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Anima: Beyond Fantasy RPG
Enter a world beyond fantasy.
Moderator: FFGAntonffgjafferffgjoshFFGMarkGeckomauglirThe Spaniardynnen Topics: 756 | Posts: 5633
New Techniques
Published on 14 October 2011 - 06:58:27
Page 12 of 14 (206 messages) « First page... 11 12 13 14 ...Last page »
Reply #166 | Published on 15 April 2012 - 04:14:33

 Welcome to the forum, VoidCabbage!

Since you asked for it (I was recently scolded for interferring when not asked to...), I'll give you my impressions. This school seems very good to me, and very funny on top of that. Since I'm noticing errors, I post it to you. Notice that making errors during tech-tree creations is very common and it still happens to me (who own a collection of over 130 tech-trees right now...), so don't get discouraged.

FLEX:

The base cost for the technique is 4/4/4 and not 3/3/3. In maintained techniques, you add the maintenance cost to the base cost as well as paying it for maintenance.

MIGHT:

This one's perfect too!

ENDURE:

This one has a cost of 60MK on my agenda. Could it be you forgot to add 20MK for being a maintained technique? Also its Ki cost is, according to my counts, DEX9 (Mant.2) / CON9 (Mant.2) / WIL9 (Mant.2), without need for a -1Ki adjustation, meaning the MK cost is 50.

FORCE:

The Ki cost I calculated is 6/6/6. I chose Area Attack as primary effect paying it with Constitution (3+3=6), then used Dexterity and Willpower to pay the Distance Attack+Projection as a secondary effect and applied the -1Ki Adjustement (6+2+1+4-1=12 = 6+6).

FIST:

I compliment you for making a less than 100MK very beautiful (or let me say, since it's most appropriate, Viewtiful) Level3 Technique.

 

All considered I really liked a lot your tech-tree and I'm eager to see your next creation!

My name's Elric and I bear the Black Sword...

Reply #167 | Published on 15 April 2012 - 06:40:07

Reading all these new techniques has made me want to create some too. I decided actually to adapt to Anima System the techniques employed by playable characters in Skies of Arcadia Legends (an old JRPG).

Here is the tech-tree for the leading character, Vyse:

DA CUTLASS:
Developed in Dwanholf, Da Cutlass is a technique school employed by a noble pirate of the past, who only attacked very rich merchants and military ships. The school employs both offensive and defensive techniques, although defensive techniques always grant some level of retribution. Two peculiarities of this technique are: defensive techniques are based on blocking, instead of dodging, which is uncommon for pirates, and higher level attack techniques strike with lightnings. Of course, all techniques are to be used with a pair of Cutlasses. This techniques are only taught to pirates that choose to follow the noble ideals of the founder pirate.
Techniques: 5 Total MK: 410.

CATLASS FURY
Level 1
The pirate unleashes five furious attacks with the cutlasses, dealing the last one with incredible strength. This technique allows its user to make up to 5 penalty free Attacks, with a Base Damage bonus of +50 to the last one of them. This technique can only be used while fighting with a couple of cutlasses.
Effects: +50Damage, +4Additional Limited Attacks, -1Ki.
Disadvantages: Common Weapon Bond (2XCutlass).
STR6 / DEX6 / CON6
MK: 40

COUNTERSTRIKE
Level 1
The pirate assumes a perfect defensive stance, that allows a perfect counterattack against the opponents. This technique allows its user to make up to 5 penalty free Defenses with a +50 Defense Bonus and, in case of a successful Defense, allows its user to make a Counterattack with a +75 Attack roll bonus. This technique can only be used while fighting with a couple of cutlasses.
Effects: +4Additional Defenses, +50Block, +75Counterattack.
Disadvantages: Common Weapon Bond (2XCutlass).
STR8 / DEX8 / CON8
MK: 40

RAIN OF SWORDS
Level 2
The pirate jumps high and crossing his cutlasses concentrates electrical energy that is then unleashed as rain of cutlass-shaped thunder on enemies. This technique allows its user to make an Electricity Elemental Attack affecting all chosen targets within 25m of him, with a +40Attack Bonus. This technique can only be used while fighting with a couple of cutlasses.
Effects: 25m Area Attack (Target Choice), +40Attack, Elemental Attack (Air), -4Ki.
Disadvantages: Common Weapon Bond (2XCutlass).
STR6 / DEX6 / CON6
MK: 80

SKULL SHIELD
Level 2
Skull Shield summons a giant cutlass-wielding Jolly Roger to protect the pirate’s companions as well as the user himself, and at the same time inflict quick retribution to the enemies. This technique allows its user to make up to 11 penalty free Blocks against attacks targeting anyone within 10m with a +50 bonus to the Block roll. In case of successful Defense, the attack is reflected against the offender with the same final attack score obtained by the attacker, plus the Counterattack bonus. This technique can only be used while fighting with a couple of cutlasses.
Effects: Reflect Attack, 10m Area Block, +10Additional Defenses, +50Block, -1Ki.
Disadvantages: Common Weapon Bond (2XCutlass).
STR15 / DEX15 / CON15
MK: 90

PIRATE’SWRATH
Level 3
Once again the pirate summons upon his cutlasses a huge amount of electric energies that is projected against the enemy, while the pirate himself moves with it and finishes the enemy with two additional hyper-charged cutlass blows. This technique allows the user to make up to 3 Electric Elemental Distance Attacks using himself as a bullet, with a 20m Range, and +100 bonus to the Attack roll and Base Damage. The opponent cannot Counterattack until the whole attack sequence has been completed. This technique can only be used while fighting with a couple of cutlasses.
Effects: 20m Distance Attack (Projection), +3Additional Attacks (Continuous), Elemental Attack (Air), +100Attack, +100Damage, -1Ki.
Disadvantages: Common Weapon Bond (2XCutlass).
STR26 / DEX26 / CON26
MK: 160
 

 

My name's Elric and I bear the Black Sword...

Reply #168 | Published on 15 April 2012 - 13:27:05

Here we have the second one, which is basically Aika's special moves.

ALPHA TO OMEGA:
Developed in Baho by the warrior caste, Alpha to Omega is pretty unique for it was designed to be used with an enormous boomerang. It was actually developed by one of the few female fighters to gain full respect within the warrior caste thanks to it. It’s characterized by the defenses which are specifically designed to stop magic and oppose other ki users and by fiery attacks that are designed to affect more opponents at once.
Techniques: 5 Total MK: 320.

ALPHA STORM
Level 1
The warrior starts to rotate the boomerang, projecting fiery circles of fire that burn enemies within their path. This technique allows its user to make a Heat Elemental Distance Attack, affecting all individuals within a line of 50m, and with a Base Damage equal to double the character’s Presence plus his Power Bonus. This technique can only be used while fighting with an enormous boomerang.
Effects: 50m Distance Attack (2XPresence+PowBonus Damage, Line of Destruction).
Disadvantages: Generic Weapon Bond (Enormous Boomerang).
DEX5 / POW5 / WIL5
MK: 30

DELTA SHIELD
Level 1
The warrior summons a mystical shield that protects all allies from incoming magic. This technique allows its user to make a Block roll against any Magic Attack targeting anyone within 10m of him, with a bonus of +100 to the Block roll.
Effects: 10m Area Block, +100Block.
Disadvantages: Specific Defense (Magic).
DEX8 / POW8 / WIL8
MK: 25

LAMBDA BURST
Level 2
The boomerang held by the user turns into four flaming boomerangs that roll on the ground around the user turning it into a chessboard of fissures. Then fiery magma erupts from the fissures consuming all enemies caught within. This technique allows its user to make an Heat Elemental Attack affecting all chosen targets within 50m of him, with a +75Attack Bonus, and a Base Damage equal to double the character’s Presence plus his Power Bonus. This technique can only be used while fighting with an enormous boomerang.
Effects: 50m Area Attack (2XPresence+PowBonus Damage, Target Choice), +75Attack, Elemental Attack (Fire), -2Ki.
Disadvantages: Generic Weapon Bond (Enormous Boomerang).
DEX8 / POW8 / WIL8
MK: 75

EPSILON MIRROR
Level 2
The body of the fighter is surrounded by a dodecahedron and becomes as if made by a pure silver mirror for a short while that absorbs incoming hits and energy associated with them. This technique allows its user to Defend as if employing a Supernatural Shield with1000 Resistance Points that on a successful Defense against an Attack Technique allows the user to absorb up to 25Ki points employed in using such Technique. This technique can only be used while fighting with an enormous boomerang.
Effects: 1000 Resistance Points Supernatural Shield, 25Ki Absorption, -2Ki.
Disadvantages: Generic Weapon Bond (Enormous Boomerang).
DEX9 / POW9 / WIL9
MK: 70

