Post by Majin Mumbo on Sept 4, 2017 2:08:13 GMT -6
DISCLAIMER: Although these techniques are considered "pre-approved", you'll still need to apply for them in the Technique Applications thread located here.
Also, keep in mind that all of these techniques are purely baseline ideas. Feel free to flavor these any way you like. Perhaps you shoot a green beam of energy from your mouth named "Lime Lunch Break", or you infuse Ki into your foot before delivering a rapid string of kicks.
Piercing: Techniques with this variant ignore half of a barrier's PL.
Damage Over Time: Techniques that divides the overall damage of the attack to damage the opponent for the total over time, up to a three-post duration. The foe's Afterimages account for the DoT's cumulative PL, but barriers only need to block the first tick.
Merging: This technique can combine power with other Merging-variant techniques.
Sustained: Barriers with this variant will remain present to defend their creator for either three posts or until their total PL is overcome whichever comes first.
Afterimage [SU1]: Through a sudden burst of speed you leave behind a static image of yourself to distract your opponent, this technique allows you to completely dodge techniques beneath 100% of your PL. This technique uses 1 KP in KP Battles.
Afterimage [SU2]: Through a sudden burst of speed you leave behind a image of yourself to distract your opponent this image can preform a basic set of chosen movements when created to make the distraction more believable, this technique allows you to completely dodge techniques beneath 150% of your PL . This technique uses 2 KP in KP Battles.
Afterimage [SU3]: Through a sudden burst of speed you leave behind a controlled image of yourself to distract your opponent, you have complete control over it and the image is capable of preforming any feats you yourself are capable of, it cannot however actually harm an opponent, this technique allows you to completely dodge techniques beneath 200% of your PL. This technique uses 3 KP in KP Battles.
Solar Flare [SU1]: By emitting an incredibly bright light that blinds your enemies, you can distract them for long enough to attempt to escape a Death Enabled thread. If 100% damage in total is sent your way before your next turn, your escape is blocked. This technique uses 1 KP in KP Battles.
Solar Flare [SU2]: By emitting an incredibly bright light that blinds your enemies, you can distract them for long enough to attempt to escape a Death Enabled thread. If 150% damage in total is sent your way before your next turn, your escape is blocked. This technique uses 2 KP in KP Battles.
Solar Flare [SU3]: By emitting an incredibly bright light that blinds your enemies, you can distract them for long enough to attempt to escape a Death Enabled thread. If 200% damage in total is sent your way before your next turn, your escape is blocked. This technique uses 3 KP in KP Battles.
Energy Sensing [UT]: Via some method you are capable of feeling the natural energy of living beings, you have an understanding of the power level of other non-android warriors and can feel the power of the attacks they are using compared to your own. This technique is Passive not requiring activation and uses 0 KP in a KP Battle, Energy Sensing does not work on Androids.
Energy Suppression [UT1]: You are capable of suppressing your power in order to better hide yourself from the gaze of those with Energy Sensing or those utilizing a Scouter, so long as you are not making use of powerful techniques(anything that would consume KP in a KP Battle) you can lower your ki signature to surprise your foes with your real power, or attempt to hide your energy at ambient planetary levels. This technique uses 0 KP in a KP Battle
Energy Setting [UT2]: You are capable of setting your power to a lower level to not only hide yourself, but also effectively fight while at this level, meaning you can make use of powerful techniques (anything that would consume KP in a KP Battle). This is great for people who want to train weaker fighters.
Energy Intimidation [UT3]: You are able to take the energy control a step further by temporarily increasing your power level by half! Though, this is simply a bluff, and you cannot use techniques with your new power - Last Until you use a Tech.
