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To Sophia:
Yes, Maintenance Cost is added to the cost of the technique. Regardless of how you decide to pay the additional Ki points, they must be accumulated. ALSO NOTE: in the following turns, ki points you spend for maintenance DO NOT COUNT toward accumulation (otherwise, once you have a few maintained techniques active, you would be unable to accumulate ki anymore). As for the Unification of Ki question, the real answer is I DON'T use unification of ki...so I don't handle it, sorry.
To Brewmaster:
Everyone loves Manowar! I'll analyze your techniques one by one.
THE POWER
Nice technique, but I dislike uneven maintenance (it really chews at you when working on character progression).
I'd make its cost rather
STR4 (Mant.1) / AGI 5 (Mant.1) / POW3 (Mant.1)
I'd probably also buy a -1Ki reduction for 10MK and lower AGI cost to 4. Like that it would be almost balanced...little more pricy, but the price would be more distributed (thus requiring lower Accumulations), so it should be ok.
BLACK ARROWS
Nothing to say here. Very well done.
DEFENDER
It's really hard to show you the "counts" but (for the exact same MK cost) you could make it like this:
STR11 (Mant.4) / AGI11 (Mant.4) / POW11 (Mant.4)
Again, I'm suggesting you to pay a couple more Ki at the moment you use it, but with the great advantage of an evenly split Maintenance cost.
I also have to tell you a sad thing about this technique. The Area Block Effect will affect only 1 Block per turn. If you want the Area Effect Block to apply to ALL blocks, you should apply it to an Energy Shield, as I did with the Fafnr technique (Song of Fire and Ice school). Since all "defensive buffs" apply to all blocks made with an Energy Shield. Aso note that if you switch it to an Energy Shield you don't need anymore to use the Multiple Block Bonus (a Single Block Bonus will apply on all Blocks with the Shield). The technique will change quite a bit, I must advice you, but just to show you an example of how it would be like:
Effect: Energy Shield 800 (Reg100), +50 Block, Area Block 30 feet, Maintained, -2Ki.
STR15 (Mant.4) / AGI15 (Mant.4) / POW15 (Mant.4)
MK: 75
As you can see, having ALL BLOCKS affect an area (with +50 to each) greatly increases the cost of the technique in Accumulated Ki, and mind that an Energy shield with "just" 800Life Points and 100 Regeneration might be a bit too frail at higher levels, if used to block attacks against the whole party.
DEMON'S WHIP
According to my Dominus Exxet, the correct cost for this technique would be 100 and not 95 (30foot distance attack: 10MK, PhR160: 35MK, Greater All Action Penalty: 5MK, -5KI: 50MK, Supernatural Attack 10MK, Half Damage -10MK).
I'd pay whatever possible with AGI to release a bit of "stress" from STR and POW...
STR13 / AGI7 / POW13
Like this it's just -4Ki, so the final cost would be 90MK.
I'd even suggest you to Increse distance to 100m (300 foot?) spending a total of 100MK and a Ki cost of:
STR13 / AGI11 / POW13
OR you might renounce to -2Ki and reach 500m distance (i don't know in foot...but it's the distance you pay 30MK), for 90MK and a well balanced ki cost of:
STR14 / AGI14 / POW14
A GOOD DAY TO DIE
Again the MK cost is wrong according to my Dominus Exxet. +5Attacks (60MK), Continuous (30MK), x3Damage Multiple (70MK), -5Ki (50MK), Complete Life Sacrifice (-25MK), Predetermined (-20MK) = 165MK
ANYWAY...Your technique is "faulted"...if you take Additional Attacks AND NOT Additional Limited Attack, any "bonus" you buy to the technique applies to ALL ATTACKS (well, at least the base attack + the additional attacks from the technique), so basically you DON'T NEED to buy X3Damage MULTIPLE, you can simply buy X3Damage Single with a HUGE discount in MK and Ki!
So the technique should be:
Effects: DamageX3, +5Additional Attacks, -4Ki.