OMEGA PSYCLONE
Level 3
With this final attack technique the user jumps in the air, while flaming copies of his boomerang ter the ground apart making it an inescapable magma lake. Then the warrior throws his boomerang at the enemy generating an enormous explosion that leaves friends unscratched. This technique allows the user to make an Heat Elemental Attack affecting all enemies within 100m of him with a bonus of +150 to the Attack roll and a Base Damage equal to double the character’s Presence plus his Power Bonus +40. This technique can only be used while fighting with an enormous boomerang.
Effects: 100m Area Attack (2XPresence+PowBonus Damage, Target Choice), +175Attack, +50Damage, Elemental Attack (Fire), -2Ki.
Disadvantages: Generic Weapon Bond (Enormous Boomerang).
DEX17 / POW17 / WIL17
MK: 120
 

And here comes Fina. She's been tough, because she's a supporter/buffer type of character that in the anima system is far better represented with magic. Still, making a tech-tree to represent her abilities seemed very challenging so I made it. The result is still different from the original effects of the Game moves used by Fina, but still satisfying, offering the opportunity of making a definitely unconventional pure domine character.

LUNAR POWERS:
This group of techniques was developed by a rogue Michael priestess who despite her lack of fighting prowess learned to employ ki in order to support her friends. During her travels she developed this very unique group of techniques that can turn the tides of a battle in absolutely unpredictable ways. Since then, the technique has been taught only to very pure hearted individuals.
Techniques: 5 Total MK: 480.

LUNAR GLYPH
Level 1
With a soft breath, the user projects seemingly lunar dust that attacks and stuns the opponent. This technique allows its user to make a Distance Attack with a Range of 5m, with a Predetermined Final Attack value of 240, and with a Base Damage equal to double the character’s Presence plus his Power Bonus, quantity which is halved. A target hit by this Attack, ignoring Armor, must pass a PhR check against a difficulty of 120 or suffer an All Action Penalty equal to the damage suffered, that recovers at a rate of -5 per turn.
Effects: 5m Distance Attack (2XPresence+PowBonus Damage), Predetermined Attack (240), Supernatural State (PhR120, Minor All Action Penalty, Physical Contact), -1Ki.
Disadvantages: Half Damage.
CON10 / POW10 / WIL10
MK: 50

LUNAR WINDS
Level 1
With an attack which is very similar to the one of Lunar Glyph, Lunar Winds is designed to nullify any mystical power the target is benefitting from. This technique allows its user to make a Distance Attack with a Range of 5m, with a Predetermined Final Attack value of 240, and with a Base Damage equal to double the character’s Presence plus his Power Bonus. A target hit by this Attack must pass a PhR check against a difficulty equal to the Suffered Damage+60 or immediately interrupt any mystical effect maintained or sustained upon himself. Upon using this technique, the user loses an amount of ki points equal to those employed in using this technique.
Effects: 5m Distance Attack (2XPresence+PowBonus Damage), Predetermined Attack (240), Interruption (Damage+60, Ki & Magic & Psychic).
Disadvantages: Energy Excess.
CON11 / POW11 / WIL11
MK: 40

LUNAR BLESSING
Level 2
The main defense of users of Lunar Powers, Lunar Blessing grants them with unbelievable resistance to punishment, that makes them almost immortal. This technique allows its user to defend as a Damage Accumulation being with 1200 additional Life Points, which are the first lost, if the character suffers any Damage, and a total AT of 8, which can never be negated or reduced below 6. This technique can be maintained through following turns and the additional Life Points pool regenerates 500Life Points each time the Maintenance cost is paid. This technique has the Predetermined disadvantage. In order to use this technique, the use must spend 4 Fatigue Points in addition to accumulated Ki.
Effects: 1200Life Points Damage Accumulation (Regeneration500), AT6 (Unmodified), Maintained, -2Ki.
Disadvantages: Predetermined, -4Fatigue.
CON20 (Mant.6) / POW20 (Mant.6) / WIL20 (Mant.6)
MK: 100

LUNAR CLEANSING
Level 2
A most unique use of ki, Lunar cleansing in an attack that actually targets any chosen one around, and although it inflicts no real damage on the targets, it completely removes any negative mystical effect they might be affected from. This technique allows its user to make an Attack affecting all chosen targets within 25m, with a Predetermined Attack Value of 320, inflicting no Damage. Targets hit by this technique must pass a PhR check against a difficulty equal to the Damage they would have suffered if the Base Damage of the attack was equal to double the character’s Presence plus his Power Bonus +100, or immediately interrupt any mystical effect maintained or sustained upon themselves. This technique has the Predetermined disadvantage.
Effects: 25m Area Attack (2XPresence+PowBonus Damage, Target Choice), Predetermined Attack (320), Interruption (Damage+100, Ki & Magic & Psychic), -2Ki.
Disadvantages: No Damage, Predetermined.
CON18 / POW18 / WIL18
MK: 90

LUNAR LIGHT
Level 3
The light of a silver moon shines directly upon the user of this technique that is blessed by a power that, even before anyone has the time to make a move, seeks all nearby enemies and drains their life and energy, giving it back to the user. This technique grants its user a +175 Initiative Bonus and allows its user to make an Attack affecting all chosen targets within 50m of him with a Predetermined Attack Value of 440, that inflicts no Damage. Targets hit by this attack, ignoring Armor, must pass three consecutive PhR checks. Those who fail the first check suffer a PhR reduction equal to their failure level. Those who fail the second check suffer a loss of Ki points equal to their failure level. Those who fail the third check suffer a loss of Life points equal to their failure level. Ki points and Life Points lost due to these checks are drained by the user of this technique.
Effects: 50m Area Attack (Target Choice), Predetermined Attack (440), +175Initiative, Supernatural State (PhR200, PhR Reduction & Ki Drain & Life Drain, Physical Contact).
Disadvantages: Predetermined, No Damage.
CON40 / POW40 / WIL40
MK: 200
 

Last of the bunch for now, Drachma's techniques. With him, as well as with Enrique and Gilder I have to improvise a bit and create a couple of techniques to complete the tech-trees, since in the game these three characters only have 3 special moves.

POWER OF THE FISHERMAN:
Power of the Fisherman was developed by a pretty old fisherman from Kanon that lost his son and right arm to a giant and monstrous whale and traveled hunting for it along with the crew of a noble Dwanholf pirate. The man had his right arm substituted by a technomagical prosthesis, including a chain-harpoon like device for shooting the enormous metal hand. Those who nowadays want to master the most advanced techniques of this school must find a way of substituting their arm with an appropriately similar prosthesis.
Techniques: 5 Total MK: 440.

TACKLE
Level 1
Charging the ki power into the right arm, the user throws himself at the enemy in a furious charge that most times leaves nothing of it. This technique allows its user to make an Attack with a +40Attack Bonus and double Base Damage. The effects of this technique can be combined with those of other Combinable Techniques. This technique can only be used while making a Charge Attack.
Effects: +40Attack, 2XDamage, Combinable.
Disadvantages: Condition (Charge).
STR9 / CON9 / WIL9
MK: 40

SPIRIT CHARGE
Level 1
The user remains frozen in a perfect defensive stance that allows him to absorb energy of an incoming attack. This technique allows its user to make a Defense with a bonus of +90 to the Block roll, that on a successful Defense against an Attack Technique allows the user to absorb up to 10Ki points employed in using such Technique. The effects of this technique can be combined with those of other Combinable techniques. The user of this technique cannot Attack during the same turn he uses this technique.
Effects: +90Block, 10Ki Absorption, Combinable.
Disadvantages: No Attack.
STR9 / CON9 / WIL9
MK: 40

CHAIN SLAP
Level 2
By employing a chain-hand arm prosthesis, the user manages to strongly entwine a charged opponent and quickly slap it with the hand’s metal fingers, easily causing its demise. This technique allows its user to make a penalty free Trap Attack with an equivalent Strength of 16, followed by 2 additional penalty free Attacks. The trap effect can be maintained by paying this technique’s Maintenance cost and 2 additional penalty free Attacks can be made against the trapped opponent as long as the technique is maintained. The effects of this technique can be combined with those of other Combinable techniques. This technique can be used only while fighting using a chain-arm prosthesis.
Effects: Trap16, +2Additional Limited Attacks, Maintained Combinable.
Disadvantages: Generic Weapon Bond (Chain-Arm Prosthesis).
STR13 (Mant.3) / CON13 (Mant.3) / WIL13 (Mant.3)
MK: 75

