Sketch
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Post by Sketch on Dec 5, 2018 23:00:11 GMT -6
Signature Techniques, (also known as [SIG] for short) are unique abilities with incredibly powerful effects. Whether they're intended to help or harm, you'll find their mechanics listed right here. Signature Techniques are divided into five types-- Power, Defense, Racial, Item, and Assist.Power is an action-based SIG designed to dish out planet-shaking amounts of damage. Whether it's to burn down a single opponent with a huge blast, or to weed out the weak with a massive explosive wave, Power is the way to go for dealing massive amounts of damage. Defense is another Action SIG on the opposite end of the spectrum. Designed to put a cork on damage, these protective techniques can also cover a wide range of options. If you're looking to shrug off massive waves of energy like they were nothing, or if you're looking to protect your allies in the heat of battle, Defensive Signature's are for you. Racial Signature Techniques are exclusive to very few races, but also use the same "action" slot as Power or Defense. They provide a powerful technique that requires time and effort to master, such as advanced Healing Magics. Items are a bit unique. Unlike the others, Items Signatures require you own a specific item, which allows you to imbue it and any subsequent purchases of that item with a special effect. If you're the techie of your group, looking to make your Scouter more efficient, or if you're the friendly little bean-farmer who's intent on squeezing those precious Senzu Beans for every drop of healing energy they're worth, then an Item Signature is the place to be. Assist Signatures are designed as utility techniques to give yourself a supportive or more niche edge in battle. You can specialize in your Multiform to swarm opponent, or attune your Ki Senses to give you a better feel and control of the battlefield, so on and so on. They're a happy medium between the supportive nature of Item Signatures and the direct approaches of Power and Defense Signatures. *Instead of taking a Power, Defense, or Racial Sig, you can optionally opt out of those to get ANOTHER Item or Assist signature, both of which can be used normally as per their respective descriptions.
How to Obtain Signature TechniquesThe road to obtaining a Signature Technique is fairly simple. All you need to do is have a fully upgraded skill tree (I.E: An MP3, UV3, or SU3) that you wish to turn into a Signature Technique. At the cost of one Technique Slot, you can gain the first style for your SIG from the Starting Branch, which can then blossom into many different paths. The cost and effectiveness of each Style in each branch varies, and how you decide to upgrade your Signature Technique is up to you. Item Signature Techniques have a slightly alternative way of unlocking, however. Once you purchase an item, you can expend three technique slots to upgrade it with One Style from the available three it has listed below. Keep in mind however that not every Item is available to upgrade this way, such as the holiday and special event items. With any and all signatures chosen, a set of rules to follow comes with: - You can have one each of an Action Signature (Power, Defense, or Racial), Item Signature, and Assist Signature
- Your Action Signature can only be used once per thread, Item and Assist Signatures are based on its description.
- With Action Signatures you can take a maximum of FOUR styles from the tech skill trees. For example, you can go the common route and pick one from Tiers one and three, and two from Tier Two, or you can pick an extra Style in branches one or two, but miss out on T3 because of it.
-You can only take Styles presented in the Path you chose. For instance: Once you take a Style from Path One, you cannot gain any Styles from Path Two. Choosing path one or two locks you on the same numbered path for your Tier 3 traits!
- Minion Characters CAN gain an Assist Signature, but it counts to the SIG cap the main holds as well. - To attain a T3 style, you must invest one style in a T1 trait, and two in T2.
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Sketch
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Post by Sketch on Dec 5, 2018 23:00:22 GMT -6
TIER ONE * You may pick ONE of these Styles for ONE tech slot via upgrading to a SIG from a MP3/UV3 |
| FORCE > This Style add +33% to your Signature's power output. ADAPTABILITY > This Style adds an extra Variant of choice to your Signature. STUBBORN > This Style nullifies fizzling when your Signature would have won a clash. HALF AND HALF > This style allows your Signature to optionally be fired as evenly split attacks aimed at two different targets.
