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First: I like the basic idea of this Ki-school.
But second: I think it would be cooler, if the basic techniques aren't nearly the same.
@Elric: If it is okay with you and your girlfriend, I would take the basic idea of your Ki-school and make my own.
Without Signature
It's absolutely ok!
The reason I made the first two techniques almost identical is I didn't want a purely offensive technique for day and a purely defensive technique for night (or viceversa). Like that the character always has a reasonably useful all-purpose techniques up his sleeves. But that's simply a personal liking and if you prefer to change the first two techniques you're absolutely free to do so (or if you want to change the others!). It's your game, so you should play it as you like.
My name's Elric and I bear the Black Sword...
Okay, sorry for the lack of time to get back to this, I've been rather caught up in things that took my time. Besides that, I may have increased your workload, even if unintentionally. Either way, I should mention that my co-author had went overboard with the whole thing, by giving the main character some unplanned for abilities, and I have to work harder at getting this correctly fixed up.
Then again, it gives me new ideas, so I should be happy. Either way, I'll get this out of the way, so here's the first of it:
Fury of the Ice Queen (Yuki Onna blood required):
Soul Scar (Drains and blocks Ki and vital energies from the part of the body that is touched at the time. It can only be unblocked by someone that knows the proper pressure point to press on that part of the body. It has the additional benefit of freezing the person at that part of the body while Ki and vital energies are blocked).
Ice Windmill Shuriken (Created by freezing water molecules and forming them in the shape of a giant throwing star that can be launched as if it were by cryokinesis).
Blizzard of the Ancient Ice (Calls upon freezing water molecules and turning them razor sharp, while the surrounding area for 250 meters is covered in the blizzard ice, not counting allies of the practitioner).
Ice Sword (Forms a sword of crystal hard ice in the hands of the practitioner, which they'd know how to properly wield regardless of if they'd ever used a real sword in their lives before, as well as being able to cut through almost anything. One of the things the sword can't cut through is a sword made of the same material used by someone else, and it can't cut a weapon that's +15 or higher as well, among few other things).
Ice Transmutation (Transmutes the surrounding area for 500 meters into a glacial wonderland that encases foes in blocks of ice that are almost completely unable to melt unless at temperatures of 20,000 degrees Centigrade or higher unless the practitioner deems it time to melt the ice at regular temperatures).
---
More sets to come later, unable to properly think of the other techs and schools at the moment, so I'll get back to you later.
I'm just a gamer that likes to tell stories. Could you cut me some slack?
Xamusel, I'm going to work on your Fury of the Queen School...but sincerely I'd have appreciated some feedback on the Infinite Wires work I did back then, since you're the one who asked for it, and I will appreciate some feedback on the work I'm going to do for this. At the very least I'd like to know if the techniques I'm designing are fine for your needs.
As for Yuki Onna's Blood...I'd say Yuki Onna can be classified as a Genus Loci Kami (Kami associated to a certain area) and treat it like that.
I'm not sure Anima System allows for Soul Scar effect...but I'll try to arrange something akin to it. Also, I might have to "move around" the levels of the techniques, depending on the effects you're requiring...becouse again, the system has its limits and bounds.
My name's Elric and I bear the Black Sword...
Here is the best approximation I could do of Fury of The Ice Queen.
I had to considerably reduce the Area of Effect of Blizzard of The Ancient Ice...but 25m is still more than enough for most combat situations. I had to make it Level1 because Soul Scar had Ki Drain and Life Drain effects which require the technique to be Level 2. In the end, it looks nicely to me, should work just fine in-game. Again, XAMUSEL, feedback on both Infinite Wires and Fury of The Ice Queen would be appreciated.
FURY OF THE ICE QUEEN:
Created by a belligerent Yuki Onna from Lennet and following taught to those who dealt a pact with her, this sequence of ice-based techniques can only be used by those with Yuki Onna’s own blood.
Techniques: 5 Total MK: 420.
ICE WINDMILL SHURIKEN
Level 1
Gathering freezing water molecules, and forming them in the shape of a giant throwing star, the Domine launches the giant shuriken with the power of his/her ki. This technique allows its user to make a single Water Elemental Distance Attack with a range of 100m and Base Damage equal to twice the character’s Presence plus his Power Bonus. Only those with the Blood of Yuki Onna (Genus Loci Kami’s Blood) can use this technique.
Effects: 100m Distance Attack (2XPresence+PowBonus Damage), Elemental Attack (Water), -1Ki.
Disadvantages: Requirement (Genus Loci Kami’s Blood).