Disadvantages: Complete Life Sacrifice, Predetermined.
STR17 / AGI17 / POW117
MK: 125
Hope this feedback was useful...
My name's Elric and I bear the Black Sword...
ERRATA! I didn't consider the "continuous" effect of the last technique when making the ki cost count...
It is a good day to die!
Effects: +5Attacks (Continuous), x3Damage, -5Ki.
Disadvantages: Complete Life Sacrifice, Predetermination.
STR20 / AGI20 / POW20
MK: 135
Like this it should be perfect!
Now we're waiting for Sofia's creation!
My name's Elric and I bear the Black Sword...
Here is the actual draft of my Technique. My GM hasn't approved it yet, so i don't know if it will be allowed or changed. The names are online translations of the rumanian language, so please don't blame me, if the names are wrong. I don't speak this language. The Flavor Text may be wrong, too.
Since we use the Unification of Ki-Rules i don't differ which Ki will be used for maintaining a technique. Comments are welcome, since it's my first Technique built. It doesn't matter if these comments say it's crap or wrong. I really want to hear opinions since there may be errors in my built.
CALEA DI LUMINA
It is completely based on Light and Earth. The origin is unknown yet (since i don't know how my character will discover this Technique - it may be learned by a teacher, find on an old scroll... More can and will be told at the time my GM judged it.)
Techniques: 5 Total MK: 280.
Ucenicii statornic
Beginning from the Torso Ki is accumulating. The shoulders iluminate in a grey colour, becoming brighter, changing to marble looking and finally shining in a plain white at the hands. The hands including weapons and/or shield blur and the copies are able to deflect attacks. This technique can be maintained through following turns.
Level: 1
Effects: Block Ability (Multiple) +25, Additional Defenses +2, Maintained
Disadvantages: Elemental Binding (Earth + Light)
6 POW, 5 CON, 5 STR, 3 DEX, 2 AGI
Maintenance: 6
MK: 20
Lumina din întuneric
The arm the weapon flash brightly when hitting an enemy. On the enemy a fine and bright line becomes manifest on the hit location. A split second later the wound appears. This technique doubles the dealt damage and transfers it into Light damage. This is still a physical attack dealing physical damage. The only difference is regarding enemies immune / vulnerable to Light. This technique can be maintained through following turns.
Level 1
Effects: Damage Muliplier (Single) x2, Elemental Attack (Light), Maintained
Disadvantages: Elemental Binding (Earth + Light)
7 CON, 6 STR, 5 POW, 4 WIL
Maintenance: 5
MK: 30
Protectia Angels
Behind the user of the technique a bright figure with wings holding a huge shield appears. This being is transparent and not material and cannot be harmed. The Shield is a bigger version of the Shield the user is holding and seems to be connected. This barely visible angelic entity comes with an inhuman reaction and is able to block an attack allthough his protected one would'nt be able to react. Since the shield is much bigger it is much easier to block the incoming attack. This technique can be maintained through following turns.
Level 2
Block Ability (Single) +75, Foretell (Full), Maintained
Disadvantages: (Elemental Binding: Earth + Light, Tied to a Weapon: Shield)
7 POW, 7 STR, 5 DEX, 5 AGI, 5 WIL
MK: 50
Ceresc mânia
Ceresc mânia is a devastating attack technique. During the attack the air around the technique user blurrs and an angelic beings appears. This entity simply consists of light and finishes the attack. Since it is immaterial it penetrates solid things and deals damage in a vital area. The dealt wound is inside the body of the attacked person and somewhat explodes through the skin. This technique lasts for 5 rounds.
