (Regeneration500), AT6 (Unmodified), Maintained, -1Ki.
Disadvantages: Elemental Binding (Air, Earth), -100Life Points.
DEX21 (Mant.6) / CON21 (Mant.6) / POW21 (Mant.6)
MK: 90

GURMAH’S MAW
Level 3
Nothing is said to survive the assault of the gargantuan worm of the desert, the Gurmah-Gharus. This attack concentrates the whole power of the greatest threat of the desert in the weapon held its user, unleashing an unbearably powerful blow. Needless to say, the more punishment Gurmah suffers, the more terrifying is its fury. This technique allows its user to make an Attack with a bonus of +200 to the Attack roll and Base Damage.
Effects: +200Attack, +200Damage, -1Ki.
Disadvantages: Elemental Binding (Air, Earth).
DEX20 / CON20 / POW20
MK: 100

CTHONIAN DREAMS:
Devised by faithful of the Aramense faith, Cthonian Dreams was developed by a very dark current of Aramenses after the cult of Jihamath almost crushed under its foot the desert religion. Cthonian Dreams is inspired to the dreams that the angered and forgotten buried gods have in their slumber, and the nightmares they will eventually unleash on the world when their time for revenge comes. Many an influent servant of Jihamath have died to this day by the ends of solitary warriors trained in the ways of Cthonian Dreams.
Techniques: 5 Total MK: 400.

THE SURGING REVENGE
Level 1
While blocking the enemy attack with the weapon, a monstrous copy of the same raises from the ground attacking the enemy from an unsuspected angle, striking with ferocious fury. This technique allows its user to make, in case of successful Defense, a Counterattack with a bonus of +50 to the Attack roll and Base Damage. The target of this Attack must pass a Notice check against a difficulty of 240 or suffer from the Surprise penalty to the Defense Roll.
Effects: +50Counterattack, +50Damage, Disguised Attack (240).
Disadvantages: Elemental Binding (Darkness, Earth).
STR6 / DEX6 / POW6
MK: 25

TENTACLES STIRRING
Level 1
Four giant tentacles erupt from the user, the first clutching the enemy and the other three flailing it endlessly. This technique allows its user to make a penalty-free Trap Attack with an equivalent Strength of 12, followed by 3 Additional penalty-free Attacks. The target of the first attack must use its Power characteristic to oppose the Trap. This technique can be maintained through following turns and if the trap is successful, it can be maintained by paying the technique’s maintenance cost.
Effects: +3Additional Limited Attacks, Trap12 (Existential Trap), Maintained.
Disadvantages: Elemental Binding (Darkness, Earth).
STR11 (Mant.3) / DEX11 (Mant.3) / POW11 (Mant.3)
MK: 40

SAND TURNS BLACK
Level 2
While his eyes turn completely black, the user is surrounded by a nightmarish storm of black sands making it difficult to see and breathe for enemies and puncturing them as a continuous barrage. This technique allows its user to make 1 Additional Independent Attack affecting all individuals within 50m of him with a Predetermined Attack value of 320, and a Base Damage equal to double the character’s Presence plus his Power Bonus. Targets hit by this attack must pass a PhR check against a difficulty of 160 or suffer an All Action Penalty equal to their failure level, that recovers at a rate of -5 per turn. This technique can be maintained through the following turns.
Effects: 50m Area Attack (2XPresence+PowBonus Damage), Predetermined Attack (320), +1Additional Limited Attack, Supernatural State (PhR160, Minor All Action Penalty, Attack), Maintained.
Disadvantages: Elemental Binding (Darkness, Earth), Predetermined.
STR27 (Mant.7) / DEX27 (Mant.7) / POW27 (Mant.7)
MK: 95

SUCKED BY THE ABYSS
Level 2
Those who have their attack blocked by this technique feel as if they’re sucked in a world of complete darkness and pain, overcome by sheer terror, remaining completely defenseless. This technique allows its user to make a Defense against a Melee Attack with a bonus of +100 to the Block roll. If the Defense is successful, the attacker must pass three consecutive PhR checks against a difficulty of 160. If the attacker fails the first check, he suffers from Blindness for 1 hour for each 10 points of failure level. If the attacker fails the second check, he suffers from Terror for a number of minutes equal to the failure level. If the attacker fails the third check, he suffers from Extreme Pain for a number of minutes equal to the failure level.
Effects: +100Block, Supernatural State (PhR160, Blindness & Terror & Extreme Pain, Physical Contact).
Disadvantages: Elemental Binding (Darkness, Earth), Specialized Defense (Physical Attacks).
STR20 / DEX18 / POW20
MK: 100