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TIER TWO * You may pick TWO/THREE of these three skills from ONE PATH costing 3 tech slots each after taking one T1 Style NOTE: PICKING THREE STYLE BLOCKS YOU OFF FROM THE TERTIARY STYLE |
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| | | Sheer Force | Prerequisites: None This Style add +33% to your Signature's power output.
Dig Deeper | Prerequisites: None This Style allows your Signature to deal no recoil damage if used to Dig Deep, however a -3/3 KP count via Dig Deep still causes the user's death.
Bloodlust | Prerequisites: None If a Signature with this style successfully takes down another character if you are within 60% of their current Defensive PL (death or incapacitation) its user regains all KP spent on it, but the SIG use itself is not refreshed. This effect can only activate once per thread.
No Pain, No Gain | Prerequisites: None If the user of a SIG with this style is hit by an oncoming attack under 100% of your defensive PL, they may add that PL to their SIG. This only applies to a single oncoming attack and the user cannot heal damage taken alongside this style’s use by any means for the entire thread. *You cannot 'turn off' this Style.
Bleed | Prerequisites: DoT Variant With this Style, for each turn of DoT on a successful hit, the opponent suffers a -x1 to their defensive PL. Caps at -x3 DEF after three ticks of DoT, any applicable ticks after still cause -x3. Once the DoT ends, the foe’s transformation modifier returns to normal.
Skewer | Prerequisites: Piercing Variant If used against when you are within 80% of an opponent’s PL, their non-SIG barriers used against your SIG do not halve/quarter at all bleedthrough if broken. | Counter | Prerequisites: None Users of Signatures with this style can dodge a technique within 100% of their defensive PL while firing their SIG. Activates once per thread.
Stasis | Prerequisites: None Signatures with this style when fired can be ‘held’ allowing the user to launch them properly later.
Bolster | Prerequisites: Any Variant & no [T1] Force Signatures with this style add 33% to the SIG's power output.
Toxic | Prerequisites: DoT Variant Signatures with this style have their DoT length doubled while maintaining the power output per ‘tick’. * Additional ticks provided by Toxic are not accounted for in dodging calculations if the foe chooses to Afterimage.
Rerun | Prerequisites: Homing Variant If your opponent fully blocks your SIG with a Barrier, you regain the KP used to fire your SIG, but NOT the use of the SIG itself again. This effect can only activate once. *If Rerun is coupled with [T1] Half and Half, all targets must block incoming damage fully for Rerun to take effect.
Enhancing | Prerequisites: Merging Variant Signatures with this style can merge with up to three other attacks non-SIG/ULT attack. Non-SIG attacks that already have the Merging variant do not count to the three-merged-techniques cap. *Allies cannot add variants that are not already present in the SIG with VA2/3s.
| Ki Cripple | Prerequisites: None If a Signature with this style inflicts any amount of unblocked damage when you are within 60% of the opponent’s current defensive PL, that character’s KP is reduced by 1. This effect only activates once.
Preparation | Prerequisites: None You charge your attack for up to two posts. Charging for one post adds +33% to your SIG’s power, while two posts adds another +33% atop (66% total). You fire your attack on the post following finishing your charge, whether that be after one or two posts is up to the user. * You can opt to not charge your Signature at all also.
Drilling | Prerequisites: Piercing Variant Choose one of the following effects: Increase Piercing effect to 75% vs barriers OR gain Piercing effect against attack clashes for 25%
Lock-On | Prerequisites: Homing Variant Signatures with this style cannot be intercepted by characters controlled by other players. *Minions may still intercept for their players, and vice-versa.
Friendship Power | Prerequisites: Merging Variant For additional attack that merges with yours, gain +11% to your part of the merged attack’s PL, calculated with your offensive PL. Caps at +33%.
Super Splitter | Prerequisites: [T1] Half and Half If this Style is applied to a Signature with Half & Half it can now be split unevenly at the user's discretion between two to three targets.
