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Nice technique Rybras: the problem is all techniques from the Ice Glacier school have the Water Elemental Requirement Disadvantage, meaning you cannot buy a second Disadvantage for a Level 1 technique.
I did a bit of maths on Isa's Shards and you can pay it like this:
DEX9 CON9 WIL9
3 less Ki on each stat is important...but don't worry. Finding the best way of paying techniques' cost isn't really easy in the beginning and requires excercise. I will check the cost of your future creations too, if it helps.
Besides, for my elemental schools (meaning by that Toa's Throne, The Prayer of the Sea, Isa's Glacier, Sephira's Knight, Tesla's Legacy, Boreas Star, Pandemonium's Reign), I prefer using the "simple" structure 1+1+2+2+3. Basically it keeps MK under check, allowing a technician to develop other stuff. For the fire element I tried something different adding 4 techniques to Tanathos that actually make it REALLY Heavy (730MK).
By the way, since Ice based techniques seem to be much requested and you seem to have pretty good ideas, how about you develop your own school? Or, if you don't want to develop the fifth Ice-based school around, since the technique you posted has no elemental binding, you might develop a school with 6-8 techniques, including one for each element (6 if Ice and Electricity are considered as part of Water and Air, 8 otherwise). I'm eager to see your future creations! Another Idea might be making 3 Schools of techniques, each based on a single House of the Aytir. This technique would fall in the school related to the Njordt Aytir.
My name's Elric and I bear the Black Sword...
well, you sorta convinced me into making a tree, and here is my idea
GAIA'S VENGEANCE:
Developed by a follower of Rafael, also known as Mother Nature, this school makes use of the natural elements to combat those who would do harm to people and nature alike. The majority of these techniques reflect upon the users own experience.
Techniques: 5 Total MK: 415.
STORM TIGERS
Level 1
The first technique calls upon the power of electricity and forms 2 tigers that attack those of the users choice. They cannot go far from their source of power or they will dissipate to nothing. As long as the user spends ki, he can keep the tigers active.
The tigers deal Electrical damage with a base damage of (Presencex2+PowBonus).
Effects: Additional Attack+1, Indirect Attack, Long-Range Attack 5m, Elemental Attack(air), -1 Ki
Disadvantage: Overcharge 5 rounds
Dex6(3 Maint)/Pow6(2 Maint)/Wil6(2 Maint)
MK: 50
BARKSKIN
Level 1
When in danger, nature itself intervenes to protect he who follows Rafael. A Thick layer of bark surrounds the user, taking the damage instead. Grants Damage Resistance of 600 LP with a total AT of 8 and can be maintained.
Effects: Damage resistance 600 LP, Armor+4
Disadvantage: Limited situation 1/4 LP
Dex8(2 Maint)/Pow8(2 Maint)/Wil 8(2 Maint)
MK: 30
VERMIN SWARM
Level 2
Using his energy he creates all types of vermin within 100m, although it seems they are called upon, that come out of the ground and start clawing and biting those the user designates. These vermin dont hurt much but the pain is unbearable. Base damage is (Presencex2+PowBonus)/2.
Effects: Area Attack 100m Target Choice, Esoteric Effect 160 PhR Severe Pain
Disadvantage: 1 hour preparation, Half Damage
Dex 13/Pow 13/Wil 13
MK: 85
ZEPHYR EAGLE
Level 2
Summoning his inner instinct, the user expulses from him a deep form that takes the shape of an Eagle. It reaches terrible heights before divebombing it's target. Base Damage is (Presencex2+PowBonus)x2
Effects: Long-Range Attack 100m, Attack+100, Damage Multiplierx2
Cost: Dex 14, Pow 14, Wil 14
MK: 75
GAIA'S CRADLE
Level 3
The wrath of nature is bewildering beyond all possibilities. Gaia reacts to the will of the invoker and uses all it's power to strike and bind all designated targets in the area from humans to spirits. After the cradle is activated, the user may continue the bind by maintaining energy flow and his strikes also hit on the energy table whilst maintaining it.
Effects: Immobilization 20 Existencial, Area Attack 1km Target Choice, Long-Range Attack 1km, Supernatural Attack
Cost: Dex 20(4 Maint), Pow 20(4 Maint), Wil 20(4 Maint)
MK: 175
Very good stuff, guy, although unfortunately Isa's Shards didn't find place in it!
