Post by Admin on Oct 18, 2019 15:34:28 GMT
TECHNIQUES
Click the tabs below to see Techniques, their descriptions and how much TP they cost to learn. Techniques with a Master or Planet listed in the requirements must be fulfilled in order to learn the technique.
However!
Based on popular demand, we now have a system to teach Techniques to one another. The process is as follows, and all points must be met in order to successfully pass along a technique:
However!
Based on popular demand, we now have a system to teach Techniques to one another. The process is as follows, and all points must be met in order to successfully pass along a technique:
- The Teacher and Student must do a PRP thread regarding the teaching, with a total thread wordcount equal to the tier of the tech x 1000 words (T0 counts as T4) and the Student must do at least half.
- The Student spends the normal amount of TP (as in, not the custom tech amount) to learn it, citing that on their update.
- The Teacher gains a 100% TP bonus earned for the thread in question.
- You cannot teach techniques to characters owned by the same player as the teacher.
- Master/Signature techniques cannot be taught.
[PTabbedContent]
[PTab=Tier 0]
***Tier 0 Techniques cost 1 action* and 20 TP to learn.***
***Techniques Marked 'Affected by T0 Cooldown' share a cooldown, and can only be used after two full turns have passed***
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[PTab=Tier 1]
***Tier 1 Techniques cost 1 action you have them by default.***
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[PTab=Tier 2]
***Tier 2 Techniques cost 2 actions and 10 TP to learn.***
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[PTab=Tier 3]
***Tier 3 Techniques cost 3 actions and 15 TP to learn.***
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[PTab=Tier 4]
***Tier 4 Techniques take 4 actions, and cost 20 TP to learn.***
***After you use a Tier 4 Tech, you have 3 full turns until you can use another.***
***After you use a Tier 4 Tech, you have 3 full turns until you can use another.***
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[PTab=Status Effects]
***STATUS EFFECTS***
Status Effects are in effect on the techniques that are in the technique list, and for reference they're listed here.
Standard Status Effects
- Fracture: Blocks prevent 5% less damage. Can Stack 2x.
- -|Broken: Happens on 3rd Fracture Infliction. Blocks are 10% Less Effective and all Techniques (except Respite) cost 1% more Fatigue. Lasts for 2 turns and then returns to 2 stacks of Fracture. [1][7]
- Cripple: Cripples a limb. Generally can be chosen from the following 3 effects, although some techniques are specific to which they Cripple. Can Stack 2x.
- -|Arm: Offensive Techniques deal 1% less base damage.
- -|Leg: Dodges take 5% (multiplicative) more Fatigue.
- -|Tail: This is Saiyan specific and stops them from being able to use Oozaru.
- --|Sever: Severs a limb. Happens on the third infliction of Cripple for a limb.[3]
- ---|Arm: Offensive Techniques deal 2% less base damage, and lose 1 Effect of the user’s choice. Permanent until healed.
- ---|Leg: Dodges take 10% (multiplicative) more Fatigue, and Agi Tech cooldown is extended for 1 turn on all techs. Permanent until healed.
- ---|Tail: Stops Oozaru, and causes all actions to cost 1 more Fatigue. Permanent Until Healed
- Gouge: Opponent’s Physical techniques deal 25% less damage. Opponent can pay an additional Tier Fatigue (so 2 more for a T2 technique) in order for it to deal full damage. Stacks up to 2x. Fatigue Cost stacks as well.
- -|Crush: Crush occurs on the 3rd infliction of Gouge. Opponent is unable to use Physical Techniques for 1 turn, and then returns to 2 stacks of Gouge.[3][7]
- Dim: Opponent’s Energy techniques deal 25% less damage. Opponent can pay an additional Tier Fatigue (so 2 more for a T2 technique) in order for it to deal full damage. Stacks up to 2x.
- -|Blackout: Blackout occurs on the 3rd infliction of Dim. Opponent is unable to use Energy Techniques for 1 turn, and then returns to 2 stacks of Dim.[3][7]
- Cut: Opponent suffers 2% Max HP damage per turn which can't be mitigated, and can stack twice.
- -|Wound: Wound occurs on the 3rd infliction of Cut. Opponent suffers 4% Max HP damage per turn which can’t be mitigated, and 1% Max HP damage per T2 or higher Tech used. Lasts for 2 turns and then returns to 2 stacks of Cut.[1][7]
- Overheat: Opponent suffers 1% Max HP damage per turn, and all T2 or higher Techs cost 1 more Fatigue. Can stack twice.