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TIER THREE * You may pick ONE of these three skills from ONE PATH costing FOUR tech slots each after taking two T2 Styles YOU CAN ONLY PICK T3 TRAITS FROM THE PATH THAT MATCHES THE ONE YOU CHOSE FOR YOUR T2 STYLES. NOTE: PICKING THREE STYLE BLOCKS YOU OFF FROM THE TERTIARY STYLE |
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| | | Maximum Force | Prerequisites: None This Style add +33% to your Signature's power output.
Trample | Prerequisites: None If a Signature with this style clashes with another technique within 50% of this Signature's PL and wins, Bleed-Through is doubled.
Shockwave | Prerequisites: None Signatures with this style also fire additional attacks at every character in the thread each attack being treated as having 33% of the user’s Offensive PL. Apply all Variant bonuses relevant to these additional attacks. | Jack of All Trades | Prerequisites: Any Variant(s) Signatures with this style gain an additional Variant and add +11% to the Signature's power output for each Variant and Variant-based SIG style the Signature has. *Half & Half and Stasis are treated as a Variants for power increase purposes.
Dig Deepest | Prerequisites: None If you use your Signature to Dig Deep, gain +33% PL to its power per each negative KP. Caps at +100% at -3/3. Recoil damage is applied normally.
Trickster | Prerequisites: Any Variant A single selected variant can be optionally swapped out at will for any default variant of the user’s choice. If a variant enhanced by another Signature style is swapped out, the new variant is still treated as its “default.”
| Conservation | Prerequisites: None Signatures with this Style cost 1 less KP to use.
Soul Hunter | Prerequisites: None Signatures with this style can target twice as many opponents with their attack than usual at maximum, for each additional target beyond the first add +33% to the SIG's power output. Attack power is divided evenly unless [T2] Super Splitter is also applied.
Lawbreaker | Prerequisites: None When this style is chosen, gain a Tier 2 style from a branch other than your chosen branch. You cannot pick No Pain No Gain if you have Preparation.
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Sketch
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Post by Sketch on Dec 5, 2018 23:00:28 GMT -6
TIER ONE * You may pick ONE of these Styles for ONE tech slot via upgrading to a SIG from a MP3/UB3 |
| DURABLE > This Style add +33% to your Signature's power output. ADAPTABLE > This Style adds an extra Variant of choice to your Signature. PLATED > Signatures with this style nullify piercing effects from non-Power SIG techniques. ENHANCED > Signatures with this style always reduce bleedthrough damage by 50% when not used to Intercept.
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TIER TWO * You may pick TWO/THREE of these three skills from ONE PATH costing 3 tech slots each after taking one T1 Style NOTE: PICKING THREE STYLE BLOCKS YOU OFF FROM THE TERTIARY STYLE |
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| | | Team Player | Prerequisites: None Signatures with this style cost only 2 KP to use if used to intercept an attack for another character on the turn it is used.
Mending | Prerequisites: None Users of a Signature with this style receive a 33% healing effect if their barrier is used to block an attack within at least 50% of the Barriers power without it being destroyed. This effect can only activate once per thread per character it is used on.
Meatshield| Prerequisites: None Signatures with this style always reduce bleedthrough by 50% when used to intercept for another character.
Armory | Prerequisites: Sustained Variant Signatures with this style have their Sustained duration increased to 5 rounds.
Shield Toss | Prerequisites: Sustained Variant After an instance of damage calculation, if any percentage of your Signature is remaining, the remainder can optionally be used for the defense of someone else, without the user getting in the way for bleedthrough. The sustained effect is lost afterwards if this is done.
Double the Trouble| Prerequisites: Reflective Variant Your reflected damage can be redirected to a second opponent of choice alongside the original attacker. The secondary attack suffers no reduction in PL, mirroring the original damage. | Patient | Prerequisites: None You charge your barrier for up to a single post. Charging for one post adds +33% to your Signature's power. You deploy your barrier on the post following finishing your charge. * You can opt to not charge your Signature at all also.
Further Beyond| Prerequisites: None If a barrier with this style is used and takes less than 50% of its power in damage, increase the power output of the next offensive technique you use by +33%, this effect can only activate once per thread. / Wide Guard | Prerequisites: None This style allows the user to defend up to three characters including themselves with a single barrier, but the user is the one that any incoming damage is calculated against.