DEX5 / CON5 / POW5
MK: 25
BLIZZARD OF THE ANCIENT ICE
Level 1
The Domine calls upon freezing water molecules and turns them razor sharp, while the surrounding area is covered into an ice blizzard that doesn’t seem to affect allies of the practitioner. This technique allows its user to make a single Water Elemental Attack affecting all chosen targets within 25m, with Base Damage equal to twice the character’s Presence plus his power bonus. Only those with the Blood of Yuki Onna (Genus Loci Kami’s Blood) can use this technique.
Effects: 25m Area Attack (2XPresence+PowBonus Damage, Target Choice), Elemental Attack (Water), -1Ki.
Disadvantages: Requirement (Genus Loci Kami’s Blood).
DEX5 / CON5 / POW5
MK: 35
SOUL SCAR
Level: 2
By using this technique, the mere touch of the user drains away the opponents life and spiritual power, interrupting at the same time the target’s access to his own ki reserve. This technique allows its user to make a single attack that if it hits the opponent (ignoring armor) obliges him to surpass two PhR checks against a difficulty of 140, or lose respectively Life points and Ki points equal to the failure level. Life points and Ki points lost due to this effect are drained by the user of the technique, who can use them to recover lost Life points from wounds or lost Ki points. If the attack also manages to inflict damage on the opponent, the target will have to surpass an additional PhR check against a difficulty equal to suffered Damage plus 80, or any ki technique he’s using is immediately interrupted. Only those with the Blood of Yuki Onna (Genus Loci Kami’s Blood) can use this technique. This Technique has the Predetermined Disadvantage.
Effects: Supernatural State (MR140, Life Drain & Ki Drain, Physical Contact), Interruption (Damage+80, Ki), -3Ki.
Disadvantages: Requirement (Genus Loci Kami’s Blood), Predetermined.
DEX15 / CON15 / POW15
MK: 90
ICE SWORD
Level 2
This technique forms in its user’s hands a sword of crystal hard ice, capable of cutting through almost anything. This technique generates a sword made of ki. The kind of sword generated is chosen by the user the first time the technique is used, but then the same sword must be summoned each time the technique is used by the same person. The sword has a quality of +15, dealing Water Elemental Attacks, and allows making a single attack per turn with a +25 Breakage Bonus and inflicting an additional penalty of -7 to the opponents’ AT. This technique can be maintained through following turns. Only those with the Blood of Yuki Onna (Genus Loci Kami’s Blood) can use this technique.
Effects: Physical Ki Weapon+15, Elemental Attack (Water), +25Breakage, -7AT, Maintained, -2Ki.
Disadvantages: Requirement (Genus Loci Kami’s Blood).
DEX17 (Mant.4) / CON17 (Mant.4) / POW17 (Mant.4)
MK: 100
ICE TRANSMUTATION
Level 3
This technique transmutes the surrounding area into a glacial wonderland that encases foes in blocks of ice that are almost completely unable to melt. This technique allows its user to make a single Water Elemental Attack affecting all chosen targets within 500m of him with a Base Damage equal to double the character’s Presence plus his Power Bonus. Targets hit by the attack must surpass a PhR check against a difficulty of 200 or become affected from total paralysis for a number of turns equal to their failure level. Only those with the Blood of Yuki Onna (Genus Loci Kami’s Blood) can use this technique. Using this technique requires spending 2 Fatigue points on top of accumulated ki.
Effects: 500m Area Attack (2XPresence+PowBonus Damage, Target Choice), Supernatural State (PhR200, Total Paralysis, Attack), Elemental Attack (Water), -3Ki.
Disadvantages: Requirements (Genus Loci Kami’s Blood), -2Fatigue.
DEX22 / CON22 / POW22
MK: 170
My name's Elric and I bear the Black Sword...
I'm still a bit lost in the creation of techniques, been trying to create a tree for one of my players that combines both Darkness and Wind (Shadows and Lightning). The character is a ninja and the player is wanting to make it is a similar vein as Ryu Hyabusa from the Ninja Gaiden series of games. I was able to create one technique so far and have a name for the Tech tree. Here is what I have so far:
Raitoningu no kage (Lightning's Shadow)
tree elemental bind: Shadow, wind (-10 MK)
Raiha no Kage (Lightning Blade of Shadow)
Lvl: 1 MK: 45
By focusing his Ki the character manifest a sword or dagger that the character is proficient with. The blade looks as if it was created from the characters shadow. The weapon created is counted as being +10 in quality as is wreathed in arcs of electricity doing electrical damage. The weapon can be maintained by spending 3 Ki points each turn.