STORM TIGERS:
There's a problem with the cost:
Distanct 5m (5), Elemental Attack (5), Indirect Attack (10), +1Attack (20), -1KI (10), Maintained (10), Overcharge 5 turns (-5) = 55
ANYWAY, you might make it +1Additional Limited Attack, meaning the character will be able to attack as normal AND the two electric tigers will meanwhile make their independant attack (much like Legacy of Solomon techniques). Moreover, I'd try to completely balance Maintenance costs which is for the better and the best way to do it is a little increase in range.
Hence the result would be:
STORM TIGERS:
Effects: 20m Distance Attack (2XPresence+PowBonus Damage), Elemental Attack (Air), Level 1 Indirect Attack, +1Additional Limited Attack, Maintained.
Disadvantages: Overcharge 5 turns.
DEX8 (Mant.2) / POW8 (Mant.2) / WIL8 (Mant.2)
MK: 35
BARKSKIN:
The problem is the AT4 from Damage accumulation and AT4 from Armor combine as two different layers, hence the comprehensive AT is 6 and not 8. Moreover remember that accumulation grants tons of Life Points, but means no defense beides the Armor. For a technique with Damage Accumulation I'd always reccomend taking Regeneration. Again, balancing of Maintenance is a issue, but I've already seen that Gaia's Cradle has an error in maintenance and is actually unbalanced, so you might balance the maintenance there with the maintenance here like this:
BARKSKIN:
Effects: 600 Life Points Damage Accumulation (Regeneration 100), AT4, Maintained.
Disadvantages: Limit Condition (1/4 Life Points).
DEX11 (Mant.2) / POW11 (Mant.2) / WIL11 (Mant.3)
MK: 35
A bit more costly, but much more useful, at least.
VERMIN SWARM:
This technique is very fine...my MK count though is 65!
Area Attack 100m (30), Target Choice (10), PhR160 (35), Severe Pain (15), 1hour preparation (-15), Half Damage (-10) = 65
As for the Ki Count, you're overpaying it. DEX12 / POW12 / WIL12 is sufficient!
ZEPHYR EAGLE:
Another very nice technique. Mi Ki count is Dex13 / Pow14 / Wil14. This is a very minor Ki unbalance, so you might choose to leave it like this or add -2Ki and bring the MK cost to 95. Your choice there, since both solutions are quite feasable.
GAIA'S CRADLE:
I also like this one very much. As already said, the maintenance cost is wrong. I suppose you're only paying maintenance for the Trap effect...which is 11 and not 12, so the maintenance cost should be 4/4/3 (to balance the maintenance cost of Barkskin). Besides the MK cost is 180 and not 175.
Trap20 (40), Existential (5), 1Km Area Attack (50), Target Choice (10), Long Distance 1Km (35), Supernatural Attack (10), Maintained (30) = 180
Besides, is the Long Distance 1Km effect really needed when you already have a 1Km area target choice? It would cost LESS both in MK and Ki to extend the area of effect to 5Km...which would allow you to cover a much greater area anyway! Hence I'm modifying it like this.
GAIA'S CRADLE:
Effects: 5Km Area Attack (Target Choice), Trap 20 (Existential), Supernatural Attack, Maintained (Trap Effect on Target).
DEX22 (Mant.4) / POW22 (Mant.4) / WIL22 (Mant.3)
MK: 155
Strange enough my Ki count is higher than yours...perhaps there was some error in your ki count, since I've double checked it.
Anyway, amazing job, I'm definitely going to add this to my collection!
My name's Elric and I bear the Black Sword...
wow thanks for all the help although there there is a minor ick in some of the things you said
Storm tigers will become Storm Tiger, since there is only 1 of the attacks that become electric/indirect/range.
Gaia's cradle also maintains Supernatural attack.
i dont know how your ki cost for GC is different, maybe we didnt use the same primary effect.
i counted ki for the 5km one as well, and im getting 18/18/17 costs.
now if we set immobilization as the primary effect, it will come to a cost of 19 Str ki, leaving Supernatural attack at 8 Power and Area Attack at 22 Power.
what i did was set Immobil at 17 Dex(total 18) and 2 Wil(total 4 wil), Supernatural at 8 Pow and Area Attack at 10 Power and 12 Wil(total 13), giving me 18 Dex, 18 Pow and 17 Wil. now the maintenance is 4/4/4 due to Supernatural and Immobil.
Storm tigers is a matter of liking. You can leave it as you made it, in my version the two tigers attack as one, and since they are "an additional limited attack" they don't influence your primary attack, allowing you to act freely while the additional "Tigers attack" bites at the enemies.