Ki Mail | Prerequisites: Sustained Variant Signatures with this style add +66% to their power output, however the Sustained duration is reduced to 2 posts.
Rebound | Prerequisites: Reflective Variant This style changes your damaging barrier to instead send back the total damage taken rather than the remaining PL of the barrier. This style is nullified if your barrier is broken.
Ricochet | Prerequisites: Reflective Variant Double your SIG’s reflective damage after it has been hit and not destroyed by an attack within 50% of its original power. Also nullifies fizzling. * If applied alongside [T2] Rebound, Rebound's effect activates before Ricochet, causing damage taken by the barrier to be reflected instead of power remaining. | Iron Defenses | Prerequisites: None Signatures with this style ignore non-T2 SIG Piercing Variants, additionally they add +11% to their power output when used to defend against attacks that do not have a Piercing Variant *The Signature Styles Skewer or Drilling from the Power tree are treated as a normal Piercing Variant by Iron Defenses, but Power Signatures with normal Piercing Variants do not.
Barrel Roll | Prerequisites: None This style allows the user to dodge a single technique within 100% of their defensive PL while firing their SIG. Activates once per thread.
Durabler | Prerequisites: None This Style add +33% to your Signature's power output.
Dig Deeper | Prerequisites: None This Style allows your Signature to deal no recoil damage if used to Dig Deep, however a -3/3 KP count via Dig Deep still causes the user's death.
Raised Guard | Prerequisites: None If a Signature with this style is used and takes less than 60% of its power in damage, you gain a use of Durability (*reduce an attack’s damage by 33% after being hit) that is lost after 3 posts if not used. This effect can only activate once per thread.
Revenge | Prerequisites: None If your barrier breaks and you are knocked out or killed as a result, you can send a parting shot to the attacker for 66% of your PL for no KP before being incapacitated/killed.
Heavy Metal | Prerequisites: None Your DEFENSIVE Power Level is boosted by +x3 for three posts when your SIG is used with this style, including the post where you fire your SIG.
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TIER THREE * You may pick ONE of these three skills from ONE PATH costing FOUR tech slots each after taking two T2 Styles YOU CAN ONLY PICK T3 TRAITS FROM THE PATH THAT MATCHES THE ONE YOU CHOSE FOR YOUR T2 STYLES. NOTE: PICKING THREE STYLE BLOCKS YOU OFF FROM THE TERTIARY STYLE |
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| | | Ki Share| Prerequisites: None When a Signature with this style is used to intercept an attack for another character, the character you intercepted for regains an additional +1 KP at the start of their next post. Activates once per thread.
A Gift | Prerequisites: None Signatures with this style can be applied to a target rather than used to intercept. If this is done the receiver is treated as the user of the technique for PL calculations.
Stockpile | Prerequisites: None Signatures with this style can be charged for up to three posts, for each successful charge add 33% to the technique’s power output. Releases after the post following the charge is finished, however long that may be. * You can opt to not charge your Signature at all also.
| Unconquerable | Prerequisites: None If the user takes damage that would kill or K.O them, they instead have their damage threshold set to 299% and all DoT effects on them end. This effect only applies on the turn the barrier is broken. Healing becomes half as effective on the user afterwards.
Final Explosion | Prerequisites: None If a technique with this style is beaten in a clash all characters in the thread become the target of an attack with total power equal to the Signature's full power split evenly among ALL characters in the thread. If the user dies or is knocked out following SIG use, increase the power of the ‘Explosion’ by 100% of your Offensive PL before splitting damage.
Dreamwork | Prerequisites: None Signature's with this style can merge with up to three other Barrier techniques using the normal merging rules for Attacks but ignoring the need for those techniques to have the Merging variant. If the barrier is broken, the bleedthrough is divided evenly among all characters who merged techniques. Bleedthrough reductions are calculated using the character with the highest defensive PL.
| Defender | Prerequisites: None If this technique is used to intercept an attack and you take damage from doing so, you can use this SIG again on your next turn at no KP cost. This effect can only activate once per thread.