Telepathy [UT1]: The basic form of Telepathy allows the user to communicate with those they are familiar with across the planet they are currently on via mental transmission, this can be blocked out by those who do not want to hear the user if the effort to block them out is put forth. This technique uses 0 KP in a KP Battle
Telepathy [UT2]: The limits on the range of your telepathy are significantly lessened allowing you to communicate with anyone you are familiar with on the same plane of existence as yourself (Living World, Otherworld, Demon Realm(?)) This technique uses 0 KP in a KP Battle
Telepathy [UT3]: Your command of this mental power is now at it's peak, there is no amount of range that can hinder your telepathy as it passes through entire planes of existence to deliver your messages. This technique uses 0 KP in a KP Battle (Restricted to special roles)
Multi-Form [UT2]: Through this technique you can create a copy of yourself dividing your power evenly between yourself and two additional copies (33% each). Multiforms operate as their own fighters- they manage KP and use techniques as if they were two separate people! They can merge back together after responding defensively to any attacks your foe may have thrown, but take the damage from the most damaged copy and the copy with the least KP. Signatures can only be used once per thread, as well as certain racials regardless of which copy uses the technique.
Multi-Form [UT3]: Through this technique you can create a copy of yourself dividing your power evenly between yourself and three additional copies (25% each). Multiforms operate as their own fighters- they manage KP and use techniques as if they were two separate people! They can merge back together after responding defensively to any attacks your foe may have thrown, but take the damage from the most damaged copy and the copy with the least KP. Signatures can only be used once per thread, as well as certain racials regardless of which copy uses the technique.
Four-Witches Technique [UT1]: Through some method you are capable of producing two additional arms(or arm-like appendages!) that sprout from your back, these limbs provide no extra power in and of themselves but to provide you with extra fists to punch your opponent and extra hands for grappling AND punching. This technique uses 0 KP in a KP Battle
Six-Witches Technique [UT2]: Through some method you are capable of producing four additional arms(or arm-like appendages!) that sprout from your back, these limbs provide no extra power in and of themselves but to provide you with extra fists to punch your opponent and extra hands for grappling AND punching. This technique uses 0 KP in a KP Battle
Tail Training [UT1]: Prerequisite: Saiyan with a Tail, 10,000 Power Level
Through harsh training or sheer willpower you have overcome a Saiyans greatest weakness, your tail is no longer a danger to you in battle. This technique is passive and uses 0 KP in a KP Battle.
Oozaru Mastery [UT2]: Prerequisite: Saiyan with a Tail, Tail Training, 20,000 Power Level
Through harsh training or sheer willpower you have learned to control your inner beast, you now maintain full control of yourself while transformed into an Oozaru This technique is passive and uses 0 KP in a KP Battle.
Also, keep in mind that all of these techniques are purely baseline ideas. Feel free to flavor these any way you like. Perhaps you shoot a green beam of energy from your mouth named "Lime Lunch Break", or you infuse Ki into your foot before delivering a rapid string of kicks.
THE LIST |
Offensive Techniques
[A1] Ki Beam/Blast/Orb: Through proper Ki Manipulation, you have gained the ability to shoot pure energy from your body! The beam/blast/orb can be flavored (name, appearance, firing technique etc) however you like. Deals 33% of your current PL in damage.
[UA2] Super Ki Beam/Blast/Orb: Through proper Ki Manipulation, you have gained the ability to shoot pure energy from your body! The beam/blast/orb can be flavored (name, appearance, firing technique etc) however you like. Deals 66% of your current PL in damage.
[MA3] Ultra Ki Beam/Blast/Orb: Through proper Ki Manipulation, you have gained the ability to shoot pure energy from your body! The beam/blast/orb can be flavored (name, appearance, firing technique etc) however you like. Deals 100% of your current PL in damage.
[A1] Ki-Infused Melee Attack: Through proper Ki Manipulation, you have gained the ability to supercharge your melee attacks with Ki! The melee attack can be flavored however you like, and mechanically functions identically to a ranged technique. Deals 33% of your current PL in damage.
[UA2] Super Ki-Infused Melee Attack: Through proper Ki Manipulation, you have gained the ability to supercharge your melee attacks with Ki! The melee attack can be flavored however you like, and mechanically functions identically to a ranged technique. Deals 66% of your current PL in damage.
[MA3] Ultra Ki-Infused Melee Attack: Through proper Ki Manipulation, you have gained the ability to supercharge your melee attacks with Ki! The melee attack can be flavored however you like, and mechanically functions identically to a ranged technique. Deals 100% of your current PL in damage.