As for Gaia:
You know that when you maintain a technique you have to add the maintenance cost of the effect to the effect cost...
The cost for Existential Trap 20 (taken as primary effect) is:
18+10+1+1=30 ->31Dex
Supernatural (I don't understand what's the use of maintaining it, though: trapped things WON'T be able to free themselves once they're trapped anyway...besides by the time you own this technique it's pretty clear your technician will be able to damage energy anyway...) -> 8+1=9 ->9Power
5Km area with target choice (paid as secondary and not maintained) -> 20+2=22->11Pow + 12Wil
Now we hve
DEX31 / POW20 / WIL12
MOREOVER, if you pay Trap ONLY with Dex, you must allocate ALL MAINTENANCE FOR THAT EFFECT to Dex, meaning a HUGE Ki unbalance...
So you have to distribute Trap Effect cost on all 3 stats in order to have the balanced Maintenance of 4 / 3+1 / 4. Hence:
Dex29 / POW23 / WIL15
Rebalancing stats now that you can move around Ki...
DEX22 / POW23 / WIL22
Since I didn't maintain the Supernatural Attack effect in my version of the technique:
DEX22 / POW22 / WIL22 - with minor Ki unbalance in maintenance which was balanced somewhere else...Barkskin.
My name's Elric and I bear the Black Sword...
oh? i thought you only paid for the maintenance cost if you wanted to maintain it and not just use it as a single action. thats why my maint costs were aside. That aside, supernatural attack is to hit on the energy table
Ok, sincerely I don't think you can choose which effects to maintain and which not...except for techniques with "Trap" that allow you to ONLY maintain the "Trap" effect, instead than the whole technique (simply meaning you keep using the technique Trap STR value instead of your own in following turns).
Anyway, it's not like rules are absolutely unbreakable...there are a few techniques in the rulebook that pay Supernatural State with AGI+4, although it's not included in the alternative costs options...
My last suggestion is, if you decide the "Supernatural Attack" effect can be maintained independently from the rest, to buy a -1Ki to leverage the ki cost...it only increases the cost of the technique by 10MK, after all...
My name's Elric and I bear the Black Sword...
Well I finally finished one of the new schools I was working on, still need to get the ice school and the Tattoo one finished
. But anyway, here is my version of, and homage to, the Dark Slayer Style from Devil May Cry 3 and 4:
Dark Slayer Style
Summond Swords - Hurl 4 Ki generated swords at the enemy.
Lvl:1 MK 40
Dex: 13 Wil: 13 Pow: 13
Effects: +4 Limited Additional Attacks, Indirect Attack, Long distance (Multi) 30ft 2X Base Presence + Power Bonus
Disadvantage: Tied to a weapon (Katana)
Spiral Swords - Create a barrier of countless swords which surround and protect you.
Lvl:1 MK 45
Dex: 9 (2) Wil: 9 (2) Pow: 9 (2)
Effects: Energy Shield (500LP) regeneration 250 , Dodge ability +40
Disadvantage: Tied to a weapon (Katana)
Air Trick - Instantaneously teleport to a spot directly near the enemy to unleash a barage of attacks.
Lvl:2 MK 90
Dex: 24 Wil: 24 Pow: 23
Effects:Attack Ability +125, Automatic Transportation 150ft, +4 Additional attacks
Disadvantage: Tied to a weapon (Katana)
Aerial Rave - Two quick slashes that cut through the air.
Lvl:2 MK 90
Dex: 20 Wil: 20 Pow: 20
Effects: Initiative Augment +125, +1 Additional Attack, Long Distance Attack 60ft (2X Base Presssence + Power Bonus), Attack Ability +40 (Multi)
Disadvantage: Tied to a weapon (Katana)
Dimensional Slash - A swift motion of the blade that cuts through dimensional barriers and unleashes a vortex of destruction.
Lvl:3 MK 200
Dex: 35 Wil: 35 Pow: 35
Effects: Long Distance Attack 3000ft, Area Attack 1500ft (2X Base Presssence + Power Bonus), Damage Multiplier X4, Attack Ability +200
Disadvantage: Tied to a weapon (Katana)
So what you all think?
Without Signature
I have no time to make the math right now, but this is a super-powerful school requiring tons of Ki...split the cost among 4 stats for this one (I know it sounds strange said by me...but this one requires ki costs to be split upon 4 stats, I believe).
Anyway, beautiful school.