One for All | Prerequisites: None Signatures with this style can be used to protect up to 3 characters, for each attack intercepted add 33% to the power output of this technique.
All for One | Prerequisites: None Signatures with this style have their power output increased by 33% for each attack that is targeting its user on the turn it is used, capping at +100%.
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Sketch
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Post by Sketch on Dec 5, 2018 23:00:38 GMT -6
MYSTIC STYLE Healer * Racial Signatures come with only a single path. The cost of each tier is double that of the previous tier, with T1 costing a single Tech Slot. Only certain races can access the Mystic branch. It does not need an upgraded tech to begin- All you need is a single free Tech Slot. |
| NOVICE MAGI | Adds the [SU1] "Healing" technique to your list of known techniques. At the cost of 1 KP, you can heal a target player for 100% of their Power Level. |
ADEPT HEALER | Adds the [SU2] "Healing" technique to your list of known techniques. At the cost of 2 KP, you can heal a target player for 200% of their Power Level. |
TRAINED MEDIC | Adds the [SU3] "Healing technique to your list of known techniques. At the cost of 3 KP, you can heal a target player for 300% of their Power Level. |
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Sketch
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Post by Sketch on Dec 5, 2018 23:00:51 GMT -6
ITEM STYLES * You may only pick ONE of these, so long as you have three tech slots and the item preexisting in your inventory. |
| SCOUTERS | REAL-TIME SCANNER | > Once per-thread, your scouter can alert you to surprise attacks. This allows you or one of your minions to dodge a free [SU1] Afterimage technique. |
SELF-DESTRUCT | > Your Scouter can now be detonated remotely, causing 66% of your PL or % of your Minion's PL in damage. This costs no KP, but once used, the Scouter is destroyed, it will be removed from your inventory, and you must buy another. Usable once per thread. |
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DRAGON RADAR
| MALICIOUS HUNTER | > Your timer remains at one week between rolls even if you fight an offensive challenge, regardless of the challenge result. |
SOLAR POWER | > Your Dragon Radar no longer uses batteries, though you still must wait one-two weeks before re-rolling afterwards. |
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SENZU BEANS

| SECOND WIND | > Senzu Beans reduce damage taken by the next offensive technique by 33% of the attack's PL. This only applies when damage is dealt directly to the user, and fades away after taking a hit. |
SHARING IS CARING | > The user's Senzu Beans can be cut in into three parts, with each healing 100% of the consumers health but restoring no KP. The portions can be consumed in the same thread by the same character, or shared with other characters. If one of the thirds is eaten and others are not by the thread's end, the Senzu Bean item is still consumed from the holder's inventory. |
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HETAP XTREME
 | SUGAR RUSH | > Hetap Xtreme now grants 2 KP upon consumption. |
ENERGY DRINK | > A surprisingly legal Hetap Xtreme that has been approved by health inspectors now also heals for 100% of the user's as well as giving it's usual KP-boosting effects. |
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REPAIR PILL

| SPREAD HEALS | > Your Repair Pills now release a healing mist, healing for 150% damage to both the SIG user and one additional character of the user's choice. |
OVERCLOCKER | > Repair Pills now supercharge your movement capabilities. The next Afterimage technique you use is doubly effective once a Repair Pill is consumed. |
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SPACESHIPS
 | SELF-DESTRUCT | > Your Spacepod, Spaceship, or Royal Spaceship can be sent hurling at an enemy. Spacepods deal 33% damage, Spaceships deal 66% damage, while Royal Spaceships deal 100% damage. A piercing effect is applied regardless of the ship tier used. This costs no KP. Once per thread. |
HYPERDRIVE WARP | > Your Space Pod can now travel at any planet in a speedy 1 Hour, or in 30 minutes if you travel to a planet in the same board. |
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BATTLE ARMOR

| IRONCLAD | > Instead of applying its multiplier boost to your defensive PL, your armor reduces the damage of an oncoming attack by 33% of its PL. |
AUGMENTATION | > Atop its one-time boost, your armor applies a permanent +x1 to your defensive PL when worn. This stacks with its single-use increase, increasing the single use-boost by +x1. |
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MEDICAL MACHINE

| POWER FLUIDS | > The fluids inside your rejuvenation chamber are slightly stronger than usual now that you've mixed in some energy-boosting chemicals. This allows a slightly more potent Zenkai after use. |
MIRACLE WORKER | > After an ally's death, you can rush them to your med machine to bring them back to life, should you escape the DE they died in with their body. Your med machine breaks after using this, and you must buy another. Vaporized fighters cannot be brought back. This Signature Style costs six technique slots, rather than the usual three. |
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ARM BLASTER
| RAPID FIRE | > You can now use the Arm Blaster twice per thread instead of only once! |
SPECIAL MUNITIONS
| > In addition to boosting the attack by +33%, you also give it any applicable non-SIG Variant effect of choice. |
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DESTRON GAS CAPSULE
| CONTAMINATION | > You’ve enhanced Deston Gas to it’s maximum potency, sapping your opponents’ strength even more with a single capsule. Destron Capsules now drain -1 KP from an opponent upon successful impact atop its normal effects.