[UA2] Super Ki Beam/Blast/Orb: Through proper Ki Manipulation, you have gained the ability to shoot pure energy from your body! The beam/blast/orb can be flavored (name, appearance, firing technique etc) however you like. Deals 66% of your current PL in damage.
[MA3] Ultra Ki Beam/Blast/Orb: Through proper Ki Manipulation, you have gained the ability to shoot pure energy from your body! The beam/blast/orb can be flavored (name, appearance, firing technique etc) however you like. Deals 100% of your current PL in damage.
[A1] Ki-Infused Melee Attack: Through proper Ki Manipulation, you have gained the ability to supercharge your melee attacks with Ki! The melee attack can be flavored however you like, and mechanically functions identically to a ranged technique. Deals 33% of your current PL in damage.
[UA2] Super Ki-Infused Melee Attack: Through proper Ki Manipulation, you have gained the ability to supercharge your melee attacks with Ki! The melee attack can be flavored however you like, and mechanically functions identically to a ranged technique. Deals 66% of your current PL in damage.
[MA3] Ultra Ki-Infused Melee Attack: Through proper Ki Manipulation, you have gained the ability to supercharge your melee attacks with Ki! The melee attack can be flavored however you like, and mechanically functions identically to a ranged technique. Deals 100% of your current PL in damage.
Barriers
Though Barriers operate on the same offensive tags as Offensive techniques, they work a tiny bit differently. Aside from the variants listed below, here are the base Barrier mechanics.
Though Barriers operate on the same offensive tags as Offensive techniques, they work a tiny bit differently. Aside from the variants listed below, here are the base Barrier mechanics.
[B1] Ki Barrier: Through some proper Ki Manipulation, you've gained the ability to summon a barrier made of Ki! Protects you with power equal to 33% of your current PL. If an opposing technique beats your barrier, and the Barrier user is within 60% of the attack's PL, the damage is halved. (IE: If a Ki Barrier had 2,000 PL, and was broken by a 3,000 PL attack, the bleed-through damage would be 500 PL instead of 1,000). If the Barrier user is lower than 60% of the incoming attack, the damage reduction is only 25%.
[UB2] Super Ki Barrier: Through some proper Ki Manipulation, you've gained the ability to summon a barrier made of Ki! Protects you with power equal to 66% of your current PL. If an opposing technique beats your barrier, and the Barrier user is within 60% of the attack's PL, the damage is halved. (IE: If a Ki Barrier had 2,000 PL, and was broken by a 3,000 PL attack, the bleed-through damage would be 500 PL instead of 1,000). If the Barrier user is lower than 60% of the incoming attack, the damage reduction is only 25%.
[MB3] Ultra Ki Barrier: Through some proper Ki Manipulation, you've gained the ability to summon a barrier made of Ki! Protects you with power equal to 100% of your current PL. If an opposing technique beats your barrier, and the Barrier user is within 60% of the attack's PL, the damage is halved. (IE: If a Ki Barrier had 2,000 PL, and was broken by a 3,000 PL attack, the bleed-through damage would be 500 PL instead of 1,000). If the Barrier user is lower than 60% of the incoming attack, the damage reduction is only 25%.
[UB2] Super Ki Barrier: Through some proper Ki Manipulation, you've gained the ability to summon a barrier made of Ki! Protects you with power equal to 66% of your current PL. If an opposing technique beats your barrier, and the Barrier user is within 60% of the attack's PL, the damage is halved. (IE: If a Ki Barrier had 2,000 PL, and was broken by a 3,000 PL attack, the bleed-through damage would be 500 PL instead of 1,000). If the Barrier user is lower than 60% of the incoming attack, the damage reduction is only 25%.