EDIT: Just noticed now, but the first technique won't work as you want it to do. The Indirect Acttack thing will work only on 1 attack. Anyway, you might quietly choose to remove the Indirect Attack thing entirely since long distance attacks don't really need it...Anyway, if you want to do 4 long distance attacks it should be +3 additional limited attacks and not +4 (like that you make 5 attacks...). The rest of the techniques seem very good. Extremely powerful, although hard to use for a character.
My name's Elric and I bear the Black Sword...
Elric of Melniboné said:
Ok, sincerely I don't think you can choose which effects to maintain and which not...except for techniques with "Trap" that allow you to ONLY maintain the "Trap" effect, instead than the whole technique (simply meaning you keep using the technique Trap STR value instead of your own in following turns).
Anyway, it's not like rules are absolutely unbreakable...there are a few techniques in the rulebook that pay Supernatural State with AGI+4, although it's not included in the alternative costs options...
My last suggestion is, if you decide the "Supernatural Attack" effect can be maintained independently from the rest, to buy a -1Ki to leverage the ki cost...it only increases the cost of the technique by 10MK, after all...
not exactly what i meant. lets take your version of storm tiger.
the way i thought it worked was
Single use cost: dex 6, wil 6, pow 6
maintained cost: dex 8(2 maint), wil 8(2 maint), pow 6(2 maint)
keeping your version, i would have listed
Dex 6(2 maint), Wil 6(2 maint), Pow 6(2 maint)
that way i just add the maintenance cost to the base cost if i wanted to maintain the technique in its entirety. i know you cant just maintain a part of a technique once its finished, you can only set what you want to maintain on creation
i cant seem to edit my post.. i think it's time delayed.
After having re-read the maintenance rule, i see i was at fault.
so Final version of GAIA'S VENGEANCE is at goes
GAIA'S VENGEANCE:
Developed by a follower of Rafael, also known as Mother Nature, this school makes use of the natural elements to combat those who would do harm to people and nature alike. The majority of these techniques reflect upon the users own experience.
Techniques: 5 Total MK: 385
STORM TIGER
Level 1
The first technique calls upon the power of electricity and forms a single tiger that attack those of the users choice. They cannot go far from their source of power or they will dissipate to nothing. As long as the user spends ki, he can keep the tiger active.
The tiger deals Electrical damage with a base damage of (Presencex2+PowBonus).
Effects: Limited Additional Attack+1, Level 1 Indirect Attack, Long-Range Attack 20m(2xPresence+PowBonus), Elemental Attack(air), Maintained
Disadvantage: Overcharge 5 rounds
Dex8(2 Maint)/Pow8(2 Maint)/Wil8(2 Maint)
MK: 35
BARKSKIN
Level 1
When in danger, nature itself intervenes to protect he who follows Rafael. A Thick layer of bark surrounds the user, taking the damage instead and regenerating itself. Grants Damage Resistance of 600 LP with 2 layers of AT 4(following normal rules with no initiative penalty) and can be maintained.
Effects: Damage resistance 600 LP(Regeneration 100), Armor+4, Maintainable
Disadvantage: Limited situation 1/4 LP
Dex11(2 Maint)/Pow11(2 Maint)/Wil11(3 Maint)
MK: 35
VERMIN SWARM
Level 2
Using his energy he creates all types of vermin within 100m, although it seems they are called upon, that come out of the ground and start clawing and biting those the user designates. These vermin dont hurt much but the pain is unbearable. Base damage is (Presencex2+PowBonus)/2.
Effects: Area Attack 100m Target Choice, Esoteric Effect 160 PhR Severe Pain
Disadvantage: 1 hour preparation, Half Damage
Dex 12/Pow 12/Wil 12
MK: 65
ZEPHYR EAGLE
Level 2
Summoning his inner instinct, the user expulses from him a deep form that takes the shape of an Eagle. It reaches terrible heights before divebombing it's target. Base Damage is (Presencex2+PowBonus)x2
Effects: Long-Range Attack 100m, Attack+100, Damage Multiplierx2, -2 Ki Cost
Cost: Dex 13, Pow 13, Wil 13
MK: 95
GAIA'S CRADLE
Level 3
The wrath of nature is bewildering beyond all possibilities. Gaia reacts to the will of the invoker and uses all it's power to strike and bind all designated targets in the area from humans to spirits. After the cradle is activated, the user may continue the bind by maintaining energy flow and his strikes also hit on the energy table whilst maintaining it.