POW: 7 (Maint. 2) WIL: 7 (Maint. 1) STR: 7
Effects: Creates a +10 weapon, Electrical Damage, Maintained, Combinable
Disadvantage: Elemental Binding (wind/darkness)
Type: Turn
Kage no Kuroku (Shadow Cloak)
Lvl: 1
I was also thinking of creating an advantage/disadvantage which puts a restriction on the character of having to recite a small mantra and do hand seals to use the techniques, but it allows them to learn it at a reduced MK cost (dependent on how long of a chant is done.)
I was thinking though for the lvl 3 tech to be where the character turns his opponent's shadows into thunder clouds (so to speak) and causes them to strike the targets with black lightning. It would be multiple targets in a set area.
Also had in mind for Lvl 2 one that could cause the character to "step" into a shadow and then "step" out of his opponent's shadow for a quick attack, and one that is a classic long distance energy attack. I was also thinking of creating a few enhancement techniques that could be combined with the Raiha no Kage.
Any help would be much appreciated. And Thank you in advance.
Without Signature
Ok, lemme see...
First: The Elemental Attack thing works on a single attack per turn, regardless of the fact that summoned weapon is "turn based", still being able to deliver 1 electrical strike per turn is good...on the other hand, you don't need "combinable" to be able to use the weapon generated by this technique with other techniques. As of now, Combinable would only allow you to add the Electric Elemental feature to other combinable techniques of the tree...sincerely, adding the "Electric Elemental Attack" to other techniques costs usually 4Ki points, while adding Combinable has a cost ranging from 3 to 9...Personally I don't believe making this technique combinable is "ki-proficient", so I would remove the Combinable stuff...
Personally, I'd do it like this:
Effects: Ki Weapon+10 (10MK), Maintained (10MK), Elemental Attack Air (5MK), -1Ki (10MK)
Disadvantages: Elemental Binding Darkness/Air (-10MK)
TOTAL: 25MK
STR6(Mant.1) / POW6(Mant.1) / WIL6(Mant.1)
I strongly reccomend balancing Maintenance between the three characteristics you're using for your technique. DEFINITELY.
I'd reccomend making also at least one Defensive Technique. In order to use your three main characteristics (STR, POW, WIL), you might make a techinque that gives:
Dodge Bonus + Counterattack Bonus
If you post following techniques, I'll surely help you with them too! Creating techniques is a bit tricky when you first make them...but it gets simpler with due time.
My name's Elric and I bear the Black Sword...
Thank you for the assistance Elric, actually, the 2nd one I had partially listed was supposed to be a defensive Tech, just hadn't completed the rough at the time. But here it is:
Kage no Kuroku (Shadow Cloak)
Lvl: 1 MK:40
By infusing Ki into their shadow, the character animates their shadow to block incoming attacks. The character’s shadow is able to block multiple attacks a turn with a set block value of 120. If the attacker fails in the attack in a way that causes a counter attack, the shadow will bind the attacker, granting a bonus of +40 to the character’s counter attack.
DEX: 8 (Maint. 3) AGI: 8 (Maint. 3) POW: 8 (Maint. 3)
Effects: 4 Additional Blocks, Preset def value of 120, +40 to counter attacks,
maintained, reduced Ki cost (2)
Disadvantage Elemental Binding (Darkness/Air)
I'll get the others posted as I can make them. I was thinking on this last night and an idea struck me, are the seals restricted to just invocations, or can they be used in conjucture with regular Ki Techniques? Like as a substitute cost, as in your invoking the technique instead of a creature.
Without Signature
Okay, sorry for not giving feedback where due, Elric... first off, I actually think that the Infinite Wires school feel right to me, and I believe that it actually fits well into a game (though I was coming up with these for stories that I wish to write). Second, I like the fact that you were able to get the Fury of the Ice Queen school figured out for this whole purpose, which includes for a story as well as a game I think may be interesting to see that happen.
Either way, I have no specific comments about the creation of the skills, so that's all I can say at the moment. If I can think of more, I'll be sure to say it soon, though I'm not sure of specifics now.
I'm just a gamer that likes to tell stories. Could you cut me some slack?
No worry, Xamusel. I just need feedback, because If I have to re-do something, I prefer to know, but I'm happy that my techniques satisfy your needs.
NOW to Sidisessinu:
Kage no Kuroku has a couple BIG problems:
Additional Defenses are Light Effects (so they can't be chosen in a school which has Air/Darkness elemental binding).