SHIELD OF THE WOLF OF THE SEA
Level 2
Designed both to offer an all-round defensive capacity and to improve the effects of Spirit Charge, The Shield of The Wolf of The Sea surrounds the user with a self regenerating energy shield, that guards even against most unpredictable attacks. This technique allows its user to Defend as if using a Supernatural Shield with 800 Resistance Points and ignores penalties for Surprise to Defense. This technique can be maintained through following turns and the Supernatural Shield recovers 100 Resistance Points each time the maintenance cost is paid. The effects of this technique can be combined with those of other Combinable Techniques.
Effects: Complete Prevision, 800Resistance Points Supernatural Shield (Regeneration 100), Combinable, Maintained.
Disadvantages: -.
STR14 (Mant.3) / CON14 (Mant.3) / WIL14 (Mant.3)
MK: 95

HAND OF FATE
Level 3
When using Hand of Fate, the ki of the user manifests as a giant version of his prosthesis. The user then jumps and slams the enormous metal prosthesis on the opponent, instantly killing it, most of the times. This technique allows its user to make an attack with a bonus of +90 to the Attack roll and negating target’s AT. If the attack hits, the target must pass a PhR check against a difficulty of 200 or instantly die. This technique can be used only while fighting using a chain-arm prosthesis. This technique has the Predetermined disadvantage.
Effects: +90Attack, Negates AT, Supernatural State (PhR200, Death, Attack), -2Ki.
Disadvantages: Generic Weapon Bond (Chain-Arm Prosthesis), Predetermined.
STR28 / CON28 / WIL28
MK: 190
 

Gilder's one went much more smoothly than Drachma's one. I really like this one, because unlike most of my schools it's very light and almost anyone could make use of it. Now only Enrique's missing...

SUNSET GUNSLINGER:
This techniques were used by a capable gunslinger pirate of Dwanholf that traveled for a while with the crew of another noble pirate. Despite being pretty much honest, as far as pirates go, he was known to be a womanizer whose most famous sentence was: “Women are like sunsets. They’re beautiful…but tomorrow there will be a different one tomorrow!”. These techniques make use of pistols, turning them into incredibly powerful weapons and grants shelter from opponents’ supernatural powers. Only noble womanizer are allowed to learn these techniques nowadays.
Techniques: 5 Total MK: 280.

GUNSLINGER
Level 1
The ki charges inside the bullets making them penetrate everything they meet in a straight line. This technique allows its user to make a Distance Attack affecting all individuals within a line 50m long. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used while fighting using a pair of mathlock pistols.
Effects: 50m Distance Attack (Line of Destruction), Combinable.
Disadvantages: Generic Weapon Bond (2XMathlock Pistols).
DEX6 / POW6 / WIL6
MK: 40

DANCE FOR ME
Level 1
Dance for Me generates a barrage of shots inside the user’s pistols, allowing him to shot the enemies repeatedly. This technique allows its user to make up to 4 penalty free Attacks per turn. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used while fighting using a pair of mathlock pistols.
Effects: +3Additional Attacks, Combinable.
Disadvantages: Generic Weapon Bond (2XMathlock Pistols).
DEX9 / CON9 / WIL9
MK: 45

AURA OF DENIAL
Level 2
Aura of Denial allows the user to see Magic and intercept it with an appositely designed shield. This technique allows its user to See Magic and defend as if using a Supernatural Shield with 1000 Resistance Points defending anyone within 10m of him against Magic Attacks.
Effects: See Magic, 1000Resistance Points Supernatural Shield, 10m Area Block, -1Ki.
Disadvantages: Specialized Defense (Magic Only).
DEX10 / POW10 / WIL10
MK: 40

YOUR PRETTY LITTLE TRICKS WON’T WORK ON US
Level 2
Very similar to Aura of Denial, this technique grants perception and protection against psychic powers instead of magic. This technique allows its user to See Matrices and defend as if using a Supernatural Shield with 1000 Resistance Points defending anyone within 10m of him against Psychic Attacks.
Effects: See Matrices, 1000Resistance Points Supernatural Shield, 10m Area Block, -1Ki.
Disadvantages: Specialized Defense (Psychic Only).
DEX10 / POW10 / WIL10
MK: 40

THE CLAUDIA
Level 3
When unleashing The Claudia, the user points and shoots the pistols at the sky, then he seems to fluctuate for an instant, before an immense galleon appears under his feet and begins a devastating broadside against all enemies within a wide range. This technique allows its user to make an Attack affecting all chosen targets within 500m of him, with tripled Base Damage. The effects of this technique can be combined with those of other Combinable Techniques. This technique can only be used while fighting using a pair of mathlock pistols.
Effects: Area Attack 500m (Target’s Choice), 3XDamage, Combinable.
Disadvantages: Generic Weapon Bond (2XMathlock Pistols).
DEX13 / POW13 / WIL13
MK: 115

 

And here is the last one, inspired to Enrique's Moves.

EL NOBLE ESTOQUE:
El Noble Estoque was created by a noble of Argos who somehow became part of the crew of a noble pirate of Dwanholf, and finally fell in love and married a noblewoman from Lennet, after facing opposition from both his family and hers. All techniques were designed to be executed using a rapier and despite the young Arges wasn’t that much of a fighter when he joined the crew, the development of this school made him indispensable for the group afterwards.
Techniques: 5 Total MK: 380.

ROYAL BLADE
Level 1
A simple technique, Royal Blades quickens the user’s movements allowing a rapid sequence of slashes. This technique allows its user to make up to three penalty free attacks. This technique can only be used while fighting using a rapier.
Effects: +2Additional Limited Attacks, -2Ki.
Disadvantages: Generic Weapon Bond (Rapier).
DEX3 / AGI3 / WIL3
MK: 25

JUSTICE SHIELD
Level 1
An exceptional defensive technique, Justice Shield was designed with already in mind the idea of using it for defending the others. This technique allows its user to make up to 5 penalty free Defenses with a bonus of +90 to the Block roll. The effects of this technique can be combined with those of other combinable techniques. This technique can only be used while fighting using a rapier.
Effects: +4Additional Defenses, +90Block, Combinable.
Disadvantages: Generic Weapon Bond (Rapier).
DEX8 / AGI8 / WIL8
MK: 45

FACE MY BLADE
Level 2
Designed as a finishing blow after the quick slashes of Royal Blade, the blade of the user of Face My Blade flashes with light energy and cuts through the enemy with incredible power. This technique allows its user to make a Light Elemental Energy Attack with a bonus of +75 to the Attack roll and Base Damage. This technique can only be used while fighting using a rapier.
Effects: +90Attack, +75Damage, Energy Attack, Elemental Attack (Light), -1Ki.
Disadvantages: Generic Weapon Bond (Rapier).
DEX13 / AGI13 / WIL13
MK: 65

MY RIGHTEOUSNESS BE OUR SHIELD
Level 2
Completing de facto Justice Shield, My Righteousnes Be Our Shield extends its protection to nearby allies, granting protection against surprise and invisible attacks as well as attacks coming from any direction. This technique grants its user the Radial Sight and See Supernatural powers and allows him to make a Block against attacks affecting anyone within 10m, ignoring the Surprise penalty to the defense roll. This technique can only be used while fighting using a rapier.
Effects: See Supernatural, Radial Sight, Complete Prevision, 10m Area Block, Combinable.
Disadvantages: Generic Weapon Bond (Rapier).
DEX12 / AGI12 / WIL12
MK: 75

THE JUDGEMENT
Level 3
When using this technique, the area surrounding the user and his selected target appears as some kind of arena, then the user summons and directs with his rapier an energy dragon appearing in the sky that dives upon the opponent in a terrifying display of destructive power. This technique allows its user to make a Energy Distance Attack with a Range of 50m, 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 multiplied by 4. This technique can only be used while fighting using a rapier.
Effects: 50m Distance Attack (2XPresence+PowBonus Damage), +200Attack, 4XDamage, Energy Attack, -2Ki.
Disadvantages: Generic Weapon Bond (Rapier).
DEX22 / AGI22 / WIL22
MK: 170
 

It's always nice completing a project! That's definitely all for today, though!

My name's Elric and I bear the Black Sword...