THE CTHONIAN AWAKES
Level 3
The last and more terrifying dream, a nightmare of pure divine fury, this technique summons an unspeakable horror made of tentacle worms surging from nowhere to devour everyone within several miles, a mere specter and a dark omen of the real horror to come. The mind and body of the user himself suffer a terrifying trauma, making him completely defenseless. This technique allows its user to make an Attack affecting all individuals within 5km of him, with a bonus of +150 to the Attack roll, negating targets’ AT, and with a Base Damage equal to double the character’s Presence plus his Power Bonus, quantity which is tripled. Targets of this attack must pass a Notice check against a difficulty of Zen or suffer the Surprise penalty to their Defense roll. In order to use this technique, the user must Sacrifice all the remaining Life Points in addition to spend accumulated ki. After using this technique, the user suffers an All Action Penalty of -150 that recovers at a rate of -5 per turn.
Effects: 5km Area Attack (2XPresence+PowBonus Damage), +150Attack, 3XDamage, Negate AT, Disguised Attack (440).
Disadvantages: Elemental Binding (Darkness, Earth), -150All Action Penalty, Complete Life Sacrifice.
STR30 / DEX30 / POW30
MK: 140
 

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And here come Darkness-Water and Earth-Water combinations. I particularly like the latter, since I was able to finally give birth to the DEFINITIVE DEFENSIVE TECHNIQUE…you shall see…

 

SIRENS OF THE DEEP:
Developed in Dwanholf by a pirate that said he was abducted by a siren and brought to the very abyss of the ocean. The tale about his escape from the deep of the ocean is pretty much veiled with uncertainty, but the techniques devised are very real, showing all legends own at least a bit of truth.
Techniques: 5 Total MK: 350.

SISTER SIREN
Level 1
The first technique of Sirens of The Deep is necessary for using higher level techniques from this school, as it summons the simulacrum of a siren, following the user and acting on its own. This technique generates 1 Mirror Image with the appearance of a hovering siren, which cannot be detected even with ki detection unless a notice check against a difficulty of Absurd is passed, and that attacks using the rules for Ghostly Illusions against all those who don’t pass a PsR check against a difficulty of 140. This technique can be maintained through following turns.
Effects: 1Mirror Image (Undetectable180, Appearance Modification, PsR140Ghostly), Maintained.
Disadvantages: Elemental Binding (Darkness, Water).
CON7 (Mant.3) / POW7 (Mant.3) / WIL7 (Mant.3)
MK: 40

THE BLACK POOL
Level 1
Whenever an attack is directed at the user it’s intercepted by a black pool of water that seemingly completely absorbs it. This technique allows its user to Defend as if employing a Supernatural Shield with 400 Resistance Points and a bonus of +50 to the Dodge roll, but allowing no Counterattack on successful defenses. This technique can be maintained through following turns and the Supernatural Shield regenerates 100 Resistance Points each time the maintenance cost is paid.
Effects: 400Resistance Points Supernatural Shield (Regeneration100), +50Limited Dodge, Maintained, -1Ki.
Disadvantages: Elemental Binding (Darkness, Water).
CON7 (Mant.2) / POW8 (Mant.2) / WIL8 (Mant.2)
MK: 40

HAIR SPRING
Level 2
The siren beside the user moves suddenly the head and her hair send a shower of drops of black water over the enemy, penetrating through his armor’s fissures, biting its flesh with their frost touch. This technique allows its user to make 1 Additional Independent Cold Elemental Distance Attack with a range of 5m, with a bonus of +50 to the Attack roll, negating up to 7 points of the target’s AT, and a Base Damage equal to double the character’s Presence plus his Power Bonus. This technique can only be used while the Sister Siren technique is maintained.
Effects: +1Additional Limited Attack, 5m Distance Attack (2XPresence+PowBonus Damage), Elemental Attack (Water), -7AT, +50Attack.
Disadvantages: Elemental Binding (Darkness, Water), Level 1 Maintained Technique (Sister Siren).
CON12 / POW12 / WIL12
MK: 40