Level 2
Effects: Supernatural Attack, Critical Enhancement (Single) +10 + Automatic Critical, Damage Augmentation (Single) +40, Minor Sustenance Disadvantages: (Elemental Binding: Earth + Light, Complex)
13 CON, 7 POW, 7 STR, 7 WIL, 7 DEX
MK: 80
Martiri ai lui Dumnezeu
This power comes with a great sacrifice and responsibility since it is really powerful. The user concentrates his Ki for one purpose only. The destruction of his enemies. Jumping in the air he switches his weapon so that the weapon faces downwards and crashes it into the earth while he's landing. An enormoures copy of this weapon appeares in the air, shining bright and with wings attached to it. This copy strucks the user an enormous blow dealing 100 Damage (counts as vital sacrifice) at the very same moment the weapon connects with the earth. With a loud cry of sheer pain thousands of tiny copies emerge the body of the technique user flying in curves and hitting everything in an area of 3000 feet. Since this copys are immaterial they don't stop after hitting something or someone. The user can manifest shields of the same bright nature as the weapons to protect those he don't want to harm. These shields envelope the ones he want to be unharmed.
Level 3
Effects: Damage Muliplier (Single) x4, Area Attack (Single) 3000 feet + Target Choice, Supernatural Damage
Disadvantages: Elemental Bindings: Earth + Light, Determinaton, Vital Sacrifice: 100 Life Points
20 CON, 12 POW, 12 STR, 6 WIL
MK: 100
~ Sofia Corba
All techniques seem correct, at least as far as MK cost is concerned (I don't have time right now to check all Ki costs). The school is very, very nice. I like both the flavour and the effects of the techniques, especially considering this is a really "cheap" (MK wise) technique school.
The only thing I would suggest you is: concentrate the ki cost of techniques on 3 stats. Considering it's Earth/Light school, probably Dex/Con/Pow would be a fitting set of stats or Str/Dex/Pow could do the trick.
Try to make all costs on three stats and leverage them as much as possible so that the cost of the techniques on the three stats is (almost) the same.
For being your first shot at it, great job anyway!
My name's Elric and I bear the Black Sword...
Okay, to be honest, I came up with two different techniques that belong in different schools altogether, but I don't know how to actually create them according to the rules.
Essentially, school A has to do with Ki wires that deal different types of damage, while at the same time draining energy (Ki in particular). School B, however, involves a kind of demon blood that only awakens in females (not sure what sort of demon would work well) and deals damage to a person's soul... hard to fully explain, because I don't have all the details worked out at the moment, but that's at least what the ability Soul Scar does.
Anyone willing to help me out on this conundrum?
I'm just a gamer that likes to tell stories. Could you cut me some slack?
Just write your ideas here. There may be plenty of persons who can help you and since it's a publc forum the idea is to get different opinions. I'm not that familiar with the rules but even i may participate in this. And at least Elric is a creative guy building almost everthing. At least so it seems to me.
~ Sofia Corba
Ok, Xamusel...these days there's an important game convention near here and friends come to visit, so I won't be able to work on those, but if its ok with you, I'll get my hands on them as soon as possible. Meanwhile, I'd like you to make a couple things for me:
1) Give a name to both Schools and to their techniques (5+ techniques per school are required, since we want 2XLevel1 techniques, 2XLevel2 techniques, 1XLevel3 technique, at least). Please don't ask me to make more than 7 techniques per school, if you can avoid it, since technique designing is pretty time consuming.
2) Give a "visual description" of what each technique is supposed to do. At least try to give me an idea so I can work on them. Anyway, if you don't have enough ideas for all 10 techniques (5 for each school), I'll manage the rest, don't worry.
TO SOFIA:
Could you translate the names of the Technique School and the names of the Techniques? Although their rumanian sound is pretty cool, I'd also like to have an english translation to have a hint of what they mean. Thanks!
My name's Elric and I bear the Black Sword...
@ Elric
Here are the translations (you can alter them since my English may be wrong, but you may discover the intention.)
Calea di Lumina = The Way of the Light
Ucenicii statornic = The steadfast/unshaken Disciple (?)