Reply #169 | Published on 16 April 2012 - 13:17:51
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Thank you for the feedback Elric, I looked over my maths again and you are correct. I seemed to have completely forgotten about maintenance which is why I shouldn't try to do math at 2 in the morning, heh.

I'll be posting more when I get home, school is back in session for me.

"I am the GREAT and POWERFUL..." ~Trixie, self proclaimed master of magic

Reply #170 | Published on 18 April 2012 - 05:05:49

 These days I'm really brewing like mad! Can anyone guess where these come from? More to come during the next days of course!

 

VANGUARD SWORD:
Taught within The Travelers mercenary company, designed by a young, but very capable lieutenant of Zebulos, Vanguard Sword is a group of techniques mostly used with heavy two-handed swords or similar weapons. Most of them are simple, yet very effective combat tools, while its final technique, Great Aether, is known as one the strongest techniques ever developed, perfected for the sole purpose of facing against the strongest non-human opponents.
Techniques: 5 Total MK: 370.

COUNTER
Level 1
A precise defensive stance that allows a quick and devastating counterattack against the unfortunate enemy. This technique allows its user to make a Block with a +50 Block roll bonus, that if it is successful allows the user to make a Counterattack with a +50Attack roll bonus, in addition to any other Active Action the character has performed.
Effects: +50Counterattack, +50Block, +1Additional Limited Attack.
Disadvantages: -.
STR7 / DEX7 / WIL7
MK: 30

QUICK DRAW
Level 1
It’s unclear whether this technique was influenced by Meizo’s Way techniques or viceversa. Anyway, this technique consists in fast drawing the weapon while instantly moving through the opponent, striking it with exceptional precision and strength. This technique allows its user to make an Automatic Transport movement of up to 10m, followed by an Attack, ignoring the Unsheathe penalties, and benefitting from a bonus of +40 to the Attack roll and +25 to the Base Damage. This technique can only be performed while unsheathing the weapon.
Effects: -25Disarm, 10m Automatic Transport, +40Attack, +25Damage.
Disadvantages: Condition (Unsheathe).
STR7 / DEX7 / WIL7
MK: 20

AETHER
Level 2
Aether is the trademark technique of Vanguard sword and the base for developing Great Aether, it’s most powerful technique. By jumping over the opponent from some distance, the user unleashes a first attack with the full force of a charge, quickly followed by an ascending hit charged with ki, inflicting huge damage and transferring the life energy of the opponent to the user. This technique allows its user to make a charge Attack followed by a penalty free Attack with a bonus of +75 to the Attack roll. If the target is hit by this attack, he has to pass a PhR check against a difficulty of 160 or suffer a Life Points loss equal to the failure level. Life Points lost due to this check are drained by the user of this technique. This technique can only be used if the user is charging. In order to use this technique, the character has to spend 4 Fatigue Points in addition to accumulated ki.
Effects: +1Additional Limited Attack, +75Attack, Supernatural State (PhR160, Life Drain, Attack).
Disadvantages: Condition (Charge), -4Fatigue.
STR15 / DEX15 / WIL15
MK: 60

ERUPTION
Level 2
Designed to break through fortifications, Eruption unleashes a heavily ki charged blow on a single close-by enemy. The user of eruption may even choose to charge it with his very own life energy, in order to make it increasingly effective. If such attack hits the target, it’s very hard for it to withstand such blow. This technique allows its user to make an Attack negating up to 4 points of the opponent’s AT with tripled Base Damage +25, plus a quantity equal to twice the Life Points sacrificed by the user at the moment he uses this technique. This technique has the Predetermined disadvantage. When using this technique, the user loses an amount of Ki points equal to those accumulated for it.
Effects: +25Damage (Double Life Sacrifice), 3XDamage, -4AT.
Disadvantages: Predetermined, Energy Excess.
STR13 / DEX13 / WIL13
MK: 70

GREAT AETHER
Level 3
When using this perfected version of Aether, the warrior throws his ki-charged sword in a swirling arch at a nearby the opponent. The opponent is thrown midair, where the warrior reaches the sword and unleashes a terrifying sequence of blows finishing with a downward blow that completely smashes the opponent to the ground, transferring life energy to the user. This technique allows its user to make 10 penalty free Attacks, followed by a penalty free Attack with a bonus of +100 to the Attack roll. If the target is hit by this attack, he must pass two PhR checks against a difficulty of 200. If the target fails the first check, he suffers Life Points loss equal to the failure level. Life Points lost due to this check are drained by the user of this technique. If the target fails the second check, he suffers Damage equal to double the failure level. The opponent cannot Counterattack until this whole attack sequence has been completed. This technique has the Predetermined disadvantage. In order to use this technique, the user must spend 6 Fatigue points in addition to accumulated ki.
Effects: +10Additional Limited Attacks (Continuous), +100Attack, Supernatural State (PhR200, Life Drain & Double Damage, Attack).
Disadvantages: Predetermined, -6Fatigue.
STR36 / DEX36 / WIL36
MK: 190

 

THE RED PLUMBER:
Created by a mysterious hero from Remo dressed in red and named Mario, The Red Plumber is a group of interesting techniques mixing-up totally unpredictable effects. 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: 350.

FIREBALL
Level 1
As simple as it sounds, this technique forms a sphere of fire in the user’s right hand, which is thrown at the enemy. Odd enough, it usually bounces over the ground as if it were a real ball. This technique allows its user to make a Heat Elemental Distance Attack with a range of 50m and Base Damage equal to double the character’s Presence plus his Power Bonus.
Effects: 50m Distance Attack (2XPresence+PowBonus Damage), Elemental Attack (Fire).
Disadvantages: -.
DEX4 / CON4 / POW4
MK: 20

SUPER JUMP PUNCH
Level 1
By jumping and inflicting an uppercut punch at the enemy while holding a bag of full of Gold Crowns, the user seems to form enormous gold coins that keep hitting the opponent while on air. This technique allows its user to make up to 6 penalty free Attacks. The opponent cannot Counterattack until the whole attack sequence is completed.
Effects: +5Additional Limited Attacks (Continuous).
Disadvantages: Requirement (Gold Crowns Bag).
DEX9 / CON10 / POW10
MK: 50

CAPE
Level 2
When using this technique, the user seems to materialize a cape that intercepts an enemy attack, bouncing it back against him. This technique allows its user to make a Dodge Roll with a bonus of +100Dodge. On a successful defense, the attack is reflected against the offender with a final attack value equal to that scored by the attacker plus the counterattack bonus. Any esoteric effect associated with the reflected attack is also reflected back to the offender.
Effects: +100Dodge, Reflect Attack (Esoteric Effects).
Disadvantages: -.
DEX13 / CON13 / POW13
MK: 80

F.L.U.D.D.
Level 2
A strange technique that seems to summon on the user’s back some strange Lost Loggia weapon. Odd enough, though, the weapon simply shoot a huge mass of water, that although does not inflict serious damage, is cold enough to freeze and strong enough to send all those within its path flying. This technique allows its user to make a Cold Elemental Distance Attack affecting all individuals within a line 100m long, with Base Damage equal to double the character’s Presence plus his Power Bonus, quantity which is halved, and inflicting an Impact with an equivalent Strength of 16. This technique has the Predetermined Disadvantage.
Effects: 100m Distance Attack (2XPresence+PowBonus Damage, Line of Destruction), Impact16, Elemental Attack (Water), -2Ki.
Disadvantages: Predetermined, Half Damage.
DEX10 / CON10 / POW10
MK: 60

MARIO FINALE
Level 3
A devastating technique, especially if compared to other tricks in The Red Plumber, Mario Finale has been witnessed as used only by the great Mario himself. By uniting in front of him his hands, the user summons a giant stream of fireballs that catches and devastates everything in range. This technique allows its user to make a Heat Elemental Distance Attack against all individuals within a line 250m long and 20m wide, with a bonus of +150 to the Attack Roll and a Base Damage equal to double the character’s Presence plus his Power Bonus, quantity which is doubled.
Effects: +150Attack, 2XDamage, 250m Distance Attack (2XPresence+PowBonus Damage, Line of Destruction), 10m Area Attack, Elemental Attack (Fire), -1Ki.
Disadvantages: -.
DEX22 / CON22 / POW22
MK: 140

 

KING OF KONG:
Developed in Nanwe, King of Kong’s origins are pretty much unknown. Rakushian tribesmen tell that these techniques were actually created by a gorilla Adian of immense power who taught them to its master, who later taught it to a few disciples and so on. It relies on physical strength and agility as well as a strong will.
Techniques: 5 Total MK: 430.