SIREN’S KISS
Level 2
With a sudden move the Siren kisses the target, her burning cold lips sucking up any and all supernatural energy surrounding it. This technique allows its user to make an Additional Independent Cold Elemental Attack with a bonus of +75 to the Attack roll. If the attack Damages the target, if must pass a PhR check against a difficulty equal to suffered Damage +100 or have all his maintained supernatural powers immediately interrupted. This technique can only be used while the Sister Siren technique is maintained.
Effects: +1Additional Limited Attack, +75Attack, Damage+100 Interruption (Ki & Magic & Psychic), Elemental Attack (Water).
Disadvantages: Elemental Binding (Darkness, Water), Level1 Maintained Technique (Sister Siren).
CON15 / POW15 / WIL15
MK: 60

SIREN’S CALL
Level 3
Siren’s Call is an extremely powerful technique, considered the last resource by its creator himself, since it impedes him to call upon the siren’s powers for a while, after its use. The siren begins to sing and charms all those who can hear her call, enslaving them to her master’s will. This technique obliges all individuals within 50m of the user and capable of hearing him to pass a PhR check against a difficulty of 200 or fall under the user’s control for 1 hour for each 10 points of failure level. This technique can only be used while the Sister Siren technique is maintained. The user of this technique cannot accumulate ki for 5 turns after using this technique.
Effects: Supernatural State (PhR200, Control, 50m Multiple Target Sound), -1Ki.
Disadvantages: Elemental Binding (Darkness, Water), Level1 Maintained Technique (Sister Siren), Overcharge (5 turns).
CON26 / POW25 / WIL25
MK: 170
 

 

MICROBES WORLD:
Under the reign of Amon of Judas there was a biologist who studied in great detail the structures and characteristics of microorganisms. Later on, the scientist created a set of techniques for self defense, which was optimized by his own pupils. Nowadays only few men know the real meaning behind the terrifying proficiency of the techniques called Microbes World.
Techniques: 6. Total MK: 640.

THE FLAIL
Level 1
A cellular structure which main function is motion in liquids, the flail is used as an efficient weapon by the masters of Microbes World, flyiling at enemies with a devastating impact. This technique allows its user to make a Distance Attack with a Range of 5m, a Predetermined Final Attack value of 240, and Base Damage equal to double the character’s Presence plus his Power Bonus, inflicting an Impact with an equivalent Strength of 12.
Effects: 5m Distance Attack (2XPresence+PowBonus Damage), Predetermined Attack (240), Impact12.
Disadvantages: Elemental Binding (Earth, Water).
DEX9 / CON9 / POW9
MK: 25

THE CELL WALL
Level 1
A structure typical of bacteria, the ever regenerating cell wall allows these microbes to withstand severe punishment. This endurance is transmitted to the user of this technique. This technique allows its user to defend as a Damage Accumulation being with 800 additional Life Points, which are the first lost in case of suffered damage, and an AT of 4. This technique can be maintained through following turns and the additional Life Points pool regenerates 100 Life Points each time the maintenance cost is paid.
Effects: 800Life Points Damage Accumulation (Regeneration100), Maintained, -1Ki.
Disadvantages: Elemental Binding (Earth, Water).
DEX8 (Mant.2) / CON8 (Mant.2) / POW8 (Mant.2)
MK: 40

THE PILA
Level 2
The Pila are somewhat an evolution of the flail, a whole set of smaller flails surrounding the body of the microorganism. Surrounded by Pila, the user of this technique becomes capable of striking at multiple targets at once with lethal accuracy. This technique allows its user to make up to 5 penalty-free Distance Attacks with a Range of 5m, a Predetermined Final Attack value of 320, and Base Damage equal to double the character’s Presence plus his Power Bonus. In order to use this technique, the user must sacrifice 2 Fatigue Points in addition to accumulated ki.
Effects: +4 Additional Attacks, Predetermined Attack (320), 5m Distance Attack (2XPresence+PowBonus Damage).
Disadvantages: Elemental Binding (Earth, Water), -2Fatigue.
DEX18 / CON18 / POW18
MK: 75