Lumina din întuneric = Light in the Dark
Protectia Angels = Angelic Protection
Ceresc mânia = Wrath of the Heaven
Martiri ai lui Dumnezeu = Divine Martyr / Martyr of God
Yeah, my character is pretty religious. That's why i've chosen this names. But she doesn't work for the church.
~ Sofia Corba
wow sofia, that's looking pretty beast there, i might give it whirl next time i play a ki using paladin.
and thanks for the feedback as always elric, i will definitly go over that area block thing a few more times and see how i can finagle it.
inventing new levels of "i just don't give a f--k." everyday.
Elric of Melniboné said:
Ok, Xamusel...these days there's an important game convention near here and friends come to visit, so I won't be able to work on those, but if its ok with you, I'll get my hands on them as soon as possible. Meanwhile, I'd like you to make a couple things for me:
1) Give a name to both Schools and to their techniques (5+ techniques per school are required, since we want 2XLevel1 techniques, 2XLevel2 techniques, 1XLevel3 technique, at least). Please don't ask me to make more than 7 techniques per school, if you can avoid it, since technique designing is pretty time consuming.
2) Give a "visual description" of what each technique is supposed to do. At least try to give me an idea so I can work on them. Anyway, if you don't have enough ideas for all 10 techniques (5 for each school), I'll manage the rest, don't worry.
Okay, apart from Soul Scar from the second school, I hadn't thought of names for them. However, at least I'll get to it now, so as to lessen the workload on you.
School A "Infinite Wires"
Level 1: Wire Ensnare (Several Ki wires that are invisible to the naked eye travel at near-impossible speeds to ensnare one or more targets, all the while moving to drain the vital energies of said targets. Of course, the wires aren't invisible to enhanced eyes (Naruto characters with the Byakugan (Translation: White Eye. Use of these eyes allows for the user to see past illusions and see energy as plain as day, along with their abilities to see nearly 360 degrees in a penetrating and telescopic manner, with a weak spot extending from the vertebrae of the upper back where they can't see anything) are able to see the wires no problem... and why I bring this up is because these abilities are for a fan fiction with Naruto as a crossover somewhere along the way), just so long as they don't ensnare the users of said eyes, due to an increased rate of energy drain for the duration of their use... the range is dependent of the range of the range of the user's eyes in active mode, as this was made with the Byakugan to aid in catching foes from all around the user, and the standard range of the eyes is 50 meters radius... though that range can be increased with training)
Electric Wires (Several Ki wires form from electrical impulses and attack the foes that they are launched at with over a thousand volts of electricity a second for a total of 45 seconds (1,500 volts of electricity each second times 45... not sure if that's enough to kill, but I'm positive it's enough to paralyze at least) if left uninterrupted. The wielder of these wires is left prone to outside interference, but usually the user tends to have any interference already dealt with in advance)
Level 2: Flame Wires (Several Ki wires form with fire covering the entire length of each. These wires then heat seek any heat source that is not as hot as an Efreet... no questions asked. The heat of the fire is supposedly the heat of an Efreet in its natural habitat, so that would explain a lot about it, anyway. Of course, in hot areas like the inside of a volcano, the power of the flames increase depending on the amount of heat involved. The reverse is also true in cold areas)
Wire Escape (Several Ki wires aid in the escape of the user of this ability by means of surrounding the user in a cocoon that lets the user teleport to another location within a few miles)
Level 3: Wire Transportation (Several Ki wires transport things different distances, depending on the size. The larger it is, the less distance involved, as this technique was specifically meant for smaller objects like humans to go across dimensions with little difficulty)
School B "Fury of the Ice Queen" will be mentioned later, at least when I have more time, sorry.
I'm just a gamer that likes to tell stories. Could you cut me some slack?
I would like to know if these look right:
Hagane No Kobushi
The user affects the his relation to gravity, making his arms heavier and his attacks stronger.
Level: 1
Effects: attack +50, Damage multiplier x2
Disadvantages: -
Str 4 Agi 2 Dex 3 Pow 4 WP 4 (maint 4)
MK: 40
Hane No Kobushi
The user affects his relation to gravity, making his arm lighter and allowing for more attacks.