HEADBUTT
Level 1
One of the first two techniques of King of Kong, Headbutt allows the user to unleash a strong head-butt attack that seems to not damage the opponent, but pins it the opponent to the ground with incredible ease, making it an easy prey to the user’s other attacks. This technique allows its user to make an attack with a bonus of +75 to the Attack roll, reducing by -50 the penalties for a Take Down Maneuver, inflicting no Damage, and with a bonus of +4 to the Strength used in an opposed Take Down check.
Effects: +75Attack, -50Take Down, +4Strength, -2Ki.
Disadvantages: No Damage.
STR9 / AGI9 / WIL9
MK: 40

HAND SLAP
Level 1
The user begins to slap the ground with his bare hands emitting shockwaves that send everyone close enough flying. This technique allows its user to make an attack affecting all chosen targets within 5m of him, with a Base Damage equal to double the character’s Presence plus his Power Bonus and dealing an Impact with an equivalent Strength of 12. This technique can only be used while touching the ground.
Effects: 5m Area Attack (2XPresence+PowBonus Damage, Target Choice), Impact12, -2Ki.
Disadvantages: Determined Terrain (Touching Ground).
STR4 / AGI4 / WIL4
MK: 45

SPINNING KONG
Level 2
The user of this technique wide opens the arms with closed fists and starts to rotate at incredible speed covering a small distance and thrashing everything within its path. This technique allows its user to make Distance Attack using himself as a bullet, targeting all individuals within a line 20m long and 2m wide with a bonus of +90 to the Base Damage.
Effects: 20m Distance Attack (Projection, Line of Destruction), 1m Area Attack, +90Damage.
Disadvantages: -.
STR11 / AGI11 / WIL11
MK: 70

GIANT PUNCH
Level 2
When using this technique the user winds his arm and steam seems to appear around him. When the punch is finally released, it literally smashes the target and sends it flying pretty far away. This technique allows its user to make an attack with a bonus of +100 to the Attack roll and +150 to the Base Damage, and inflicting an Impact with an equivalent Strength of 16. This technique has the Predetermined Disadvantage.
Effects: +100Attack, +150Damage, Impact16, -1Ki.
Disadvantages: Predetermined.
STR16 / AGI16 / WIL16
MK: 85

KONGA BEAT
Level 3
A very odd technique, Konga Beat summons two bongos in front of the user who starts to beat them with increasing rhythm. The soundwaves aim to all those surrounding the user, crushing them with deadly vibrations. This technique allows its user to make up to 4 penalty free Energy Attacks affecting all individuals within 25m of the user, with a bonus of +125 to the Attack Roll 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 200 or suffer Damage equal to the failure level. This technique has the Predetermined disadvantage.
Effects: +125Attack, +3Additional Attacks, 25m Area Attack (2XPresence+PowBonus Damage), Supernatural State (PhR200, Damage, Attack), Energy Attack, -1Ki.
Disadvantages: Predetermined.
STR33 / AGI33 / WIL33
MK: 180

 

COURAGE OF THE TRIFORCE:
Developed by a young Sylvain Hero of the past who’s said to reincarnate each time his people are in danger, Courage of The Triforce is a pretty strange technique tree, summoning various weapons that the hero can use to his best advantage in most disparate combat situations.
Techniques: 5 Total MK: 390.

HERO’S BOW
Level 1
Creating a bow within his own hands, the user can shoot extremely powerful arrows at enemies. 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) / POW5 (Mant.1) / WIL5 (Mant.1)
MK: 20

GALE BOOMERANG
Level 1
When using this technique the user throws a boomerang made of ki surrounded by whirlwind. The boomerang soars the distance and its whirlwind traps everyone caught in its path, bringing it close to the fighter. This technique allows its user to make a Distance Attack affecting all individuals within a line 20m long, with a Base Damage equal to double the character’s Presence plus his Power Bonus, quantity which is halved, and pulling hit targets toward the user, as if dealing them an Impact with an equivalent Strength of 12.
Effects: 20m Distance Attack (2XPresence+PowBonus Damage, Line of Destruction), Impact12 (Pull), -1Ki.
Disadvantages: Half Damage.
DEX7 / POW7 / WIL7
MK: 50

BOMB
Level 2
Dangerous for the user himself, this technique generates a bomb made of ki which is thrown at short range and inflicts severe damage, ignoring protections. This technique allows its user to make Distance Attack with a Range of 10m, suffering from the Complex rule, affecting all individuals within 5m of the intended target, ignoring up to 6 points of the targets’ AT, with Base Damage equal to double the character’s Presence plus his Power Bonus, quantity which is doubled. This technique has the Predetermined disadvantage.
Effects: 10m Distance Attack (2XPresence+PowBonus Damage), 5m Area Attack, 2XDamage, -6AT.
Disadvantages: Predetermined, Complex.
DEX11 / POW11 / WIL11
MK: 40

SPIN ATTACK
Level 2
Usable only while wielding a sword and a shield, Spin Attack turns the user into a blade whirlwind, while the shield protects against all directions. This technique grants its user the Radial Sight power and a bonus of 75 to all Block rolls and allows its user to make an attack affecting all individuals within 1m of him with a bonus of +90 to the attack roll. This technique can only be used while fighting with a sword and a shield.
Effects: +90Attack, 1m Area Attack, +75Complete Block, Radial Sight, -1Ki.
Disadvantages: Generic Weapon Bond (Sword), Generic Weapon Bond (Shield).
DEX15 / POW15 / WIL15
MK: 90

TRIFORCE SLASH
Level 3
A lethal technique, Triforce Slash entraps the enemy in a strange symbol made of triangles (called Triforce). A second later, the user of this technique barrages the opponent with a sequence of lethal slashes. This technique allows its user to make up to 11 penalty free Attacks. If the target is hit by the first attack, he has to pass a PhR check against a difficulty of 200 or be affected from Total Paralysis for a number of turns equal to the failure level.
Effects: Supernatural State (PhR200, Total Paralysis, Attack), +10Additional Limited Attacks, -3Ki.
Disadvantages: -.
DEX26 / POW26 / WIL26
MK: 190

 

COMBAT DROID:
Tracing back to Solomon, Combat Droid is a variant of Solomon Legacy, making use of the nanomachines in a slightly different way. It uses them to generate powerful multi-functional armors around the user called Droids and unleash high powerful attacks against the enemies.
Techniques: 5 Total MK: 450.

MISSILE DROID
Level 1
Summoning for a brief time an armored exoskeleton Droid, the user turns his arm into a cannon that shoots a self guiding missile at a chosen enemy. This technique allows its user to Defend as a Damage Accumulation being with 300 additional Life Points that are the first lost if the character suffers any Damage, and an AT of 4. Also this technique allows its user to make a Distance Attack with a Range of 50m with a Predetermined Final Attack value of 240 and a Base Damage equal to double the character’s Presence plus his Power Bonus. This technique can only be used by characters with Ancient Blood.
Effects: Predetermined Attack (240), 50m Distance Attack (2XPresence+PowBonus Damage), 300Life Points Damage Accumulation, -1Ki.
Disadvantages: Requirement (Ancient Blood).
CON9 / POW9 / WIL9
MK: 40

BOMB DROID
Level 1
The user’s body is enveloped in a metal ball-shaped Droid that releases three exploding small bombs under itself causing dangerous explosions. This technique allows its user to Defend as a Damage Accumulation being with 300 additional Life Points that are the first lost if the character suffers any Damage, and an AT of 4. Also this technique allows its user to make up to 3 penalty free Attacks affecting all individuals within 1m of him, with a Predetermined Final Attack value of 240, and Base Damage equal to double the character’s Presence plus his Power Bonus. This technique can only be used by characters with Ancient Blood.
Effects: Predetermined Attack (240), 1m Area Attack (2XPresence+PowBonus Damage), +2Additional Attacks, 300Life Points Damage Accumulation.
Disadvantages: Requirement (Ancient Blood).
CON13 / POW13 / WIL13
MK: 50

