Post by Amara on Sept 21, 2019 12:46:20 GMT -6
Current Techniques - [SLOTS: 3 Starter Slots + 29/29 PL Slots used] (Next free slot starts at 248k PL)
Assault Battery [A1]: Performed in either a series of smaller spaced blasts or a single large burst, Amara attacks an enemy with a white-gold energy wave, damaging them for 33% of her PL.
Cathode Array [VA2]: Sacrificing power and energy for versatility, Amara creates and tosses a sphere of yellow energy at a foe for 33% of her PL. However, when used in conjunction with another merging technique, the two combine PL together to form one, larger attack - possibly changing the medium at which it is sent through!
Lightning Strike [UA2]: A charged attack empowered by her bio-electricity, this is an enhanced energy wave attack that is cloaked in sparks and strands of stray power, impacting a target for 66% of Amara's PL.
Diode Barrage [VA3]: A flattened, more volatile disc-like variation of Cathode Array which operates under the same merging principles, but damaging for 66% of her PL.
Thunderstorm [MA3]: A reckless barrage of beams and blasts, powered further by a mix of pure energy and an influx of bio-electric waves that crashes into its target for 100% of Amara's PL.
HP-Supercell [SIG] | (Adapt. Piercing, Preparation, Drilling Clash, Lawbreaker [Sheer Force]): Known as the "High-Power Supercell", it is an all-encompassing energy wave that mixes Amara's own natural power with the surge of her Mjolnir armor, spiking the power output to terrifying levels. It deals 133% damage, ignores 50% of an enemy barrier, 25% of an enemy attack, and can be charged for up to two turns for +33% with each turn spent charging.
Short Circuit [SU1]: Utilizing Mjolnir's built-in energy sinks, Amara can trap and completely neutralize an oncoming enemy attack under 100% of her PL for a relatively cheap cost.
Breaker Box [SU2]: An amplified variant of Short Circuit, costing slightly more but neutralizing up to 150% instead.
Arc Flash [SU1]: Utilizing her electrical energy in a defensive fashion, Amara pours her energy into making a blindingly bright flash of light and ear-shattering crash of thunder, distracting an opponent long enough for her to make a covered escape during a DE. If 100% or more of her PL is sent her way, the escape is blocked.
Arc Flare [SU2]: Utilizing her electrical energy in a defensive fashion, Amara pours her energy into making a blindingly bright flash of light and ear-shattering crash of thunder, distracting an opponent long enough for her to make a covered escape during a DE. If 150% or more of her PL is sent her way, the escape is blocked.
Storm Drain [B1]: Amara roots herself in place, utilizing her own Ki in an attempt to disperse the energy. If the attack was too powerful, she is only somewhat successful in doing so (If an opposing technique beats the barrier, and it is within 60% of the attack's PL, the damage is halved)
Lightning Rod [UB2]: Charging herself with electrical Ki, Amara catches and redirects the energy from oncoming attacks to protect herself with 66% of her PL. (If an opposing technique beats the barrier, and it is within 60% of the attack's PL, the damage is halved)
Ground Circuit [MB3]: Amara channels her own energy in a defensive fashion, blocking oncoming attacks with 100% of her PL. (If an opposing technique beats the barrier, and it is within 60% of the attack's PL, the damage is halved)
Storm-front [UT]: Stimulating the muscle cells within her body, Amara gains a massive growth in muscle mass making her strongest at the cost of speed and defense. This modifiers an existing transformation by +x1/-x3.
Overload [SIG]: Amara pushes her body to the brink, forcibly expelling a great deal of energy that triggers a noticeable increase in muscle mass and granting her great destructive power at the cost of her agility. The modifies an existing transformation by +x2/-x3 instead of +x1/-x3.
Weather Vane [UT]: After intense training and learning from others who can do the same, Amara is capable of naturally sensing another person's energy and location. This fails against androids and aliens with anti-sense.
Tail Training [UT1]: Intense training has let Amara negate the weakpoint of her tail, making it no longer a hindrance in battle
Oozaru Mastery [UT2]: The ability to control one's inner beast when in Great Ape form under the effects of Blutz Waves.
Mjolnir Defense Matrix [SIG]: Amara's advanced armor is a mix of magic and technology, lined with Katchin plates and infused with her own energies. Atop its one-time boost (+x3), your armor applies a permanent +x1 to your defensive PL when worn. This stacks with its single-use increase.