Predetermined Defense are Light/Water/Earth Effects (so again...).
The only two defensive effects with either Air or Darkness binding are Dodge Bonus, Complete Dodge Bonus, or Limited Dodge Bonus...now if you want to couple the technique with Counterattack, you have to rule-out Limited Dodge Bonus...anyway, having a Complete Dodge Bonus is somewhat similar to having
additional defenses (actually you nullify the malus for the first additional defense and strongly limit that from the second).
My proposal is:
Kage no Kuroku
Level 1
Effects: +40 Complete Dodge (20), +40 Counterattack (10), Maintained (10)
Disadvantages Elemental Binding Air/Darkness (-10)
STR10 (Mant.3) / POW10 (Mant.3) / WIL10 (Mant.3)
MK: 30
Like this the technique is perfectly balanced in both cost and maintenance and has fairly nice MK cost. Note that althow the +40 bonus to Dodge apllies to all dodges you make in a single turn, the +40 Counterattack only applies to a single counterattack.
My name's Elric and I bear the Black Sword...
Ah so that is what the element listing for each option is for, thanks Elric. Now with that in mind I went back and redid the lvl1 and lvl2 ranged techniques as well as another one and made the final technique in this school. All total there are 9 techniques, here are the final 7:
Kage no Ame (Shadow Rain)
Lvl:1 MK:40
The character focus his Ki to create a barrage of Kunai to assault his foes. Creates up to 10 +5 Kunai and provides 5 additional attacks.
POW: 15 DEX: 15 WIL: 15
Effect: Creates up to 10 +5 Kunai, limited additional attacks (+5)
Disadvantage: Elemental Binding (Darkness/Air)
Kura Senko (Dark Lightning)
Lvl: 1 MK: 20
The character summons forth the dark energy from with-in and releases it upon hi foes. Causes a long distance attack in the form of black lightning. The attack causes damage equal to 2 times the character’s base press plus their power bonus. Also does electrical damage. The techniques has a predetermined attack of 240.
POW: 10 WIL: 10 DEX: 10
Effect: Long distance attack with attack of 240, Damage: 2x base presence plus Pow bonus, Elemental Attack Electricity.
Disadvantage: Elemental binding (Darkness/Air)
Kurai Arashi (Dark Storm)
Lvl:1 MK: 30
Same as Kura Senko but produces multiple bolts of lightning.
POW: 11 WIL: 11 DEX: 11
Effect: Multi long distance attack with attack of 240, Damage: 2x base presence plus Pow bonus, Elemental Attack Electricity.
Disadvantage: Elemental binding (Darkness/Air)
Dia Kura Senko (Great Dark Lightning)
Lvl:2 MK: 70
An enhanced form of Kura Senko that does damage to everything/one between the character and the target, as well as everything/one in a 15ft radius of the target.
POW: 16 WIL: 16 DEX: 16
Effect: Long distance attack with attack of 280, Damage: 2x base plus Pow bonus, Area attack 15ft, Elemental Attack Electricity, Reduced Ki cost (1)
Disadvantage: Elemental binding (Darkness/Air)
Dia Kurai Arashi (Great Dark Storm)
Lvl:2 MK: 75
Same as Dia Kura Senko but produces multiple bolts of lightning.
POW: 18 WIL: 18 DEX: 18
Effect: Multi long distance attack with attack of 20, Damage: 2x base presence plus Pow bonus, Area Attack 15ft, Elemental Attack Electricity.
Disadvantage: Elemental binding (Darkness/Air)
Kurai makingu (Dark Marking)
Lvl:2 MK: 85
Once the character makes mutual visual contact with an enemy this Technique can be activated. The character creates and illusion to either distract the enemy, or make them think the Character has become invisible. The enemy must pass a PhR check of 140 to ignore the effects of the illusion. If failed the enemy is under the influence of a greater illusion for a number of minutes equal to the failure of the PhR check. Once done, the character automatically moves, if able, behind the enemy to attack. If the attack is successful and damages the enemy, the enemy is now marked with a greater brand of the character. The enemy can not be more than 30ft away and must be a humanoid for this Technique to work.