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THIN AIR | > Destron Gas lingers around your foe for longer than normal, clinging around their body to wind them for longer than usual. Your Destron Capsule’s weakening effect lasts for two consecutive posts instead of one upon successful impact. |
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Sketch
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Post by Sketch on Dec 5, 2018 23:00:57 GMT -6
ASSIST STYLES * You may only pick ONE of these if you have the prerequisite technique(s), unless specified otherwise. An Assist SIG costs three tech slots to get. |
| FOUR WITCHES | AMBIDEXTEROUS | > When using a Four Witches style technique you can perform multiple Offensive techniques in a single post, you are however capped at spending a total of 3 KP on Offensive techniques in a single post. This is usable once per thread, and you need [UT1] Four Witches to grab this Assist SIG! |
STRETCHY ARMS | > Allows the user to split any of their non-SIG Offensive Techniques among two to four targets, with its Power Level evenly divided among them. Once-per-thread. |
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POWER WEIGHTED | SWOLE | > Your Power Weighted Technique now functions as a +x2 to Offensive PL and a -x3 to Defensive PL, it otherwise functions identically to the normal Bulking Technique. This Assist SIG requires [UT] Bulking.
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WORK OUT | > In addition to it’s normal effects your Power Weighted technique now only reduces your defensive PL by -x1 instead of -x3. It otherwise functions identically to the normal Bulking Technique. This Assist SIG requires [UT] Bulking.
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MULTI-FORM TECHNIQUE | ALL TOGETHER NOW | > When you create a multiform its effective power is 10% higher than normal. You need [UT3] Mulltiform to grab this Assist SIG! This is passive, and isn't one-use. |
MULTITASKER | > Once per thread when two or more of your mutiform’s attack a single target they cannot use [SU] techniques to avoid these attacks. You need [UT3] Multiform to grab this Assist SIG! |
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ENERGY SENSING | SUPER INSTINCTS | > Twice per thread you can dodge a technique within 50% of your PL, free of KP cost. You need [UT1] Ki Sense to grab this Assist SIG! |
ULTRA INTUITION | > Once per thread you can dodge a technique within 100% of your PL. You need [UT1] Ki Sense to grab this Assist SIG! |
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AFTER IMAGES | RIGHT BACK AT 'YA | > Using your SU3 afterimage, you can fully dodge a single technique as per usual. However, once per thread, you can direct the dodged attack right back at its initial sender! Upon dodging, a redirected attack has only 50% of the power it had prior to this SIG's use, but any variants it may have had are reflected normally. A SU3 Afterimage is required to get this Assist SIG. |
FASTEST IN THE UNIVERSE | > Your SU3 afterimage can now be used to dodge multiple attacks, up to the same threshold as the 200% afterimage being used. This is usable once per thread. SU3 Afterimage is required to get this Assist SIG. |
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SOLAR FLARE | SUN SPOTTER | > You use your Solar Flare to distract an enemy and help an ally escape while you stay and continue to fight. This allows you to use your [SU3] Solar Flare's abilities to cover for an ally's escape instead of your own. It works as if your ally had deployed it for 200% of their PL and applies to only their escape, but this uses your KP- not theirs. Requires [SU3] Solar Flare to attain. Usable once per thread. |
COWARD | > When departing the battlefield, you strengthen your defenses to resist any last parting shots from your enemies. At no extra cost, you can use an B1 freely alongside your SU3 Solar Flare! Instead of using this barrier reactively, it instead is deployed to reduce damage of attacks AFTER you use your Solar Flare, calculated in your second post. Requires [SU3] Solar Flare to attain. Usable once per thread. |