- -|Burn: Burn occurs on the 3rd infliction of overheat. Opponent suffers 2% Max HP damage per turn, and all T2 or higher Techs cost 2 more Fatigue, and T4 techs cost 1 additional action. Lasts for 2 turns and then returns to 2 stacks of Overheat.[1][7]
- Stun X: Opponent loses X actions on their next turn. | 1 Effect per Stun
-| Stun is capped at 1 for T2, 2 for T3, and 3 for T4.
--| Additionally, only the highest applied in a round takes effect. If you're hit by a T2 and a T3 Technique that have Stun 1 and Stun 2 respectively, you will only take Stun 2, as it is the 'highest' to hit. - Weakening X: Opponent’s Strength is reduced by 10% for 2 turns. Can Stack up to 5 times.
- Dulling X: Opponent’s Ki is reduced by 10% for 2 turns. Can Stack up to 5 times.
- Restricting X: Opponent’s Agility is reduced by 10% for 2 turns. Can Stack up to 5 times.
- Plaguing X: Opponent’s Durability is reduced by 10% for 2 turns. Can Stack up to 5 times.
Aimers
- Hard to Barrier: Your opponent's requirements for using Barrier, as well as the bonus effects, are Doubled.
- -|Cannot be Barrier’d: Opponents may not use Barrier as a defense against this attack. (Energy attacks only)[1]
- Hard to Deflect: Your opponent's requirements for using Deflect, as well as the bonus effects, are Doubled.
- -|Cannot be Deflected: Opponents may not use Deflect as a defense against this attack. (Physical attacks only)[1]
- Hard to Dodge: Your opponent's requirements for using Dodge, as well as the bonus effects, are Doubled.
- -|Cannot be Dodged: Opponents may not use Dodge as a defense against this attack.[1]
- Hard to Kiai: Your opponent chooses 1 less Bonus Effect.
- -|Cannot Be Kiai’d: Opponents may not use Kiai as a defense against this attack.[1]
- Hard to Block: Your opponent’s Block will cost 1 additional Action to block this attack.
- -|Cannot be Blocked: Opponents may not use Block as a defense against this attack.[1]
- Hard to Clash: Your opponent's damage that exceeds your attack does not become an attack against you as it would normally.
- -|Cannot be Clashed: Opponents may not use Clash as a defense against this attack.[1]
Other Effects
- Disable: Locks out your opponent's last used T3 or less technique for 2 turns.
- Scramble: T0 Cooldown is extended for a turn (or if not on CD, in CD for 1 turn)[2]
- Exhaust: T4 Cooldown is extended for a turn (or if not on CD, in CD for 1 turn)[2]
- Stealthy: Cannot be targeted by Wall of Defense. [4]
- Homing: If this attack is Dodged, it will attack again the following turn at full Damage and effects, at no Action or Fatigue cost. But the second use is 1 Tier lower in terms of Defenses.[5]
- Dual Stat Attack: Allows attacks to use two stats for determining damage. Neither stat can be more than twice the size of the other. Damage is calculated by taking the listed percent of both stats and then adding them together. Costs 2 effects.
Example: A 9% str/ki would take 9% of str and 9% of ki and add them together.
- Area of Effect: Allows your attacks to affect more than your initial target. The level of AoE allowed on your techniques depends on its tier, as follows:[6]
-|T2+: Deals full damage to your target, and 25% to enemies, or 50% to all other field participants. | 1 Effect cost
-|T3+: Deals full damage to your target, and 50% to enemies, or 75% to all other field participants. | 2 Effects cost
-|T4: Deals full damage to your target, and 75% to enemies, or 100% to all other field participants. | 3 Effects cost
-|Alternate: May also remove an initial target (and just deal 25/50/75/100% Damage to all targets as specified) for 1 Effect refund.
- Charge: Extra actions may be spent to ‘power up’ the used technique. The amount of power increases depends on its tier, as follows:
-|T2: 1 action of charge gains 3% base damage, and adds 1 effect. Max of 1 charge.
-|T3: 1 action of charge gains 5% base damage, and any level of charge adds 1 effect. Max of 2 charges.
-|T4: 1 action of charge gains 7% base damage, and any level of charge adds 1 effect. Max of 3 charges. - Split-Damage: Adds the option to evenly split the base damage in half to use on multiple attacks.[6]
-|If targeting a single foe, the attack is not 'Split' and deals its full listed damage, but otherwise will split up to the attack's tier (i.e. A T4 can hit up to 4 targets for 50% of the base damage). - Conditionals: A Technique can have a ‘conditional’ effect on it, such as “If opponent is affected by Burn” or “If Powerup is active” etc. These normally allow for a fatigue reduction of 1 for one Effect on the attack.
[PTab=Custom Techniques]
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[PTab=Tier 0]
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[PTab=Tier 1]
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[PTab=Tier 2]
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[PTab=Tier 3]
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[PTab=Tier 4]
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