Techniques Skills
Damage Factor
All Ki attacks start out at a certain level, giving a basic Ki attack. But for every one whole point of increase to the Dmg Factor, the Tech Point cost increases by 100. Although, once the Dmg Factor increases over 4, the TP cost doubles, triples, quadruples, etc., for every point over. For every 1 PL cost increase, the TP cost decreases by 1 -- therefore, it's on a one for one basis. Accuracy can also be manipulated (increased or decreased for the cost or retrieval of 20 TP at 5%.)
A few other important factors when creating a Ki attack are what form the Ki attack takes and what part of
the body is essential for it's use.
Special Ki Attack Attributes
Automatic Hit (AH) - Unless countered by an opposing Ki Technique, the attack automatically hits. Cost: 350 TP.
Bodily Harm (BH) - This type of Ki Technique drains the life force of the user. Cost: -20 TP per 5% HP.
Desperate Only (DO) - You can only use this Ki Technique when your HP is below 50%. Cost: -150 TP.
Grabbing Technique (GT) - This type of Ki Technique can only be used once you grab your opponent. Cost: -250 TP.
High Power (HP) - The attack is happens to be incredibly powerful, but this ability can only be used if charged. Adding .2 Dmg Factor. Cost: 10 TP per turn able to charge.
Invisible (IN) - Your technique (or even you) becomes invisible when used, causing it to be 5% harder to dodge. Cost: 25 TP.
Large Size (LS) - Increases the size of an attack, making it harder to dodge. Adds 5% to the Technique's Accuracy. Cost: 25 TP.
Limit (L#) - Limits can go as high as 3, each having their own cost. Cost: L1 -150 TP/L2 -100 TP/L3 -50 TP.
Multiple Targets (MT) - Your attack can, in some way or another, affect multiple targets at a time. Cost: 80 TP.
Power Drain (PD) - The attack is so special in some way that it drains 50% of your Maximum PL. Cost: -250 PL.
Forms of Ki Attacks
Most of the ki attacks you see on the series fall under the wave category, such as the ever popular Kamehameha. And others: Ball (Jisuu's Crusher Ball), Beam (Special Beam Cannon), Continuous (Renzoku Energy Dan), Disk (Kienzan), Strip (Daichiretsuzan). All of which have their own special abilities (which can be bought with more TP) that can be used or not used in battle.
Ball
Advantage: Increases rolled Damage of attack by 10%.
Disadvantage: All chances of dodging the attack are increased by 5%.
Specials: Enhanced control (Increases accuracy of attack by 10%; 10 TP; No Cost), Unlimited Gathering (Increases the Damage of the attack by 25% for every turn charged; 50 TP; 10% of Max PL).
Beam
Advantage: Increases accuracy of attack by 10%.
Disadvantage: Can only be used from the Eyes or Mouth.
Specials: Assist Beam (Increases the Damage of the attack by 25%; 10 TP; Takes 1 turn to charge), Focused Beam (Increases the Damage of the attack by 10% and Makes it 5% harder to dodge; 20 TP; No Cost)
Blast
Advantage: Decreases chance to dodge by 15%.
Disadvantage: Final PL cost increases by 10%.
Specials: Highly unstable (Increases Damage of the attack by 25%; 15 TP; 10% PL cost), ??
Continuous
Advantage: Automatically grants MT to the attack.
Disadvantage: Increases finalized PL cost by 10%.
Specials: Blind Rage (Affects random targets (ST determines) but Dmg of the attack increases by 25%; 10 TP; 5% PL Cost), Homing Blasts (Adds 10% accuracy to the attack but Damage of the attack is decreased by 10%; 15 TP; 5% PL Cost)
Disk
Advantage: All forms of resistance are decreased by 25% (Armor, Defense, Barriers, Ki Attacks).
Disadvantage: Decreases accuracy of attack by %5.
Specials: Good Control (Ignore the Disadvantage; 10 TP; 10% PL Cost), Hide Power (Decrease all chances to dodge by 10%; 20 TP; 5% PL Cost)
Kireru
Advantage: All forms of resistance are decreased by 10% (Armor, Defense, Barriers, Ki Attacks).
