Post by Nashua on Jul 20, 2019 10:17:46 GMT -6

So you've died. If you have amassed a large deal of heroic deeds in your life before death, you might have taken the eye of one of the Afterlife's tutors, and been one of the lucky warriors selected to go and train with King Kai. To attain King Kai's tutelage, you'll have to have been a great ally to the forces of good. The specifics are only calculated by staff, but you'll know whether or not you've caught King Kai's eye alongside your judgement by Yemma.
Training with King Kai is done through IC threads- If you have been revived in the midst of your training, you may be permitted to re-visit the Afterlife occasionally to continue your training- though this is exclusively to train with King Kai. You CANNOT join any other Afterlife threads aside from your training if you have been returned to life.
King Kai's training allows you access to two powerful Ultimate (*[ULT]) Techniques- the Kaioken and Spirit Bomb!
Kaioken
A technique with devastating applications in combat. This technique allows for a temporary boost in speed and strength, expanding the user's ki, but overuse and pushing yourself too far results in exhaustion, internal damage, and potentially death.
Mechanically, the Kaioken provides a powerful boost to your transformation- both for Offensive and Defensive PL. For every post a certain Kaioken stage is active, though, your body takes the toll from the explosive energy- recoil is dealt on a per-post basis, but you can choose to activate and deactivate the Kaioken's levels as you see fit- whether you want to use it in short, powerful bursts or draw out less power over a longer period of time is up to you!
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It is important to note that recoil damage cannot be mitigated through armour, durability, barriers, and any other defensive bonuses- it is static and dealt based on your Defensive PL for each varying tier of Kaioken. Additionally, any and all healing items and abilities will only be half as effective when healing damage sustained through Kaioken- i.e a 100% PL heal becomes 50%.
You begin with the first two levels of Kaioken automatically (*Trained Kaioken & Kaioken x2), but must train additional levels with a single technique slot each. An additional singular technique slot allows you to master that level of Kaioken. You must train each prior level to attain the next. Similarly, you must master and train the previous level before mastering the next. Upon training and mastering all levels, you may gain access to the Kaioken Limit-Breaker through an additional training thread with King Kai. If you are currently alive, you may be permitted to visit the Upper Worlds for the occasion.
Spirit Bomb
Spirit Bomb
A technique which, when used to its full potential, can be utterly overpowering. This technique allows for a user to draw upon the energy of all life around them. This can be boosted to even more powerful heights through the willing assistance of other individuals. It should not be used against those pure of heart(1). This ability costs 3 KP to begin charging, and you cannot regain KP while charging the Spirit Bomb. The Spirit Bomb CAN Dig Deep like a Power or Defense Signature, and recoil damage is dealt normally in that scenario. You can't use any other KP-consuming techniques when charging the Spirit Bomb. You can take damage and retain your charge, but you still can be killed or knocked out via 200% damage before firing the Spirit Bomb if you aren't careful!
Mechanically, the Spirit Bomb is a special signature attack which can be gained in addition to your Power, Racial or Defense Signature. Accordingly, it can only be used once a thread and cannot be used in the same thread in which you use your ordinary signature- Assist or Item Signatures can still be used freely, but cannot be used in unison with the Spirit Bomb. It is an attack which begins at a mere 33% damage, but may be charged infinitely. If no allies are present, it gains 33% damage per turn. By expending KP, allies can boosts this by +33% per post, stacking up to a maximum of four allies lending their energy at once. This costs 1 KP per turn, but if the Spirit Bomb has passed 100% strength, this will increase to 2 KP. This grants, along with the user’s natural charging, up to 166% (*rounding to 166%) per-turn at maximum. This can be boosted by an additional 33% (*rounding to 200%) through the assistance of others on your planet if you are in a DE thread(2).
You may learn the Spirit Bomb for three technique slots. An additional three slots will allow you to gain one of the following upgrade paths:
Mechanically, the Spirit Bomb is a special signature attack which can be gained in addition to your Power, Racial or Defense Signature. Accordingly, it can only be used once a thread and cannot be used in the same thread in which you use your ordinary signature- Assist or Item Signatures can still be used freely, but cannot be used in unison with the Spirit Bomb. It is an attack which begins at a mere 33% damage, but may be charged infinitely. If no allies are present, it gains 33% damage per turn. By expending KP, allies can boosts this by +33% per post, stacking up to a maximum of four allies lending their energy at once. This costs 1 KP per turn, but if the Spirit Bomb has passed 100% strength, this will increase to 2 KP. This grants, along with the user’s natural charging, up to 166% (*rounding to 166%) per-turn at maximum. This can be boosted by an additional 33% (*rounding to 200%) through the assistance of others on your planet if you are in a DE thread(2).
You may learn the Spirit Bomb for three technique slots. An additional three slots will allow you to gain one of the following upgrade paths:
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- (1) The Spirit Bomb is not intended for use against those pure of heart. Individuals who have amassed good deeds in the past, and who are currently fighting on the side of good, may be able to deflect the attack, rendering it ineffective. If you are unsure if a character can resist the Spirit Bomb, contact staff and we will let you know.
- (2) If you or another member of your thread has telepathy or some other way of getting the message out, players not directly involved in your thread may create a second thread (*this will not be a DE, even if the thread the Spirit Bomb is being used in is) to assist. If at least four characters choose to lend their energy, they are able to grant the additional +33% boost per post. These characters do not have to be in the same mechanical location if the call for aid is broadcast on a planetary level. In addition, these characters can only lend their energy once- you'll need another four new characters to lend their energy for each following post of Spirit Bomb charging to gain this bonus. By default, you can only call out to those on the same planet as yourself, but it is possible to up this to a galactic scale with the Galactic Spirit Bomb. Regarding players who play multiple characters, they can only have one of their characters lend energy to the Spirit Bomb per use.