POW: 21 AGI: 21 CON: 21
Effect: Supernatural State PhR 140, Greater Illusion, Mutual visual contact, Range 30 ft; Automatic Transportation 30ft; Greater Brand
Disadvantages: Elemental Binding (Darkness/Air)
Exterminator (Humanoid)
Kage no Arashi (Storm of Shadows)
Lvl:3 MK:170
With this Techniques the character brings for the power of a thunder storm to decimate his foes. By focusing his Ki, the character calls for multiple bolts of lightning to strike his enemies up to 800 ft away. The lightning springs from the target’s own shadow with an attack of 440 doing a damage of 2 times the base presence plus power bonus of the character.After striking a target, the lightning then arcs to all adjacent foes in an area with a 300ft radius. This technique is taxing on the character and causes a loss of 2 fatigue points and a penalty to all his actions. The penalty begins at -50 and reduces at a rate of 10 points per turn, this penalty can't be eliminated by supernatural or Ki means.
POW:30 WIL: 29 AGI:30
Effect: Indirect multiple long distance (800ft), multiple area attack (300ft radius), Predetermined attack of Zen (440)
Disadvantage: Elemental Binding (Darkness/Air), Exhaustion (-2 fatigue points), Action Penalty (-50)
To bad I couldn't add the damage multipliers to these techniques hmm... maybe in the next batch....
Without Signature
First Thought: having multiple techniques with the same effect, one for a single attack and the other for multiple attack isn't an efficient way of spending the precious MK that your Ninja styled character will probably want to spend on Ki/Nemesis abilities, other than techniques. So I'd drastically resuce the number of techniques and will comment only the following. Believe it or not: it allows much better construction and growth of the character.
Second Thought: If you've chosen STR / POW / WIL to be your paying mechanism keep it, regardless of how "unconvenient" it may be. That's for the better when making technique trees and again allows much better character growth and build.
NOW to the techniques:
Kage No Ame
Lev1
Effects: Physical Ki Weapons+5 [5MK] (4-10 additional) [15MK], +5Additional Limited Attacks [30].
Disadvantages: Elemental Binding (Darkness/Air) [-10MK].
STR11 / POW11 / WIL11
MK 40
This one's very nice like this.
Kurai Arashi
Lev1
Effects: Real Distance Attack 100m (2XPresence+PowBonus) [35MK], Elemental Attack Air [5MK].
Disadvantages: Elemental Binding (Darkness/Air) [-10MK].
STR6 / POW6 / WIL6
MK 40
I prefer the "multiple" version of Kurai Snko, basically out of originality. You find tons of scholls that allow single distance attack, but this technique tree could be very original if it was centered on techniques modificating ALL ATTACKS in a turn made by a character, within due limits. Beware, though that the Elemental Attack effect is single-attack bound...
Dai (I believe "Great" in Japanese is Dai and not Dia, so I suppose yours was a typo) Kurai Arashi
Lev2
Effects: Real Distance Attack 100m (2XPresence+PowBonus) [35MK], Real Area Attack 5m [15MK], Elemental Attack Air [5MK], -1Ki [10MK].
Disadvantages: Elemental Binding (Darkness/Air) [-10MK].
STR7 / POW7 / WIL7
MK 65
Again I preferred the "multiple" version, but added the "multiple" to the Area Attack Effect...otherwise making a single area attack and other "single" attacks would seam...strange to me. The thing about Elemental Attack is sadly effective also here.
Kurai Makingu
Lev2
Effects: Supernatural State (PhR140 [20MK], Major Illusion [15MK], Mutual Visual Contact [15MK]), Automatic Transportation 10m [5MK], Major Brand (or Seal as I used to translate it...) [25MK], -1Ki [10MK].
Disadvantages: Elemental Binding (Darkness/Air) [-10MK], Exterminator (Humanoids Only) [-5MK].
STR16 / POW16 / WIL16
MK 75
I like this one. Very special...not the usual stuff we see around forums.
Kage no Arashi
Lev3
Effects: Lev3 Indirect Attack [30MK], Real Distance Attack 250m [45MK], Real Area Attack 100m [65], 440 Predertmined Attack [45], Elemental Attack Air [5], -1Ki [10MK].
Disadvantages: Elemental Binding (Darkness/Air) [-10MK], -2Fatigues [-5MK], -50 All Action Penalty [-10MK].
STR27 / POW27 / WIL27
MK 175
First thing: I took the freedom of adding here too the Elemental Attack Air...it's flavor based, since again it's a thunderstorm based technique. I should also advise you that unfortunately the Predetermined Attack effect should work on a SINGLE attack, as well as the elemental effect (I'd bind them together, again more out of flavor than anything).