THE ENDOTOXIN WALL
Level 2
Some bacteria have their wall surrounded by a second line of defense, releasing a lethal endotoxin whenever their external wall is breached. This technique envelops the user in a second barrier that breaks in lethal shards whenever damaged. This technique allows its user to Defend as if employing a Supernatural Shield with 800 Resistance Points and a Predetermined Final Defense value of 320. On a successful Defense, attacks are reflected against the offender with a Final Attack value equal to that scored by the attacker, plus the counterattack bonus. This technique can be maintained through following turns and the Supernatural Shield regenerates 100 Life Points each time the maintenance cost is paid. This technique can only be used while the The Cell Wall technique is maintained
Effects: 800Resistance Points Supernatural Shield (Regeneration100), Predetermined Defense (320), Reflect Attack, Maintained.
Disadvantages: Elemental Binding (Earth, Water), Level 1 Maintained Technique (The Cell Wall).
DEX27 (Mant.8) / CON27 (Mant.8) / POW26 (Mant.8)
MK: 100

FAGOCYTOSIS
Level 3
A terrifying capacity of defense cells, fagocytosis is a process allowing the total consumption of an extern organism. When using this technique the user throws himself in an apparently selfless way at the opponent, and by mere contact absorbs and consumes its very body. This technique allows its user to make an Attacks with a Predetermined Final Attack value of 440, and Base Damage of 1000. If this attack inflicts Damage, it automatically inflicts a Critical with a bonus of +125 to the Critical Level. The target of this Attack must pass a Notice check against a difficulty of Zen or suffer from the Surprise penalty to his Defense roll. This technique has the Predetermined disadvantage. In order to use this technique the user must Sacrifice 100 Life Points in addition to Accumulated Ki.
Effects: Predetermined Attack (440), Disguised Attack (440), Damage Substitution (250), 4XDamage, +125Critical (Automatic Critical).
Disadvantages: Elemental Binding (Earth, Water), Predetermined, -100Life Points.
DEX40 / CON40 / POW41
MK: 200

THE SPORE
Level 3
Definitely the most powerful defensive technique ever developed, The Spore envelopes the user into the most stable and enduring structure ever devised by nature, an unbreakable and continuously regenerating mass specialized in defending against most adverse conditions. Despite the enormous ki cost of this technique, its use grants a primordial survival capacity defying eons themselves. This technique allows its user to Defend as a Damage Accumulation Being with 1500 additional Life Points which are the first lost in case of suffered Damage, and a total AT of 10, which can never be negated or reduced below 8, employing a Supernatural Shield with 2000 Resistance Points and a Predetermined Final Defense value of 440. This technique can be maintained through following turns and both the additional Life Points pool and the Supernatural Shield regenerate 500 Life Points and Resistance Points each time the maintenance cost is paid. This technique has the Predetermined disadvantage. After interrupting maintenance of this technique, the user suffers from an All Action Penalty of -125 that recovers at a rate of -5 per turn.
Effects: 1500Life Points Damage Accumulation (Regeneration500), 2000Resistance Points Supernautural Shield (Regeneration500), Predetermined Defense (440), AT8 (Unmodified), Maintained, -1Ki.
Disadvantages: Elemental Binding (Earth, Water), Predetermined, -125All Action Penalty.
DEX56 (Mant.17) / CON56 (Mant.17) / POW56 (Mant.17)
MK: 200
 

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 Last but not least Light-Water for a very defensive and non-violent group of techniques.

 

HELENA’S TEARS:
Used by few members of the Church, Helena’s Tears is an almost completely defensive combat style used by the most charitable of its operative members, since it’s inspired by the pity and mervy of Saint Helena herself. Although almost banned in past times, recently it’s been appreciated within the Inquisition itself, where pratictioners of Helena’s Tears are recruited as supporters to full fledged Inquisitors.
Techniques: 5 Total MK: 370.