Disadvantage: Increases finalized TP cost by 5%.
Specials: Focused (Increases the allowed multiple of by 1; 15 TP; Follow rules of Charge), Potent (Increase the Advantage to 20%; 25 TP; 5% PL Cost)
Wave
Advantage: Lowers finalized TP cost by 30%
Disadvantage: Weakness against Beam (Loses 10% Damage when in Ki Struggle with a Beam Technique)
Specials: Gets all Enhancing Special Attributes at a 20% Discount. Adds 10% more TP on a Disabilitating Attribute.
Types of Effect Techniques
Effect Techniques are built the same way as other techniques, except for their manifested forms (The way they look is up to the limits of your imagination), picking out their Special Attributes and the Body part which is used to summon them. Unlike Attack Techniques, these techniques affect opponents in 3 different ways. They will attack their stats, keep them from taking their turns or control them during their turns.
Stat
When using a Stat Effect Technique, you have the ability to hinder another's Stats to a certain percentage. You start out, being able to hinder their stat by 10% but can increase the decrease by 20 TP for every added 5%. You can also double the starting TP cost to affect another Stat. You can affect up to 4 stats at a time, of your choice while creating. No changing your mind after using it! (50 PL) (Acc +0%) (Eff -10%) (TP 88).
Turn Freeze
These Techniques can be truly devestating in battle, as it forces your target to "freeze" for a number of turns, leaving them unable to attack, dodge, block. All they can do is sit back and take the damage, struggling to get out of it. Like Stat Techniques, you can double to starting TP to increase the turns your Technique lasts. (50 PL) (Acc +0%) (TP 950).
Turn Control
A Technique such as this one can be fun to use, as you can control your target's actions, forcing them to do what you want them to do, provided you successfully Target them. On their next turn, you tell them who to attack and they have no choice but to follow your orders. If their PL is higher than yours, they can choose how they want to attack them. Although, if your Pl is higher, you can choose the form of pain. You can double the starting TP to increase the turns the effect is in. (50 PL) (Acc +0%) (TP 1250).
Body Parts
Is your character going to shoot a powerful Ki Technique out of his ass? More than likely not. Although, he (or she) might release it from the hands, eyes or even mouth. There are a number of places the user can release his or her attack from: Hands, Eyes, Feet, Mouth or their entire Body. This can be left open for customization if you come to me and have an interesting idea for your character, it just might happen.
Body
Advantage: You summon all the strength from within your body to produce this attack, causing it's effect to quadruple.
Disadvantage: For every 25% percent of HP lost, the attack loses it's potency. 75% - x3, 50% - x2, and 25% -x2. Also, because of the powerful nature of the attack, it's PL cost automatically increases by 25%.
Hands
Advantage: When rolling your damage dice, you can add your Fight Stat to the attack's damage. You gain a 10% advantage when in a Ki Struggle.
Disadvantage: If you lose the ability to use your hands while in combat, you cannot use the Technique.
Eyes
Advantage: When rolling your damage dice, you can add your Dexterity dice to the attack's damage. The only time you cannot use this is when you're head is blown off -- not very likely to happen.
Disadvantage: It tends to lower your Dmg factor by %20 percent.
Feet
Advantage: Due the power your legs possess, you can add your Fight stat x2 to the attack's damage.
Disadvantage: If you lose the ability to lose one leg, it only adds your Martial Arts stat to the attack. If you lose both legs, you cannot use the Techinique at all.
Mind
Advantage: Your technique's accuracy increases by 10% due to it's formation from nowhere. You can also never lose the ability to use the technique unless you're out of the fight.
Disadvantage: Your finalized PL cost of the attack increases by 10%
Mouth
Advantage: When grabbed, you can use this ki attack. Cannot lose the ability to use the Technique, unless you're knocked out or have been killed.
Disadvantege: The attack can leave you open, granting others a 10% bonus when trying to hit you.