As a final remark: As far as the number of techniques is reduced from 9 to 7, this technique tree is really really beautiful and interesting and I'm definitely going to add it to my collection of "usable stuff" (you don't want to know how many ki techniques I've copied/modified/translated/adjusted in my pack...). Although there were big errors in cost calculation, they were pro-stuff. I hope my feedback proves useful to you anyway!
PS - For making a Ninja styled character, have you considered the hypotesis of using the Ninja Specialist Class (variant of Shadow) I posted on another thread (named Specialist Classes, by the way)? It's a Shadow with more MK and less notice/search, substantially. See ya!
PPS - I have to correct myself again: Elemental Attack is TURN based, so yes...when you make a technique with Elemetal Attack, it affects ALL ATTACK made that turn (or all attacks made with a ki weapon summoned with the same technique). BUT the Predetermined Attack remains an ACTION based effect, so it affects a single Action (Attack) per turn.
My name's Elric and I bear the Black Sword...
Checked again:
Kurai Arashi's final MK is 30
Dai Kurai Arashi's final MK is 55
Sorry again...
My name's Elric and I bear the Black Sword...
Thank you so much for the assistance Elric, and yes I have considered the Specialization for Ninja that you posted in the other thread. But one thing I noticed:
Elric of Melniboné said:
Kurai Arashi
Lev1
Effects: Real Distance Attack 100m (2XPresence+PowBonus) [35MK], Elemental Attack Air [5MK].
Disadvantages: Elemental Binding (Darkness/Air) [-10MK].
STR6 / POW6 / WIL6
MK 40
I prefer the "multiple" version of Kurai Snko, basically out of originality. You find tons of scholls that allow single distance attack, but this technique tree could be very original if it was centered on techniques modificating ALL ATTACKS in a turn made by a character, within due limits. Beware, though that the Elemental Attack effect is single-attack bound...
I thought the 35MK version on sinle distance attack was for lvl2 techniques, the max that can be done and keep it a lvl1 Tech is the one for 20MK. That was one reason I added the predetermined attack to this one to increase the MK cost above 20. So for the multi what if limited attacks and attack increase multi was added?
Elric of Melniboné said:
Dai (I believe "Great" in Japanese is Dai and not Dia, so I suppose yours was a typo) Kurai Arashi
Lev2
Effects: Real Distance Attack 100m (2XPresence+PowBonus) [35MK], Real Area Attack 5m [15MK], Elemental Attack Air [5MK], -1Ki [10MK].
Disadvantages: Elemental Binding (Darkness/Air) [-10MK].
STR7 / POW7 / WIL7
MK 65
Again I preferred the "multiple" version, but added the "multiple" to the Area Attack Effect...otherwise making a single area attack and other "single" attacks would seam...strange to me. The thing about Elemental Attack is sadly effective also here.
Kage no Arashi
Lev3
Effects: Lev3 Indirect Attack [30MK], Real Distance Attack 250m [45MK], Real Area Attack 100m [65], 440 Predertmined Attack [45], Elemental Attack Air [5], -1Ki [10MK].
Disadvantages: Elemental Binding (Darkness/Air) [-10MK], -2Fatigues [-5MK], -50 All Action Penalty [-10MK].
STR27 / POW27 / WIL27
MK 175
As a final remark: As far as the number of techniques is reduced from 9 to 7, this technique tree is really really beautiful and interesting and I'm definitely going to add it to my collection of "usable stuff" (you don't want to know how many ki techniques I've copied/modified/translated/adjusted in my pack...). Although there were big errors in cost calculation, they were pro-stuff. I hope my feedback proves useful to you anyway!
I was thinking that the multiple area attacks would overlap their fields, thus increasing the amount of damage each enemy received.
But again thank you for the help.
Without Signature
I believe too that overlapping area of effects can increase actual damage over enemies...
ONE NOTE: When I write down "Real" or "Complete" I mean "Multiple". The reason is out of habit in translating from the spanish version of Dominus Exxet.
The Kurai Arashi is actually a Level2 technique due to the "Multiple Distance Attack 100m"...but I just noticed it now...moreover it's a Level2 technique with MK cost 30...which isn't possible...
Best solution would be reducing the range of Kurai Arashi to 50m: it reduces the MK cost to 20, allows it to be a Level1 technique, and the ki cost is reduced by 2 points...add one more Ki reduction (just to have all stat costs balanced) and you have MK back to 30, Range to 50 and the technique will only cost 5 / 5 / 5. Moreover, it will be a big jump onward buying Dai Kurai Arashi, giving the real "sense" of passing from a Level1 to a Level2 technique.
My name's Elric and I bear the Black Sword...
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