Level: 1
Effects: +2 attacks, +100 initiative
Disadvantages: -
Agi 8 Dex 8 Con 6 Pow 3 WP 6 (maint 6)
MK: 50
Tengoku No Kobushi
The user shoots his presence outwards, destroying the targets armor and attacking him.
Level: 2
Effects: Long distance attack 800ft, armor destruction -2AT, +1 additional attack
Disadvantages: predetermination
Str 4 Dex 5 Con 6 Pow 6 WP 1 (maint 5)
These are based off of the books effects. I am not entirely sure if the Ki requirement is done right and I am positive that the maintenance is wrong too.
This is your story.
TO XAMUSEL:
Finally had time to work on your stuff...I made the Wires tehnique. They might not be exactly as you expect them and have to move around Levels, since some techniques required higher levels to be "doable". Anyway, that's the best I could do and I hope you like them.
INFINITE WIRES:
Designed to oppose the mono-thread of Cancer Magnus, Infinite Wires is a devastating set of techniques that creates ki wires that strike at distance the enemies, like invisible killing blades. Needless to say, the school is much more orientated to offense than defense.
Techniques: 5 Total MK: 450.
FIRE WIRES
Level: 1
Several Ki wires form with fire covering the entire length of each. These wires then heat seek any heat source. This technique allows its user to make a single Fire Elemental Attack affecting all individuals within 25m of him with a Base Damage equal to double the character’s Presence plus his Power Bonus.
Effects: 25m Area Attack, Elemental Attack (Fire), -2Ki.
Disadvantages: -.
DEX3 / POW3 / WIL3
MK: 45
WIRE ESCAPE
Level 1
Several Ki wires aid in the escape of the user of this ability by means of surrounding the user in a cocoon that lets the user teleport to another location within a pretty long distance, although such teleport maneuver impedes him to strike back at the attacker. This technique allows its user to make a single Dodge roll with a bonus of +90 to his Ability, but in case of a successful defense, the character cannot make a counterattack, but can be Automatically Transported anywhere within 250m of his current position.
Effects: +90 Limited Dodge, 250m Automatic Transport.
Disadvantages: -.
DEX8 / POW8 / WIL8
MK: 40
WIRES TRANSPORTATION
Level 2
Several Ki wires transport things different distances, depending on the size. This technique allows its user to make a single attack affecting all chosen targets within 100m that deals no damage, but moves all hit targets by a distance determined by an Impact with Strength 16 in any direction chosen by the user. Targets of this attack will need to perform a Notice Check against a difficulty of Inhuman (320) or suffer the Surprise penalty to his Defense roll.
Effects: 100m Area Attack (Target Choice), Impact16 (Attract), Disguised Attack (320), -1Ki.
Disadvantages: No Damage.
DEX12 / POW12 / WIL12
MK: 80
ELECTRIC WIRES
Level 2
Several Ki wires form electrical impulses and attack the foes that they are launched at with over a thousand volts of electricity a second for a total of 60 seconds if left uninterrupted. The wielder of these wires is left prone to outside interference, but usually the user tends to have any interference already dealt with in advance. Electric Wires allows its user to make an Elemental Electricity Distance Trap Attack without penalty, with a Range of 20m, with an equivalent of Strength of 14, and Base Damage equal to double the character’s Presence plus his Power Bonus plus 50. If the technique successfully traps the opponent, the trap is maintained for 20 turns without paying any extra ki cost. A character cannot make any defense roll in the same turn he uses this technique.
Effects: 20m Distance Attack (2XPresence+PowBonus Damage), +50Damage, Elemental Attack (Air), Trap 14, Greater Sustenance (Trap Effect on Target).
Disadvantages: No Defense.