Weapon
Advantage: You can add your weapon's bonus points to your power before you multiply your roll.
Disdvantage: The PL cost increases by 2 for every Damage point the weapon posseses. If you lose the ability to use your weapon, you cannot use your technique.
Ex: Let's take Goku's Kamehameha attack. The basic Ki attack is: (50 PL) (Acc +0%) (Dmg 1) (TP 5). Let's say we want to increase it's Dmg up to 3.5. We'd have to multiply the cost of increase by 3.5 (350 PL) and add it to the TP cost for a sum of 350 TP. But that's -way- too high for a beginning character, so we might want to bring the PL cost up so we can afford it. Let's make the cost 200 PL. We'll have to add 150 PL to the existing 50 PL. So, now we have (200 PL) (Acc +0%) (Dmg 3.5) (150 TP). As we know, Kamehameha is a wave type attack so we'll now lower the TP cost by 30% (45) effectively causing the TP cost to now be 105. Let's give it the Large Size attribute, since we've seen his Kamehameha blast get pretty big, which will cost 25 TP. But due to the Wave's Special, we get a discount so it goes down to 20 TP. We end up with (200 PL) (Acc +5%) (Dmg 3.5) (125 TP). Finally, we must decide how this Technique is used. Since most people reading this should have watched the show, we know he uses his hands to produce this. Now, Goku has his Kamehameha wave and is ready to use it.
Kamehameha (200 PL) (Acc +5%) (Dmg 3.5) (125 TP) Hands
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Basic Ki Technique (50 PL) (Acc +5%) (Dmg 1) ( 0 TP)
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Physical Ki Attacks
For those warriors who shun the power of extended Ki abilities, there are those who focus Ki into their bodies to perform powerful feats of strength and martial arts. They can create powerful physical attacks that can bring down the most powerful of adversaries. Unlike purely Ki Attacks, these are not are varied in shape but more in the technique of the fighter. They, like Ki Attacks, need to choose a body part which will focus their energy without the benefits. Head, Hands, Feet and Body are those they can choose from. Creating a Physical Ki Attack is much simpler: (0 PL) (Acc +0%) (Dmg +0%) (0 TP). Power Level and Dmg bonus all work on a 1 for 1 basis. The accuracy, like before is set on for every +5% it costs 10 TP. No Physical Ki Attack can cost 0 PL and has a minimum of the Dmg Bonus/10.
Ex.: Mr. Satan wants to perfect his Megaton Punch, an attack he's been working on for awhile, but now he believes he has it. He brings the Dmg +0% up to +25%, increasing the TP to 25. He thinks it would take him too long to master it and therefore bring the PL cost up to 15 and lowering the TP cost to 10. He can now use his Megaton Punch.
Megaton Punch (15 PL) (Acc +0%) (Dmg +25%) (10 TP)
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Basic Physical Technique (0 PL) (Acc +5%) (Dmg +0%) ( 0 TP)
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Note: Once you create your Technique, it's there and cannot be changed. Although, you can probably devise a new attack with your desired effects -- if you think you're up to the challenge of being the strongest.
Skills
These can range from anything, to affect your stats or just your rolls. Maybe even your HP? Who knows, it's up to your imagination's limitation. If you would like a skill, all you need to do is talk to me. Of course, you'll have to have something in mind, take into considering it's power and try to work out something that would be fair. If I think that is would be a little too powerful for what you suggest, we might have to raise the TP or the source or power. Lowering it's effects wouldn't be great, unless you'd rather have a lower effect with the said TP... It's all up to me and you.
Ex.: Someone wants a weapon that they can just create out of their Ki. Well, after much thought and consideration they brought it to me. They'd like to be able to summon up a weapon that would increase their Dmg rolls by 30%. It would cost 300 PL to bring up and could only use it once (obviously). It would also have a TP cost of 700. Does it look fair to you? ...It seems fair enough to me and I say, "Sure, why not?"
Ki Weapon (300 PL) (Makes a Ki weapon that adds 30% to Melee Damage dice) L1 (700 TP)
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