[MB3] Ultra Ki Barrier: Through some proper Ki Manipulation, you've gained the ability to summon a barrier made of Ki! Protects you with power equal to 100% of your current PL. If an opposing technique beats your barrier, and the Barrier user is within 60% of the attack's PL, the damage is halved. (IE: If a Ki Barrier had 2,000 PL, and was broken by a 3,000 PL attack, the bleed-through damage would be 500 PL instead of 1,000). If the Barrier user is lower than 60% of the incoming attack, the damage reduction is only 25%.
If the barrier user is below 20% of the attack and it bleeds through to another target, the damage reduction effect will not apply. Please see the 'conga-line blocking' rule for more information.
Variants
Variants are offensive techniques that use the VA2/VB2 and VA3/VB3 tags, they do 33% and 66% (respectively) with one added effect. On top of doing slightly less damage than other techs of their tier, they get an effect such as homing, damaging over time, merging, etc. Below is a list of approved variants that players can pick from that work decently with the site's mechanics. When applying for variants, please blatantly point out what it does, it will be denied if you do not.OFFENSIVE variants use VA2 and VA3 tags whereas DEFENSIVE variants use the VB2 and VB3 tags
Offense Variants
Homing: Techniques with a Homing effect have an opportunity to strike an opponent again provided they avoid the attack using an Afterimage style technique.Piercing: Techniques with this variant ignore half of a barrier's PL.
Damage Over Time: Techniques that divides the overall damage of the attack to damage the opponent for the total over time, up to a three-post duration. The foe's Afterimages account for the DoT's cumulative PL, but barriers only need to block the first tick.
Merging: This technique can combine power with other Merging-variant techniques.
Barrier Variants
Reflective: Barriers with this variant will unleash their remaining PL back to the original sender as an attack after absorbing a hit.Sustained: Barriers with this variant will remain present to defend their creator for either three posts or until their total PL is overcome whichever comes first.
Support
Afterimage [SU1]: Through a sudden burst of speed you leave behind a static image of yourself to distract your opponent, this technique allows you to completely dodge techniques beneath 100% of your PL. This technique uses 1 KP in KP Battles.
Afterimage [SU2]: Through a sudden burst of speed you leave behind a image of yourself to distract your opponent this image can preform a basic set of chosen movements when created to make the distraction more believable, this technique allows you to completely dodge techniques beneath 150% of your PL . This technique uses 2 KP in KP Battles.
Afterimage [SU3]: Through a sudden burst of speed you leave behind a controlled image of yourself to distract your opponent, you have complete control over it and the image is capable of preforming any feats you yourself are capable of, it cannot however actually harm an opponent, this technique allows you to completely dodge techniques beneath 200% of your PL. This technique uses 3 KP in KP Battles.
Solar Flare [SU1]: By emitting an incredibly bright light that blinds your enemies, you can distract them for long enough to attempt to escape a Death Enabled thread. If 100% damage in total is sent your way before your next turn, your escape is blocked. This technique uses 1 KP in KP Battles.
Solar Flare [SU2]: By emitting an incredibly bright light that blinds your enemies, you can distract them for long enough to attempt to escape a Death Enabled thread. If 150% damage in total is sent your way before your next turn, your escape is blocked. This technique uses 2 KP in KP Battles.
Solar Flare [SU3]: By emitting an incredibly bright light that blinds your enemies, you can distract them for long enough to attempt to escape a Death Enabled thread. If 200% damage in total is sent your way before your next turn, your escape is blocked. This technique uses 3 KP in KP Battles.
Utility
Bulking [UT]: By some means, usually via a significant increase in muscle mass, you increase your offensive power at the cost of your defenses, this results in an increase of your offensive PL by +x1 and a decrease of your defensive PL by -x3. You must have a transformation that provides at least +x3 defensive PL to use this technique. Using Bulking costs 0 KP in a KP Battle. It must be active for at least two turns before being deactivated (including the turn it was activated on), and can only be deactivated at the end of a turn, after completing all necessary defensive calculations. Transformations that require bulking must also adhere to this.Energy Sensing [UT]: Via some method you are capable of feeling the natural energy of living beings, you have an understanding of the power level of other non-android warriors and can feel the power of the attacks they are using compared to your own. This technique is Passive not requiring activation and uses 0 KP in a KP Battle, Energy Sensing does not work on Androids.