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KI INTIMIDATION | MENACING AURA | > When intimidating, you can put extra energy into your bluff to appear extra scary, and take some more hits. Provides a +x1 to DEF for three posts, your bonus intimidation PL remains unusable in techniques but persists despite KP use until the three posts end. Requires [UT3] Ki Intimidate to attain. Once per thread. |
COUNTERATTACK | > If an opponent is foolish enough to ignore your red flags, you can strike back with vengeance! If you are attacked in the following post rotation AFTER your initial intimidation, you gain +x3 ATK next post. Requires [UT3] Ki Intimidate to attain. Once per thread. |
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TELEPATHY | HEADS UP | > A quick alert via your telepathy can give an ally a free [SU1] Afterimage to dodge or intercept incoming techniques. Requires [UT2] Telepathy to attain. Once per thread. |
BUDDY SYSTEM | > Deepening your telepathic connection, you can give an ally a +x1 at the cost of a -x2 to yourself, this persists as long as the SIG user is conscious. You can change the recipient of the bonus +x1 freely. Requires [UT2] Telepathy to attain. |
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MAGIC MATERIALIZATION | DEEP POCKETS | > You can summon one of a myriad of useful items. This materializes ONE of the following per thread: Scouter, Blutz Generator, Devil Lamp, Battle Armor, Blood Ruby, Powa-Fresh, Destron Capsule. Materialized items cannot use Item SIGs, and vanishes after leaving the thread or being K.O'd or killed. Only the user can use these items, except for the Blutz Generator and Devil Lamp, which can be applied to allies. [UT1] Magic Materialization to attain. |
SUMMONER | > You can summon a Demon or Majin mook! Permits the creation of minion's PL is calculated using 15% of the owner’s base PL and scales with them, starts with 7 tech slots, and gains new tech slots every 8k PL. Starts at 20k PL if item holder's PL is below the threshold which would naturally allow for 20k PL ( ~133k PL). Create an application in the Minion App board following purchase of this Signature! Requires [UT1] Magic Materialization to attain.
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CELESTIAL POWERS | POWER BALL | > This technique functions like a Blutz Generator that can only affects a single target without the need for the item. Additionally, the user can enhance the Power Ball by spending 1 KP, if they do so the effected character gains a +x2 to their Offensive PL for the rest of the thread. Doing so counts as your use of a Support Technique for that post. Power Ball only effects characters that have a Blutz dependant transformation(Saiyans, Alien C, Aliens with Moon Boon) This Assist SIG costs 4 technique slots and requires no prerequisite technique. This technique can only be used once per thread and cannot be destroyed without permission. |
VILLAINOUS MODE | > This technique functions like a Devil Lamp that is not consumed upon use and does not require you to have one in your inventory. Unlike a normal Devil Lamp, this technique can affect up to three willing characters activating all Devil Lamp based transformations for them. Additionally, for 1 KP the user can grant all characters affected by this technique the ability to boost their Defensive PL by +x1 for the entire thread. Allies do not need to have a Devil-Lamp dependant form to gain the bonus. This action costs your Support Technique for that post, and is only useable once-per-thread. This Assist SIG costs 4 technique slots and requires no prerequisite technique. Also counts as a Devil Lamp for travel to the Demon Realm, Heckway, or Furnace of Four Divisions! |
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