Effects: Immobilization 20 (Existential), Area Attack 5km Target Choice, Supernatural Attack, Maintainable(Trap effect only)
Cost: Dex22(4 Maint), Pow22(4 Maint), Wil22(3 Maint)
MK: 155
---------------------------
and during all that, i came up with another tree.
If you know what Busou Renkin is, you'll somewhat recognize the 1st technique ^^;;
IMPENDING BLITZ
This tree was developed by the indigenous villages to protect themselves from strangers. These small villages learned to fight with Chakrams. Knowing the weapon's power wasnt sufficient to dispatch their enemies quickly, they came up with techniques that were effective, also making them need to use thier heads more than their arms. Most of these techniques are best suited for Ambush attacks and Hit and Run tactics.
Techniques: 5 Total MK: 315
WINDWALK
Level 1
This technique was designed for Hit and Run Tactics. When Active, the Chakram creates 2 images that start rotating at high speeds and are set at the ankles of the user, turning them into "roller blades".
Effects: Increased Movement +3, Increased Athleticism +50, Additional Defenses+1, -1 Ki Cost, Maintainable
Disadvantage: Generic weapon bound(Chakram)
Agi6(2 Maint)/Con7(2 Maint)/Pow7(2 Maint)
MK: 40
SHADOW STRIKE
Level 1
Shadow Strike was created for 1st encounters where the surprise was unavoidable. A small squad of the indigenous would be able to dispatch a few opponents with this technique before they engaged in combat or retreated to a strategical position. The user Throws his chakram once, and on its way back it is usually unnoticed and strikes by surprise.
Effects: Long-Range Attack 20m(presx2+PowBon), Limited Additional Attack+1, Camouflaged Attack(240), -1 Ki Cost
Disadvantage: Generic Weapon Bound(Chakram)
Agi6/Con6/Pow6
MK: 30
EVISCERATION
Level 2
When the indigenous first fought against the metal men, their weapons were almost useless against the hard steel. This was made to dispatch the armored opponents with deadly speed by slicing their armor temporarily.
Effects: Complete attack+40, Armor Destruction-7, -1 Ki Cost
Disadvantage: Generic Weapon Bound(Chakram), Maintainable.
Agi13(4 Maint)/Con13(4 Maint)/Pow13(4 Maint)
MK: 70
RUPTURE
Level 2
The Elite Fighters of the Indigenous came up with this technique as a combo with their hit and run tactics. Using speed and surprise to their advantage, they would mow down almost anyone they came in contact with.
Effects: Critical Enhancement+50(automatic), Increased Initiative+150
Disadvantages: Generic Weapon Bound(Chakram), Level 1 Maintained Technique(WINDWALK)
Agi10/Con10/POW10
MK: 65
AMBUSH
Level 3
Being a member of a reclusive village, their army was never big enough to properly defend themselves against the invaders. With this technique, a single man becomes a squad himself, bolstering their numbers dramatically.
Effects: Mirage(20), Non-Detection(440), Phantasmal Damage(240 PsR), -2 Ki Cost
Disadvantages: Generic Weapon Bound(Chakram), Predetermination
Agi16(6 Maint)/Con16(6 Maint)/Pow16(6 Maint)
MK: 110
OK here is the revised version of Dark Slayer, using Elric's suggestions.
Dark Slayer Style
Techniques: 5 Total MK: 465
Summond Swords - Hurl multiple Ki generated swords at the enemy.
Lvl:1 MK 30
Dex: 8 Wil: 8 Pow: 8 Agi: 8
Effects: +4 Limited Additional Attacks, Long distance (Multi) 30ft 2X Base Presence + Power Bonus
Disadvantage: Tied to a weapon (Katana)
Spiral Swords - Create a barrier of countless swords which surround and protect you.
Lvl:1 MK 45
Dex: 8(1) Wil: 7(2) Pow: 7(2) Agi: 7(1)
Effects: Energy Shield (500LP) regeneration 250 , Dodge ability +40, Maintained
Disadvantage: Tied to a weapon (Katana)
Air Trick - Instantaneously teleport to a spot directly near the enemy to unleash a barage of attacks.
Lvl:2 MK 90
Dex: 18 Wil: 18 Pow: 18 Agi: 18
Effects:Attack Ability +125, Automatic Transportation 150ft, +4 Additional attacks
Disadvantage: Tied to a weapon (Katana)
Aerial Rave - Two quick slashes that cut through the air.