SCREW ATTACK DROID
Level 2
Similar to Bomb Droid, Screw Attack Droid turns the whole body of the user into a metal ball-shaped Droid which is electrified and throws itself at enemies with devastating effects. Unfortunately the electric field around the user’s body seems to disperse a lot of energy. This technique allows its user to Defend as a Damage Accumulation being with 1000 additional Life Points that are the first lost if the character suffers any Damage, and an AT of 4. Also this technique allows its user to make an Electric Elemental Attack with a Predetermined Final Attack value of 280 and a Base Damage of 100. This technique is automatically sustained for 5 turns without need for paying any maintenance cost, and the additional Life Points pool recovers 100Life Points at the beginning of each turn. This technique can only be used by characters with Ancient Blood. When using this technique, the character loses an amount of Ki points equal to those accumulated in order to use this technique.
Effects: 1000Life Points Damage Accumulation (Regeneration100), Predetermined Attack (280), Damage Substitution (100), Elemental Attack (Air), Lesser Sustainment.
Disadvantages: Requirement (Ancient Blood), Energy Excess.
CON29 / POW29 / WIL29
MK: 90

CHARGE SHOT DROID
Level 2
When using Charge Shot Droid, the body of the user is covered by a sturdy armored Droid that protects against most attacks as well as turning the arm of the user into a cannon shooting a powerful energy charge at the enemy. This technique allows its user to Defend as a Damage Accumulation being with 600 additional Life Points that are the first lost if the character suffers any Damage, and an AT of 4. Also this technique allows its user to make an Energy Distance Attack with a Range of 100m, a Predetermined Final Attack value of 240, and a Base Damage equal to double the character’s Presence plus his Power Bonus. This technique is automatically sustained for 5 turns without need for paying any maintenance cost, and 100 Life Points from the additional pool are regenerated at the beginning of each turn the technique is sustained. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used by characters with Ancient Blood. This technique has the Predetermined disadvantage.
Effects: Predetermined Attack (240), 100m Distance Attack (2XPresence+PowBonus Damage), Energy Attack, 600Life Points Damage Accumulation (Regeneration100), Lesser Sustainment, Combinable.
Disadvantages: Requirement (Ancient Blood), Predetermined.
CON24 / POW25 / WIL25
MK: 100

ZERO LASER
Level 3
A deadly technique that can be pulled out only while employing the Charge Shot Droid. The armor is further cuirassed for a brief instant, allowing the user to charge a devastating energy blast that can tear apart entire armies. Unfortunately the power release makes it impossible for the user to muster his energy for a brief time, leaving him unguarded. This technique grants its user an Unmodidied AT of 8 (which combined with Charge Shot Droid’s AT, grants a total AT of 10) and allows the Charge Shot Distance Attack to affect all individuals within a line 100m long and 20m wide, with a Predetermined Final Attack Value of 440 and doubled Base Damage. The effects of this technique can be combined with those of other combinable techniques. This technique can only be used by characters with Ancient Blood. After using this technique the user cannot accumulate Ki for 5 turns.
Effects: AT8 (Unmodified), Predetermined Attack 440, 5m Distance Attack (Line of Destruction), 10m Area Attack, 2XDamage, Combinable, -1Ki.
Disadvantages: Requirement (Ancient Blood), Overcharge (5 turns).
CON30 / POW30 / WIL30
MK: 170

 

DINOEGG:
Created by a group of inhabitants of Itzi, Dinoegg grants the user with the powers of dinosaurs and, more often than expected, their sturdy eggs. It’s supposed by scholars that such attention toward the dinosaurs’ eggs might be related to an ancient tradition of these people of forging and using weapons with the shells of the hard eggs.
Techniques: 5 Total MK: 420.

DINO STOMP
Level 1
A very base technique where the user jumps over the nearby opponent and smashes it with all the strength of a Dinosaur. This technique allows its user to make an attack with a bonus of +40 to the Attack roll and double Base Damage.
Effects: +40Attack, 2XDamage, -1Ki.
Disadvantages: -.
DEX5 / CON5 / WIL5
MK: 45

EGG THROW
Level 1
The user generates a big egg made of ki which is thrown in a flying arch toward the enemy. This technique allows its user to make an Indirect Distance Attack with a range of 20m and a Base Damage equal to double the character’s Presence plus his Power Bonus.
Effects: Indirect Attack, 20m Distance Attack (2XPresence+PowBonus Damage), -1Ki.
Disadvantages: -.
DEX4 / CON4 / WIL4
MK: 30

EGG LAY
Level 2
When using Egg Lay, the user sprouts a chameleon-like tongue to grab the opponent, pull it toward the user and trap it into an energy egg that will keep the enemy blocked for a certain time or until the individual manages to break free. This technique allows its user to make a penalty free Trap Distance Attack with a range of 10m, with no base Damage, an equivalent Strength of 16 and pulling the target toward the user, as it was dealt an Impact with an equivalent Strength of 16. The trap effect on the target is automatically sustained for 5 turns without need for spending any maintenance. In order to use this technique the user must spend 4 Fatigue Points in addition to accumulated ki.
Effects: 10m Distance Attack, Trap16, Impact16 (Pull), Lesser Sustainment (Trap Effect on Target), -2Ki.
Disadvantages: No Damage, -4Fatigue.
DEX15 / CON15 / WIL15
MK: 100

EGG ROLL
Level 2
Chasing himself into a giant Eggshape, the user of this technique begins to roll onward and backward over enemies within its range. This technique grants its user an AT of 4 and allows him to make a Distance Attack using himself as a bullet, affecting all individuals within a line 20m long, with a Base Damage equal to double the character’s Presence plus his Power Bonus. This technique can be maintained through following turns.
Effects: AT4, 20m Distance Attack (2XPresence+PowBonus Damage, Line of Destruction, Projection), Maintained.
Disadvantages: -.
DEX11 (Mant.2) / CON11 (Mant.2) / WIL11 (Mant.2)
MK: 75

SUPER DRAGON
Level 3
Although Dragons aren’t dinosaurs as of themselves, they are in Itzi’s culture. Hence this technique summons the feathered wings of dragons from the New World and allows the user to unleash a terrifying Fire Breath with incredible destructive power while moving at fazing speed and becoming a particularly difficult target. This technique grants its user a bonus of +100 to all Dodge rolls, and allows him to make a 50m Automatic Transport Movement followed by a Heat Elemental Distance Attack affecting all individuals within a line 10m long, with a Base Damage equal to double the character’s Presence plus his Power Bonus. The technique is automatically sustained for 5 turns without need for spending any maintenance cost. This technique has the Predetermined disadvantage.
Effects: +100Complete Dodge, 50m Automatic Transport, Elemental Attack (Fire), 10m Distance Attack (2XPresence+PowBonus Damage, Line of Destruction), Lesser Sustainment.
Disadvantages: Predetermined.
DEX37 / CON37 / WIL37
MK: 170

 

DREAMLAND:
Dreamland was originated in the Wake, but unlike most products of the other world, it was designed by an inhabitant of an area intensely charged with positive energy and feelings. It was later taught in dreams to heroes that were considered noble and good enough by the powerful entity that mastered it for the first time. It’s effects are somewhat crazy and its masters, called Dreamlander, are hardly taken seriously by their opponents, especially since they most often display no martial ability at all.
Techniques: 5 Total MK: 460.

INHALE
Level 1
The user opens wide his mouth and creates a strong wind that sucks attacks directed toward the user, making them ineffective, as if he were somehow able to eat them. This technique allows its user to make up to 4 penalty free defenses per turn with a Predetermined Final Defense value of 240. This technique can be maintained through following turns.
Effects: +3Additional Defenses, Predetermined Defense (240), Maintained.
Disadvantages: Elemental Bond (Earth/Light).
AGI8 (Mant.3) / CON8 (Mant.3) / WIL8 (Mant.3)
MK: 25

FINAL CUTTER
Level 1
The user jumps and smashes the ground with a cutter made of ki that releases a shockwave cutting through enemies. This technique allows its user to make a Distance Attack affecting all individuals within a line 5m long, with a Predetermined Final Attack Value of 240, with Base Damage equal to double the character’s Presence plus his Power Bonus +40.
Effects: +40Damage, 5m Distance Attack (2XPresence+PowBonus Damage, Line of Destruction), Predetermined Attack (240).
Disadvantages: Elemental Bond (Earth/Light).
AGI12 / CON11 / WIL12
MK: 40

HAMMER
Level 2
Creating a giant hammer, the Dreamlander unleashes a devastating smashing attack against the opponent, which is most often sent flying. This technique allows its user to make an attack with a Predetermined Final Attack value of 320, a Base Damage of 180, inflicting an Impact with an equivalent Strength of 16.
Effects: Predetermined Attack (320), Damage Substitution (180), Impact16, -2Ki.
Disadvantages: Elemental Bond (Earth/Light).
AGI16 / CON16 / WIL16
MK: 95