Assault Battery [A1]: Performed in either a series of smaller spaced blasts or a single large burst, Amara attacks an enemy with a white-gold energy wave, damaging them for 33% of her PL.
Cathode Array [VA2]: Sacrificing power and energy for versatility, Amara creates and tosses a sphere of yellow energy at a foe for 33% of her PL. However, when used in conjunction with another merging technique, the two combine PL together to form one, larger attack - possibly changing the medium at which it is sent through!
Lightning Strike [UA2]: A charged attack empowered by her bio-electricity, this is an enhanced energy wave attack that is cloaked in sparks and strands of stray power, impacting a target for 66% of Amara's PL.
Diode Barrage [VA3]: A flattened, more volatile disc-like variation of Cathode Array which operates under the same merging principles, but damaging for 66% of her PL.
Thunderstorm [MA3]: A reckless barrage of beams and blasts, powered further by a mix of pure energy and an influx of bio-electric waves that crashes into its target for 100% of Amara's PL.
HP-Supercell [SIG] | (Adapt. Piercing, Preparation, Drilling Clash, Lawbreaker [Sheer Force]): Known as the "High-Power Supercell", it is an all-encompassing energy wave that mixes Amara's own natural power with the surge of her Mjolnir armor, spiking the power output to terrifying levels. It deals 133% damage, ignores 50% of an enemy barrier, 25% of an enemy attack, and can be charged for up to two turns for +33% with each turn spent charging.
Short Circuit [SU1]: Utilizing Mjolnir's built-in energy sinks, Amara can trap and completely neutralize an oncoming enemy attack under 100% of her PL for a relatively cheap cost.
Breaker Box [SU2]: An amplified variant of Short Circuit, costing slightly more but neutralizing up to 150% instead.
Arc Flash [SU1]: Utilizing her electrical energy in a defensive fashion, Amara pours her energy into making a blindingly bright flash of light and ear-shattering crash of thunder, distracting an opponent long enough for her to make a covered escape during a DE. If 100% or more of her PL is sent her way, the escape is blocked.
Arc Flare [SU2]: Utilizing her electrical energy in a defensive fashion, Amara pours her energy into making a blindingly bright flash of light and ear-shattering crash of thunder, distracting an opponent long enough for her to make a covered escape during a DE. If 150% or more of her PL is sent her way, the escape is blocked.
Storm Drain [B1]: Amara roots herself in place, utilizing her own Ki in an attempt to disperse the energy. If the attack was too powerful, she is only somewhat successful in doing so (If an opposing technique beats the barrier, and it is within 60% of the attack's PL, the damage is halved)
Lightning Rod [UB2]: Charging herself with electrical Ki, Amara catches and redirects the energy from oncoming attacks to protect herself with 66% of her PL. (If an opposing technique beats the barrier, and it is within 60% of the attack's PL, the damage is halved)
Ground Circuit [MB3]: Amara channels her own energy in a defensive fashion, blocking oncoming attacks with 100% of her PL. (If an opposing technique beats the barrier, and it is within 60% of the attack's PL, the damage is halved)
Storm-front [UT]: Stimulating the muscle cells within her body, Amara gains a massive growth in muscle mass making her strongest at the cost of speed and defense. This modifiers an existing transformation by +x1/-x3.
Overload [SIG]: Amara pushes her body to the brink, forcibly expelling a great deal of energy that triggers a noticeable increase in muscle mass and granting her great destructive power at the cost of her agility. The modifies an existing transformation by +x2/-x3 instead of +x1/-x3.
Weather Vane [UT]: After intense training and learning from others who can do the same, Amara is capable of naturally sensing another person's energy and location. This fails against androids and aliens with anti-sense.
Tail Training [UT1]: Intense training has let Amara negate the weakpoint of her tail, making it no longer a hindrance in battle
Oozaru Mastery [UT2]: The ability to control one's inner beast when in Great Ape form under the effects of Blutz Waves.
Mjolnir Defense Matrix [SIG]: Amara's advanced armor is a mix of magic and technology, lined with Katchin plates and infused with her own energies. Atop its one-time boost (+x3), your armor applies a permanent +x1 to your defensive PL when worn. This stacks with its single-use increase.