Lvl:2 MK 100
Dex: 17 Wil: 16 Pow: 17 Agi: 17
Effects: Initiative Augment +125, +1 Additional Attack, Long Distance Attack 60ft (Multi) (2X Base Presssence + Power Bonus), Attack Ability +40 (Multi)
Disadvantage: Tied to a weapon (Katana)
Dimensional Slash - A swift motion of the blade that cuts through dimensional barriers and unleashes a vortex of destruction.
Lvl:3 MK 200
Dex: 28 Wil: 28 Pow: 29 Agi: 28
Effects: Long Distance Attack 3000ft, Area Attack 1500ft (2X Base Presssence + Power Bonus), Damage Multiplier X4, Attack Ability +200
Disadvantage: Tied to a weapon (Katana)
I know this it a bit of a power house school, and being able to pull it off of a normal character is a bit much..... I was just trying to recreate as acuretly as possible Vergil's and Dante's style from the DMC games....then again those two begin as inhuman with at least 2 bloodline traits..... but anyway.... Off to the Ice school..... hope I don't get frostbite while making it....
Without Signature
Oops, forgot to remove from the description in gaias cradle "And his strikes Also hit on the energy table whilst maintaining it"
I completely forgot to post a finalized version of the Raitoningu no Kage school. Well without further adu, here is my completed, after a lot of help from Elric, version:
Raitoningu no Kage (Lightning's Shadow)
A school developed by a branch of the Koga ninjas that harnesses the powers of Darness and lightning, to quickly emliminate their targets from the shadows.
Techniques: 8 Total MK: 565
Raiha no Kage (Lightning Blade of Shadow)
Lvl: 1 MK: 25
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.
Total Ki: 10
POW: 6 (1) WIL: 6 (1) STR: 6 (1)
Effects: Creates a +10 weapon, Electrical Damage, Reduced Ki cost (1), Maintained
Disadvantage: Elemental Binding (wind/darkness)
Kage no Kuroku (Shadow Cloak)
Lvl: 1 MK:30
By infusing Ki into their shadow, the character animates their shadow, causing it to mislead an enemy’s attack, granting a +40 bonus to all dodges in a turn. 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.
Total Ki: 14
STR: 10 (3) POW: 10 (3) WIL: 10 (3)
Effects: +40 Multi dodge, +40 to counter attacks, Maintained
Disadvantage Elemental Binding (Darkness/Air)
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.
Total Ki: 27
Pow: 15 Dex: 15 Wil: 15
Effect: Creates up to 10 +5 Kunai, limited additional attacks (+5)
Disadvantage: Elemental Binding (Darkness/Air)
Kurai Arashi (Dark Storm)
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 multiple bolts of black lightning. The attack causes damage equal to 2 times the character’s base press plus their power bonus. Also does electrical damage.
Total Ki: 12
Str: 5 Pow: 5 Wil: 5
Effects: Multi Distance Attack 150ft (2XPresence+PowBonus), Elemental Attack Air, Deduced Ki cost (1).
Disadvantages: 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.
Total Ki: 47
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)
DaI Kurai Arashi (Great Dark Storm)
Lvl:2 MK:55
Enhanse version of Kurai Arashi.
Total Ki: 20
Str:7 Pow:7 Wil: 7
Effects: Multi Distance Attack 300ft (2XPresence+PowBonus), Multi Area Attack 15ft, Elemental Attack Air, -1Ki
Disadvantages: Elemental Binding (Darkness/Air)
Kage no Arashi (Storm of Shadows)
Lvl:3 MK:160
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 doing 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 Techniques grants 6 additional limited attacks. 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.
Total Ki: 70
Str: 28 Pow: 28 Wil: 28
Effects: Lev3 Indirect Attack , Multi Distance Attack 800ft, Multi Area Attack 300ft,+6 limited attacks, Elemental Attack Air , -1Ki .
Disadvantages: Elemental Binding (Darkness/Air) , -2Fatigues , -50 All Action Penalty.
I actually made a change to this one by adding in additional attacks and removing the predetermined attack.
Arashi no Abata (Avatar of Storms)
Lvl: 3 MK 150
This technique is an advanced form of Arashi no Seishin. By invoking this technique, the character becomes the living embodiment of a storm, by focusing on straight attacks.
Total Ki: 85
Str:31 Pow:31 Wil:31
Effects: +100 Attack, +5 Additional Limited Attacks, Supernatural State (PhR200, Death, Attack), -2Ki.
Disadvantage: Predetermined, Elemental Binding (Darkness/Air), Exhaustion (-4Fatigue)
I added in the total Ki cost of each Technique for those that use "Unification of KI." Ice school still a work in progress...
Without Signature
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