STONE
Level 2
An incredibly powerful defensive technique, Stone turns its user into…a stone, with eyes, mouth, and arms if needed. In this state, the Dreamlander is quite impervious to all and any attack. This technique allows its user to Defend as a Damage Accumulation Being with 1000 additional Life Points, that are the first lost in case the character suffers any damage and an AT of 4, employing a Supernatural Shield with 500 Resistance Points and a Predetermined Final Defense value of 320. This technique can be maintained through following turns and the additional Life Points pool regenerates 250 Life Points each time the maintenance cost is paid, and the Supernatural Shield regenerates 500 Resistance Points each time the maintenance cost is paid. This technique has the Predetermined disadvantage.
Effects: 1000Life Points Damage Accumulation (Regeneration250), 500Resistance Points Supernatural Shield (Regeneration500), Predetermined Defense (320), Maintained.
Disadvantages: Elemental Bond (Earth/Light), Predetermined.
AGI29 (Mant.9) / CON30 (Mant.9) / WIL29 (Mant.9)
MK: 100

DREAMLAND COOK
Level 3
As crazy as it might appear, Dreamland Cook is a devastatingly powerful technique. A chef-hut appears over the head of the Dreamlander and a giant pot takes place in front of him. Enemies are drawn to it by an unstoppable force and cooked to death. After stopping cooking, though, the user of this technique is exhausted and will need some time to recover. This technique allows its user to make a penalty free Energy Trap Attack affecting all chosen targets within a 50m of him, with a Prederermined Final Attack value of 440, a Base Damage equal to double the character’s Presence plus his Power Bonus, an equivalent Strength of 20, and attracting hit targets toward the user as if dealing them an Impact with an equivalent Strength of 20. The targets must use their Power characteristic to resist the Trap Effect. Targets hit by this attack must pass a PhR check against a difficulty of 200 or suffer Damage equal to double their failure level. The trap effect on the targets can be maintained through following turns and trapped targets must pass again the PhR check each time they fail the break free from the Trap. In order to use this technique, the user has to Sacrifice all his remaining Life Points in addition to spend accumulated Ki. After interrupting maintenance of this technique, the user suffers a -150All Action Penalty, which recovers at a rate of -5 per turn.
Effects: 50m Area Attack (2XPresence+PowBonus Damage, Target Choice), Predetermined Attack (440), Impact20 (Pull), Trap20 (Existential), Supernatural State (PhR200, Double Damage, Attack), Energy Attack, Maintained (Trap Effect and Supernatural State on Targets).
Disadvantages: Elemental Bond (Earth/Light), Complete Life Sacrifice, -150All Action Penalty.
AGI53 (Mant.7) / CON53 (Mant.7) / WIL53 (Mant.7)
MK: 200

 

VULPES SIDEREA:
Used by high commanders of Solomon Legions (called Bellum Vulpes), Vulpes Siderea is another high-tech-looking group of techniques. Since it wasn’t meant to be used by senators, it can be learned by anyone, regardless of having Ancient Blood, so it’s probably Solomon most known technique nowadays, after Gunhell, although it’s much more difficult to master.
Techniques: 5 Total MK: 500.

DIRUMPTOR
Level 1
Similar to Gunhell it summons a weapon for the user, which is a strange pistol designed to shoot very fast energy bullets against the enemies. Unfortunately the concentration required for summoning such tool, leaves the user unguarded for a short while. This technique allows its user to make up to 4 penalty free defenses per turn with a Predetermined Final Defense value of 240. This technique can be maintained through following turns. This technique generates a +10Quality Solomon Pistol made of Ki with unlimited shots, using Energy as its primary Attack Type and capable of making up to 3 penalty free Attacks per turn. This technique can be maintained through following turns. The user of this technique cannot defend during the same turn he first uses this technique.
Effects: +10Physical Ki Weapon (Projectile), +2Additional Limited Attacks, Energy Attack, Maintained, -2Ki.
Disadvantages: No Defense.
DEX10 (Mant.2) / CON10 (Mant.2) / POW10 (Mant.2)
MK: 50

VULPES IMAGO
Level 1
Used to surprise enemies as well as getting out of harm’s way, Vulpes Illusion makes its user disappear and move with blinking speed to another position, leaving behind a trail of residual images. This technique grants its user a bonus of +100 to Initiative and allows him to make an Automatic Transport movement of up to 50m.
Effects: +100Initiative, 50m Automatic Transport, -1Ki.
Disadvantages: -.
DEX5 / CON5 / POW5
MK: 50

VULPES IGNIS
Level 2
Accumulating ki upon his legs for a short while and bursting in a halo of flame, the user shoots himself among the enemies, leaving a trail of death. This technique allows its user to make a Heat Elemental Distance Attack using himself as a bullet, affecting all individuals within a line 20m Long, with a bonus of +90Attack and a Base Damage equal to double the character’s Presence plus his Power Bonus +40. This technique has the Predetermined disadvantage. In order to use this technique the user has to Sacrifice 50 Life Points in addition to spend accumulated Ki.
Effects: 20m Distance Attack (2XPresence+PowBonus Damage, Line of Destruction, Projection), +90Attack, +40Damage, Elemental Attack (Fire), -5Ki.
Disadvantages: Predetermined, -50Life Points.
DEX12 / CON12 / POW12
MK: 100

REPERCUTOR
Level 2
Repercutor is a powerful defensive technique summoning a polygonal energy shield that bounces back attacks sustained to offenders. This technique allows its user to Defend as if employing a Supernatural Shield with 800 Resistance Points that on a successful defense reflects any attack against the offender with a Final Attack value equal to that scored by the attacker plus the Counterattack Bonus. Esoteric Effects associated with reflected attacks are reflected against the offender as well. This technique can be maintained through following turns and the Supernatural Shield regenerates 100 Resistance Points each time the Maintenance cost is paid. In order to use this technique the user has to spend 4 Fatigue Points in addition to accumulated Ki.
Effects: 800Resistance Points Supernatural Shield (Regeneration100), Reflect Attack (Esoteric Effects), Maintained, -1Ki.
Disadvantages: -4Fatigue.
DEX17 (Mant.5) / CON17 (Mant.5) / POW17 (Mant.5)
MK: 100

TERRA DOMINUS
Level 3
Summoning an immense Lost Logia fighting machine, the user of Terra Dominus becomes a real terror on the battlefield with an immense cannon dealing highly destructive blasts and an almost unbreakable structure. This technique allows its user to defend as a Damage Accumulation Being with 1500 additional Life Points that are the first lost if he suffers Damage and a total AT of 10. Also this technique allows its user to make a Distance Attack with a Range of 250m, affecting all individuals within 5m of the original target, with a bonus of +25 to the Attack roll and a Base Damage equal to double the character’s Presence plus his Power Bonus +25. This technique is automatically sustained for 5 turns without need for paying any maintenance cost and the additional Life Points pool regenerates 500 Life Points at the beginning of each turn the technique is sustained.
Effects: 1500Life Points Damage Accumulation (Regeneration500), AT8, 250m Distance Attack, 5m Area Attack (2XPresence+PowBonus Damage), +25Attack, +25Damage, Lesser Sustainment.
Disadvantages: -.
DEX43 / CON43 / POW43
MK: 200
 

My name's Elric and I bear the Black Sword...

Reply #171 | Published on 19 April 2012 - 02:20:03

 Continuing the previous sequence, a couple more...still many to come:

 

PIKA THUNDERS:
Created by Thunder Elemental Kamis from Varja and later taught to mortals, Pika Thunder is a majestically powerful fighting technique, combining the powers of Air and Light in a terrifying display of thunderous fury.
Techniques: 5 Total MK: 380.