DEX17 / POW17 / WIL17
MK: 100
WIRE ENSNARE
Level 3
Several Ki wires that are invisible to the naked eye travel at near-impossible speeds to ensnare one or more targets, all the while moving to drain the vital energies of said targets. This technique allows its user to make a single penalty free Trap Attack affecting all chosen targets within 50m of him with an equivalent Strength of 16, and Base Damage equal to double the character’s Presence plus his Power Bonus. Targets hit by the attack must surpass a PhR check against a difficulty of 180 or lose Life Points equal to the failure level. Life Points lost due to this effect are drained by the user of the technique, who can use them to recover lost Life Points from wounds. Targets of this attack will need to perform a Notice Check against a difficulty of Zen (440) or suffer the Surprise penalty to his Defense roll. If opponents are trapped, the trap may be maintained each turn by paying the maintenance cost and trapped opponents will have to repeat the PhR check each time they fail the check to escape the trap effect (or choose not to take it). This technique has the Predetermined disadvantage.
Effects: 50m Area Attack (2XPresence+PowBonus Damage, Target Choice), Trap16, Supernatural State (PhR180, Life Drain, Attack), Disguised Attack (440), Maintained (Trap Effect and Supernatural State on Targets), -2Ki.
Disadvantages: Predetermined.
DEX28 (Mant.5) / POW28 (Mant.5) / WIL28 (Mant.5)
MK: 185
I will wait for a more detailed description of the techniques from the Soul Scar school, so I can get to work on them.
To Evrae:
Hagane No Kobushi seems ok as far as MK is concerned (and is a nice technique by the way), but I hate split ki cost (I prefer techniques to be based on 3 stats...four if they are really expensive) AND ki costs in Dominus Exxet were pretty much modified compared to the core rulebook.
Hane No Kobushi has one big "flaw". You could have a technique with the EXACT same effect paying 20MK less: simply get Additional Limited Attacks instead of Additional Attacks. The +100 Initiative will apply anyway and you'll be spared tons of MK and Ki! Again, it's a really nice technique.
Tengoku No Kobushi seems ok too, although you forgot to write down the MK cost, which should be 50 according to my counts. Of course it should use 2XPresence+PowBonus Damage formula. And again, I dislike split ki costs.
If you add a couple more techniques (another Level2 and a Level3) it would be a pretty nice and complete Ki Techinque school. I won't suggest exact Ki costs to you, anyway, until you design the two other techniques OR tell me you have no intention of further expanding this school, since before I choose the three stats to base the school on I'd like to read all of its effects (to optimize ki expense, although as it is now I'd probably make it based on STR/DEX/POW).
My name's Elric and I bear the Black Sword...
I do plan to continue to make more techniques in this school, but it will take time. I apologize for forgetting to mention how much MK tengoku no kobushi was. It is indeed 50 and it does use the X2 Presence + power formula. I will come up with an additional two techniques when I fond the time for it. I will also take your ki costs into consideration. Thank you for your thoughts. Also, is the maintenance correct? Is it too low? Does maintenance even use generic ki points or do they need to be specific to the attributes used for the technique?
This is your story.
It depends wether you're using the unification of ki rules or not. If you're not using the rules for unified ki, you should split the maintenance among characteristics, as is for ki cost. As soon as the school is completed (as soon as you have time, of course), I will suggest you both cost and (split) maintenance cost for each, if it pleases you.
My name's Elric and I bear the Black Sword...
While waiting for Xamusel to feedback on Infinite Wires and for more information about Soul Scar and Evrae's techniques...
...My girlfriend asked me to make a ki school using Weather Conditions as a requirement. Since determined conditions should be a -20MK disadvantage and require Level2+ techniques to be taken, I decided the first two technique would have a simple requirement of either Day or Night (which somehow is a very basic weather condition). The school itself came out to be pretty cool, although it's use is obviously limited, but since I like it (the eyes of a father...), here it is!
WEATHER MASTER:
This school of techniques is very peculiar, since it takes energy from the surrounding weather. Although this greatly limits the use of many of most techniques from this school, they are extremely powerful, granting exceptional effects under the right weather conditions.