THE WILL TO SAVE
Level 1
The Will to Save surrounds the user of this technique with whirling globes of light that intercept all attacks directed at the user. This technique allows its user to make up to 7 penalty free Defenses. The effects of this technique can be combined with those of other Combinable techniques. This technique can be maintained through following turns.
Effects: +6Additional Defenses, Combinable, Maintained.
Disadvantages: Elemental Binding (Light, Water).
DEX7 (Mant.2) / POW7 (Mant.2) / WIL7 (Mant.2)
MK: 30

KNIGHTS OF SAINT HELENA
Level 1
When using Knights of Saint Helena, the user begins to pray and soon becomes surrounded by idealized armored Knights of Saint Helena, that defend him with their might. This technique generates 6 Mirror Images of knights, which cannot be detected even by Ki Detection unless a Notice Check against a difficulty of Almost Impossible is passed, and attack following the rules for Ghostly Illusions against all those that fail a PsR check against a difficulty of 180. This technique can be maintained through following turns.
Effects: 6Mirror Images (Undetectable240, Altered Appearance, PsR180 Ghostly), Maintained.
Disadvantages: Elemental Binding (Light, Water).
DEX11 (Mant.3) / POW11 (Mant.3) / WIL11 (Mant.3)
MK: 50

SAVE EVERYONE
Level 2
By extending The Will to Save onto everyone else, the user of Helena’s Tears becomes an aegis to all those that surround. This technique allows the user to make a Block against attacks targeting anyone within 50m of him, and with a bonus of +125 to the Block roll. The effects of this technique can be combined with those of other Combinable techniques. This technique can be maintained through following turns. This technique can only be used while The Will to Save technique is maintained.
Effects: 50m Area Block, +125Block, Combinable, Maintained, -1Ki.
Disadvantages: Elemental Binding (Light, Water), Level 1 Maintained Technique (The Will to Save).
DEX17 (Mant.5) / POW17 (Mant.5) / WIL17 (Mant.5)
MK: 90

STOP THE MADNESS
Level 2
Of great use for Inquisitorial groups, Stop The Madness is nothing but a touch that inflicts no real damage to the target, but instantly unmakes any wicked power on it. This technique allows its user to make an Energy Attack that inflicts no Damage. A target hit by this attack must pass a PhR check against a Difficulty equal to Damage it would have suffered +100, or have all his maintained supernatural powers immediately interrupted. The effects of this technique can be combined with those of other Combinable techniques.
Effects: Energy Attack, Damage+100 Interruption (Ki & Magic & Psychic), Combinable.
Disadvantages: Elemental Binding (Light, Water), No Damage.
DEX12 / POW12 / WIL12
MK: 45

NO MORE PAIN
Level 3
As a last act of mercy, the users of Helena’s Tears learn how to weaken the fighting spirit of enemies so they can be obliged to surrender. Enemies usually won’t even see this coming and just feel unable to keep-on fighting. This technique allows its user to make an Attack affecting all chosen targets within 50m of him, inflicting no Damage. All targets hit must pass a PhR check against a Difficulty of 200 or become Fascinated for a number of minutes equal to their failure level. Targets of this technique must pass a Notice check against a difficulty of Zen or suffer the Surprise penalty to their Defense roll. The effects of this technique can be combined with those of other Combinable techniques. This technique has the Predetermined disadvantage.
Effects: 100m Area Attack (Target Choice), Supernatural State (PhR200, Fascination, Attack), Disguised Attack (440), Combinable, -2Ki.
Disadvantages: Elemental Binding (Light, Water), No Damage, Predetermined.
DEX23 / POW23 / WIL23
MK: 155
 

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My bad! I miscalculated the Ki and MK cost of the final technique of Helena's Tears:

NO MORE PAIN
Level 3
As a last act of mercy, the users of Helena’s Tears learn how to weaken the fighting spirit of enemies so they can be obliged to surrender. Enemies usually won’t even see this coming and just feel unable to keep-on fighting. This technique allows its user to make an Attack affecting all chosen targets within 50m of him, inflicting no Damage. All targets hit must pass a PhR check against a Difficulty of 200 or become Fascinated for a number of minutes equal to their failure level. Targets of this technique must pass a Notice check against a difficulty of Zen or suffer the Surprise penalty to their Defense roll. The effects of this technique can be combined with those of other Combinable techniques. This technique has the Predetermined disadvantage.
Effects: 100m Area Attack (Target Choice), Supernatural State (PhR200, Fascination, Attack), Disguised Attack (440), Combinable, -1Ki.
Disadvantages: Elemental Binding (Light, Water), No Damage, Predetermined.
DEX24 / POW24 / WIL24
MK: 145
 

Like this it's correct…please note that the total MK cost of Helena's Tears is hence reduced to 360.