THUNDER JOLT
Level 1
The base technique of Pika Thunders, Thunder Jolt releases a small Electrical Sparkle that can hit its target from pretty afar with great precision. This technique allows its user to make an Electric 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.
Effects: 100m Distance Attack (2XPresence+PowBonus Damage), +25Attack, Elemental Attack (Air), -2Ki.
Disadvantages: Elemental Binding (Air/Light).
DEX5 / AGI5 / POW5
MK: 40

QUICK DODGE
Level 1
With a quick small distance teleports the user of Pika Thunders can easily get out of harm’s way. This technique allows its user to make a defense with a bonus of +90 to the Dodge roll, allowing no Counterattack even if successful, followed by an Automatic Transport Movement of 20m. This technique can be maintained through following turns.
Effects: +100Initiative, 50m Automatic Transport, Maintained, -2Ki.
Disadvantages: Elemental Binding (Air/Light).
DEX7 (Mant.2) / AGI7 (Mant.2) / POW7 (Mant.2)
MK: 50

SKULL THUNDER
Level 2
Charging electricity on his head the user projects himself in a devastating headbutt attack. This technique allows its user to make an Electricity Elemental Distance Attack with a Range of 50m using himself as a bullet, with a bonus of +150 to the Attack roll and a Base Damage equal to double the character’s Presence plus his Power Bonus. This technique has the Predetermined disadvantage.
Effects: 20m Distance Attack (2XPresence+PowBonus Damage, Projection), +150Attack, Elemental Attack (Air), -2Ki.
Disadvantages: Elemental Binding (Air/Light), Predetermined.
DEX12 / AGI12 / POW12
MK: 60

SUMMON THUNDER
Level 2
The user of this technique concentrates for a brief instant and uses his ki to summon a lightning striking him from the sky, charging all surrounding area with electricity that jolts and stuns all those within a small distance from the user. This technique allows its user to make an Electricity Elemental Attack affecting all individuals within 5m of him, with a bonus of +90Attack and 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 suffer an All Action Penalty equal to their failure level, that recovers at a rate of -5 per hour. This technique can only be performed while on in an open space.
Effects: 5m Area Attack (2XPresence+PowBonus Damage), +90Attack, Supernatural State (PhR160, Major All Action Penalty, Attack), Elemental Attack (Air), -2Ki.
Disadvantages: Elemental Binding (Air/Light), Determined Terrain (Open Space).
DEX15 / AGI15 / POW15
MK: 80

VOLT TACKLE
Level 3
A very powerful technique combining offensive capabilities with fazing speed, Volt Tackle surrounds the user with an electric field. The user than starts to move with mind-blowing speed, delivering painful electric blows to all those that cross his path. This technique grants its user a bonus of +5Movement and +200Initiative and allows him to make up to 6 penalty free Electric Elemental Attacks per turn with a bonus of +150 to the Attack roll. This technique can be maintained through following turns. After using this technique the user cannot accumulate ki for 20 turns. After interrupting maintenance of this technique, the user suffers from a -150 All Action Penalty that recovers at a rate of -5 per turn.
Effects: +150Attack, +5Additional Attacks, +200Initiative, +5Movement, Elemental Attack (Air), Maintained.
Disadvantages: Elemental Binding (Air/Light), Overcharge (20), -150All Action Penalty.
DEX45 (Mant.14) / AGI45 (Mant.14) / POW45 (Mant.14)
MK: 150

BOWSER’S MIGHT:
Born from an ancient Dragon, Bowser’s Might was taught to the mortal who dealt a pact with him and later to his disciples, men who had dealt a Dragon Path themselves. The techniques from this school are very rarely witnessed in Gaia, since only those who’ve dealt a pact with a Dragon can master them. These technique are really simple and require a minimal investment by their user, and are thus often seen used by non-domine fighters.
Techniques: 5 Total MK: 250.

FIRE BREATH
Level 1
A base classical of Bowser’s Might, flames from the bond dragon erupt from the blade held by the user, burning those hit by it. This technique allows its user to make a Heat Elemental Attack with a bonus of +25 to the Attack Roll. This technique can only be used by characters that have dealt a Pact with a Dragon.
Effects: +25Attack, Elemental Attack (Fire), -2Ki.
Disadvantages: Requirement (Dragon Pact).
STR4 / CON4 / WIL4
MK: 20

BOWSER BOMB
Level 1
By jumping in the air and slamming the weapon over the opponent smashing with his weapon charged with the pushing strength of the dragon behind the mere man. This technique allows its user to make an Attack, negating up to 3 points of AT, and with a bonus of +75 to the Bse Damage. This technique can only be used by characters that have dealt a Pact with a Dragon.
Effects: +75Damage, -3AT, -1Ki.
Disadvantages: Requirement (Dragon Pact).
STR4 / CON4 / WIL4
MK: 30

FLYING SLAM
Level 2
A giant claw from the bond dragon seizes the opponent, keeping it in place before the pact dealer smashes the enemy with a fully physically and spiritually charged attack that sends the opponent flying. This technique allows its user to make an Attack with a bonus of +50 to the Attack roll and inflicting an Impact with an equivalent Strength of 16. This technique can only be used by characters that have dealt a pact with a Dragon. In order to use this technique the user must spend 4 Fatigue points in addition to accumulated Ki.
Effects: +50Attack, Impact16, -3Ki.
Disadvantages: Requirement (Dragon Pact), -4Fatigue.
STR6 / CON6 / WIL6
MK: 50

WHIRLING FORTRESS
Level 2
Surrounded in the scales of his bond dragon and guarded by its spirit summoned by pain, the fighter’s defense becomes an unbreakable wall. This technique grants its user the Radial Sight power and allows its user to make up to 5 penalty free Defenses with a bonus of +50 to the Block roll. This technique can be maintained through the following turns. This technique can only be used by characters that have dealt a pact with a Dragon. This technique can only be used in a turn following one during which the user suffered at least 10 points of Damage.
Effects: +50Block, +4Additional Defenses, Radial Sight, Maintained.
Disadvantages: Requirement (Dragon Pact), Limit Condition (Suffer Damage).
STR10 (Mant.3) / CON10 (Mant.3) / WIL10 (Mant.3)
MK: 60

GIGA BOWSER
Level 3
A final devastating attack used by Bowser’s Might users, it makes the practitioner as big as his bond dragon for a brief instant, before smashing with the full power of both participants in the pact. This technique allows its user to make an Attack with a bonus of +75 to the Attack roll and Base Damage multiplied by 4. This technique can only be used by characters that have dealt a pact with a Dragon and has the Predetermined disadvantage. In order to use this technique a character has to Sacrifice 100 Life Points in addition to spend the accumulated ki.
Effects: +75Attack, 4XDamage, -4Ki.
Disadvantages: Requirement (Dragon Pact), Predetermined, -100Life Points.
STR11 / CON11 / WIL11
MK: 90
 

 

My name's Elric and I bear the Black Sword...

Reply #172 | Published on 19 April 2012 - 13:14:47

 I'm really enjoying the Smash brothers themed stuff here. I dont really have any techniques to contribute but... Keep up the good work :D

Without Signature
Reply #173 | Published on 19 April 2012 - 14:10:28

 Ok, Tarrant, since you guessed it right, now I really have to fulfill it! I'm telling you now, though that there will only be 32 tech-trees and not 39 (as SSBB characters), the reason being that i won't make techniques for a few characters: Falco and Wolf (Fox Clones), Toon Link (Link Clone), Zero Suit Samus (I could do that one, actually, but I don't really want to!), Sheik (I'm only making Zelda), Captain Falcon (Ganondorf's Clone), Lucas (Ness' Clone). I might reconsider Zero Suit Samus depending on my mood when I'm done with all the others.

My name's Elric and I bear the Black Sword...

Reply #174 | Published on 19 April 2012 - 22:50:03
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Now that is a lot of commitment! The ones you've posted so far are already amazing, the nintendo fanboy in my group is actually considering playing a fighter next instead of a pokemon trainer summoner.

I keep meaning to post the rest of my Domine trees but I can't find the file ;~;

 

It's either in the USB drive that my friend is borrowing or I put it in the wrong folder somewhere..

"I am the GREAT and POWERFUL..." ~Trixie, self proclaimed master of magic

Reply #175 | Published on 20 April 2012 - 03:03:13

 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.

My name's Elric and I bear the Black Sword...

Reply #176 | Published on 20 April 2012 - 04:03:31
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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.

"The words are not good for the secret meaning, everything always becomes a bit different, as soon as it is put into words, gets distorted a bit, a bit silly [...] "
- Siddhartha, Hesse

Reply #177 | Published on 20 April 2012 - 11:07:38

 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
 

My name's Elric and I bear the Black Sword...

Reply #178 | Published on 20 April 2012 - 13:39:29
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Not only have you posted a spectacular Pokemon Trainer type tree, but you made one based off my favorite character :D

My group will definitely be trying these sometime.

"I am the GREAT and POWERFUL..." ~Trixie, self proclaimed master of magic

Reply #179 | Published on 21 April 2012 - 07:23:21

 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
 

My name's Elric and I bear the Black Sword...

Reply #180 | Published on 22 April 2012 - 05:38:47

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
 

My name's Elric and I bear the Black Sword...

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