Techniques: 5 Total MK: 450.
ZENITH KISS
Level 1
One of the two basic techniques of Weather Master, Zenith Kiss takes it energy directly from the sunlight, greatly improving the character’s attack and defense capabilities. This technique grants its user a +40 Bonus to all his Attack and Block rolls, as well as making all his attacks Light Elemental Attacks for a single turn. This technique can only be used during daytime.
Effects: +40 Complete Attack, +40 Complete Block, Elemental Attack (Light), -1Ki.
Disadvantages: Determined Condition (Day).
DEX10 / POW10 / WIL10
MK: 45
NADIR KISS
Level 1
The other basic techniques of Weather Master, Nadir Kiss takes the power from the surrounding darkness of night, although its effect are almost the same as those of Zenith Kiss. This technique grants its user a +40 Bonus to all his Attack and Block rolls, as well as making all his attacks Darkness Elemental Attacks for a single turn. This technique can only be used during nighttime.
Effects: +40 Complete Attack, +40 Complete Block, Elemental Attack (Darkness), -1Ki.
Disadvantages: Determined Condition (Night).
DEX10 / POW10 / WIL10
MK: 45
DANCING IN THE RAIN
Level 2
Its amidst the rain that Weather Masters become most dangerous in close quarters since they start to move with the fluidity of the falling water itself, unleashing seemingly endless torrents of attacks and blocking incoming attacks with absolute ease. This technique grants its user up to 9 penalty free defenses each turn and up to 9 penalty free attacks each turn. This technique can be maintained through following turns. This technique can only be used while it’s raining.
Effects: +8Additional Limited Attacks, +8 Additional Defenses, Maintained, -1Ki.
Disadvantages: Determined Condition (Rain).
DEX18 (Mant.6) / POW18 (Mant.6) / WIL18 (Mant.6)
MK: 85
LAND OF ILLUSION
Level 2
The mist is friend to Weather Master users, since they can populate fog with illusory presences that confound the enemies and attack them as an army of identical wrights. This technique allows its user to summon twenty mirages identical to himself that can only be detected by surpassing a Notice Check against 320, and can attack using the rules of Ghostly Illusions against targets that don’t surpass a PsR check against a difficulty of 240. This technique can be maintained through following turns. This technique can only be used while inside fog.
Effects: 20 Mirages (Inhuman Undetectable, PsR240 Ghostly Illusions), Maintained, -2Ki.
Disadvantages: Determined Condition (Fog).
DEX15 (Mant.6) / POW15 (Mant.6) / WIL15 (Mant.6)
MK: 85
FROZEN HEAVEN
Level 3
The most powerful of Weather Master techniques, Frozen Heaven can only be used while it’s snowing. The enchanting white snowflakes surrounding the user of this technique touch the opponents with the power of his own soul, inflicting them freezing damage, biting down at their physical strength and at the same time charming them with their unfathomable beauty. This technique allows its user to make an additional penalty free Cold Elemental Attack completely independent from his other actions affecting all chosen targets within 100m of him with a base Damage equal to double the character’s Presence, plus his Power Bonus. Targets hit by this attack must pass two PhR checks against 200. If they fail the first, they suffer a PhR penalty equal to the failure level, if the fail the second, they are Fascinated for a number of minutes equal to the level of failure. This technique can be maintained though the following turns. This technique can only be used while it’s snowing and has the Predetermined disadvantage.
Effects: +1Additional Limited Attack, 100m Area Attack (2XPresence+PowBonus Damage, Target’s Choice), Supernatural State (PhR200, PhR Reduction and Fascination, Attack), Elemental Attack (Water), Maintained, -5Ki.
Disadvantages: Determined Condition (Snow), Predetermined.
DEX26 (Mant.6) / POW26 (Mant.6) / WIL26 (Mant.6)
MK: 190
My name's Elric and I bear the Black Sword...
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