Energy Suppression [UT1]: You are capable of suppressing your power in order to better hide yourself from the gaze of those with Energy Sensing or those utilizing a Scouter, so long as you are not making use of powerful techniques(anything that would consume KP in a KP Battle) you can lower your ki signature to surprise your foes with your real power, or attempt to hide your energy at ambient planetary levels. This technique uses 0 KP in a KP Battle
Energy Setting [UT2]: You are capable of setting your power to a lower level to not only hide yourself, but also effectively fight while at this level, meaning you can make use of powerful techniques (anything that would consume KP in a KP Battle). This is great for people who want to train weaker fighters.
Energy Intimidation [UT3]: You are able to take the energy control a step further by temporarily increasing your power level by half! Though, this is simply a bluff, and you cannot use techniques with your new power - Last Until you use a Tech.
Telepathy [UT1]: The basic form of Telepathy allows the user to communicate with those they are familiar with across the planet they are currently on via mental transmission, this can be blocked out by those who do not want to hear the user if the effort to block them out is put forth. This technique uses 0 KP in a KP Battle
Telepathy [UT2]: The limits on the range of your telepathy are significantly lessened allowing you to communicate with anyone you are familiar with on the same plane of existence as yourself (Living World, Otherworld, Demon Realm(?)) This technique uses 0 KP in a KP Battle
Telepathy [UT3]: Your command of this mental power is now at it's peak, there is no amount of range that can hinder your telepathy as it passes through entire planes of existence to deliver your messages. This technique uses 0 KP in a KP Battle (Restricted to special roles)
Multi-Form [UT1]: Through this technique you can create a copy of yourself dividing your power evenly between yourself and a single copy (50% each). Multiforms operate as their own fighters- they manage KP and use techniques as if they were two separate people! They can merge back together after responding defensively to any attacks your foe may have thrown, but take the damage from the most damaged copy and the copy with the least KP. Signatures can only be used once per thread, as well as certain racials regardless of which copy uses the technique.
Multi-Form [UT2]: Through this technique you can create a copy of yourself dividing your power evenly between yourself and two additional copies (33% each). Multiforms operate as their own fighters- they manage KP and use techniques as if they were two separate people! They can merge back together after responding defensively to any attacks your foe may have thrown, but take the damage from the most damaged copy and the copy with the least KP. Signatures can only be used once per thread, as well as certain racials regardless of which copy uses the technique.
Multi-Form [UT3]: Through this technique you can create a copy of yourself dividing your power evenly between yourself and three additional copies (25% each). Multiforms operate as their own fighters- they manage KP and use techniques as if they were two separate people! They can merge back together after responding defensively to any attacks your foe may have thrown, but take the damage from the most damaged copy and the copy with the least KP. Signatures can only be used once per thread, as well as certain racials regardless of which copy uses the technique.
Four-Witches Technique [UT1]: Through some method you are capable of producing two additional arms(or arm-like appendages!) that sprout from your back, these limbs provide no extra power in and of themselves but to provide you with extra fists to punch your opponent and extra hands for grappling AND punching. This technique uses 0 KP in a KP Battle
Six-Witches Technique [UT2]: Through some method you are capable of producing four additional arms(or arm-like appendages!) that sprout from your back, these limbs provide no extra power in and of themselves but to provide you with extra fists to punch your opponent and extra hands for grappling AND punching. This technique uses 0 KP in a KP Battle
Tail Training [UT1]: Prerequisite: Saiyan with a Tail, 10,000 Power Level
Through harsh training or sheer willpower you have overcome a Saiyans greatest weakness, your tail is no longer a danger to you in battle. This technique is passive and uses 0 KP in a KP Battle.
Oozaru Mastery [UT2]: Prerequisite: Saiyan with a Tail, Tail Training, 20,000 Power Level
Through harsh training or sheer willpower you have learned to control your inner beast, you now maintain full control of yourself while transformed into an Oozaru This technique is passive and uses 0 KP in a KP Battle.