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it's been a while, but i felt like making some techniques based off of a great anime. And so i present to you the following few i have currently done.

Heroic Embodiment: Pendragon
Many have heard of the legend of Pendragon, also known as King Arthur. Many have sought to wield such prowess in combat no matter the cost. And so was born the 1st Heroic Embodiment.
Techniques: 5 Cost: 350 MK

Prana Burst Level 1 35 MK
Prana Burst is the increase in performance caused by impregnating one's weapons and body with enough energy and instantly expelling it. Simply put, recreating the effect of jet burst by expending ki.
Effects: Block +40, Instant transportation 10m, Maintainable
Cost: 5(1) Con, 6(1) Str, 6(1) Pow

Invisible Air Level 1 30 MK
Invisible Air: Bounded Field of the Wind King is a sheath of wind that covers the weapon wielded. It is made up of multiple layers of wind compressed into super-high pressure air which distorts the refraction of light and renders what is inside nearly invisible.
Effects: Camouflage Attack(140), Complete Damage+25, Maintainable
Cost: 4(1) Con, 4(1) Str, 4(1) Pow

Magic Armor Level 2 65 MK
The Armor of Pendragon was known to be near impenetrable by any tools. The armor was given by the fairies of the world to help in the endeavors.
Effects: Armor+6(unmodifiable), Additional Defenses+1, Maintainable
Costs 9(2) Con, 9(2) Str, 9(2) Pow

Excalibur Level 2 100 MK
Excalibur: Sword of Promised Victory is the strongest and most majestic holy sword that symbolizes King Arthur. Forged by the planet as the crystallization of the wishes of mankind stored and tempered within the planet. Excalibur is a weapon of directive energy that converts the Ki of the wielder into light, intensifying the kinetic energy by convergence and acceleration.
Effects: Long-Range Attack 100m(Wake of Destruction), Area of Effect 50m, Attack+125
Cost: 19 Con, 18 Str, 18 Pow

Avalon Level 3 120 MK
Avalon: The Ever-distant Utopia is the hallowed scabbard of Excalibur, the embodiment of the utopia King Arthur seeks. It is the greatest protection in the world that goes beyond defending or reflecting.
Effects: Predetermined Defense 440, Ki Absorption(max 15), Reflect Attack(+esoteric), -1 Ki
Cost: 19 Con, 19 Str, 19 Pow

------------------------------------------------------------------------------------

Heroic Embodiment: Emiya
Emiya is a special case when it comes to Heroic Embodiment. His lifestyle was to find many items of legend to try and recreate them by his own hand. After years of searching, he found many items worthy of mention that he has replicated and placed within his own reality.
Techniques: 5 MK Cost: 400

Kanshou and Bakuya level 1 35 mk
Kanshou and Bakuya are "married" twin swords representing Yin and Yang. Their ease of creation makes it a valuable resource to throw at opponents.
Effects: Physical Ki Weapons (2 Daggers +10), Maintainable
Cost: 5(1) Dex, 4(1) Pow, 4(1) Wil

Caladbolg II level 1 40 MK
Caladbolg II: The Fake Spiral Sword is a modified version of the original Caladbolg. It is projected to be used as an arrow rather than a sword, The blade of the sword coils into a spiral that can penetrate any target by creating a twisting distortion in space when fired. It still creates a large explosion capable of razing a cemetery
Effects:Area Attack 25m, Long Range Attack 100m
Cost: 4 Dex, 5 Pow, 5 Wil

Rho Aias Level 2 100 MK
Rho Aias: The Seven Rings that Cover the Fiery Heavens is the shield used by Aias. It takes the form of seven layered Bounded Field in the shape of an iridescent flower with seven petals in reference to the Hyacinth flower that bloomed from Aias' blood as he died. Each layer has the defensive power of a fortress wall.
Effects: Predetermined Defense 320, Energy Shield 800, Minor Sustain
Cost: 24 Dex, 24 Pow, 23 Wil
Disadvantage: Complex

Hrunting Level 2 75 MK
Hrunting: Hound of the Red Plains is a pitch-black weapon, with a few small edges coiling around the thin core, spiraling around it and somewhat curving outward. Once fired, it turns into a magical bullet enveloped in a red light that reaches speeds of Mach 10 on the most direct path to its target.
Effects: Attack +90, Damage +75, Long Range Attack 1km
Cost: 12 Dex, 12 Pow, 12 Wil
Disadvantage: Overcharge 5 Rounds

Unlimited Blade Works Level 3 150 MK
Unlimited Blade Works: Infinite Creation of Swords is a Reality Marble created by Emiya himself. It is the crystallized embodiment of a hero's existence. When used, an illusionary fire that doesn't emit any heat spreads out to form a boundary. Many weapons that Emiya himself saw throughout his existence is present within the field, and are controlled by will of the one who commands the boundary.
Effects: Limited Additional Attacks +10, Complete Attack +50, Complete Area Attack 10m(Target Choice), Maintainable
Costs: 28(9) Dex, 28(9) Pow, 29(9) Wil

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I'm not fond of Fate Stay Night, but I must say these techniques are pretty much nice. Very nice work. There are just a few notes.

PENDRAGON:

Prana Burst: 25MK.

Invisible Air: OK.

Magic Armor: Could cost 8 on Con instead of 9 for a total 9/8/9, for the same MK cost.

Excalibur: My Ki Cost Count is 18/18/18, for the same MK cost.

Avalon: My Ki Cost Count is 20/20/20, for the same MK cost.

Overall, a very well built group of techniques.

 

EMIYA:

Kanshou and Bakuya: 25MK. My Ki Cost Count is 5(1)/4(1)/5(1) or 5(1)/5(1)/4(1)

Caladbolg II: My Ki Cost Count is 5/6/6

Rho Ajas: I guess the Complex Disadvantage is just a typo, since it makes no sense in a Predetermined technique, and especially considering no disadvantage is needed to have a MK cost of 100. Personally I'd prefer a 500 Resistance Points shield regenerating 100 each turn to a 800 Resistance Points shield, especially for a technique with minor sustainment, but that's just personal taste. By the way, my Ki Cost Count is 24/23/23…with my suggested variant the Ki cost drops to 21/22/21. Your choice though.

Hrunting: OK.

Unlimited Blade Works: My Ki Cost Count is 28/28/28

This one is an overall very enjoyable work too!

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I have a questions to the effects of "Unlimited Blade Works" (for the understanding)

Raybras said:

Unlimited Blade Works Level 3 150 MK

Effects: Limited Additional Attacks +10, Complete Attack +50, Complete Area Attack 10m(Target Choice), Maintainable

I would think, this effects mean following: The user has 11 attacks, where only one attack gets a +50 Attack Bonus AND is a Area Attack with 10m Radius with Target Choice. The other 10 attacks would be normal and also against an enemy in normal weapon range (for example, if the character has a sword, it would be in hand-to-hand-combat-range) with the equipped weapon. And, as long as the technique is maintainced, he could use this every round.

Have I something wrong or is this the desired effect?

So long,

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Nope, it means that he literally does 11 attacks, any with a +50 bonus and any in 10m radius against chosen opponents. Per round if maintainendcool.gif
Quite powerful, and that is why it is so expensive.

Raybras used the term "complete" attack bonus/area attack instead of the "(multiple)" add that is in the books. I don't know why, but I have seen some people do that allready.

 

This works because you add the bonus or use the area attack for any attack that you execute this round (that's what the description says). The only mentioned limits are attacks of other simultaneously running techniques if both are not 'combinable'.
I know it kind of conflicts with the (not 'limited') additional attacks effect, that gives you copies of your best modified attack. You can run in situations now where for example there are two ways to get a "4 Attacks with +75"-technique. One with +3 attacks and simple +75 bonus, and one with +3 limited attacks and +75 multiple attack bonus. So you have to find the optimal solution balance since Dominus Exxet and calculate them both.serio.gif But most of the time you will still use more of the first kind, because attack boni for multiple attacks are rather expensive.

 

I really have to watch fate stay night nowgran_risa.gif

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i used the word Complete, because i translated it from french. The other good thing about "multiple" is that it also affects your other normal attacks in that round while the original one would only do it for the technique.

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