Post by Amara on Jan 13, 2021 2:27:15 GMT -6
What is an ‘ULT’?
The tag [ULT] for techniques is short for ‘Ultimate’, typically only showing up on the very rare and powerful Afterlife training techniques such as Kaioken and Spirit Bomb. They typically take the same role as [SIG] techniques in some regards, with Spirit Bomb fulfilling the role of an Action SIG and Kaioken an Assist SIG. As it currently stands these are the only two known ULT techniques available to players and generally are just tagged as more powerful SIG options. However, I think we could take this kind of idea and push it further.
Introducing Revamped ULT
A fun proposal that could maybe make it to the confirmed reboot is introducing [ULT] techniques as a completely separate entity to the SIG system entirely. These would take the form of extremely powerful or well-known canon abilities from Dragonball, such as the already established Kaioken and Spirit Bomb. As a basic concept of inception, [ULT] techniques would generally be very powerful one-use techniques that come with a caveat to use, be that recoil damage or ineffectiveness based on morality. This would essentially give most players a powerful second [SIG] to use during a thread, which I personally believe could increase variety in both builds and how combat is conducted as a whole.
How would they work?
Similar to [SIG] techniques in this regard, a character may only have ONE [ULT] learned at a time with certain exception to Afterlife [ULT] techniques like the Kaioken. These special techniques would only be available past a certain threshold of power and would require the monumental dedication of EIGHT technique slots quite similar to that of a near-finished [SIG] technique. Once acquired they can be used freely like any other technique given the user is able/wants to meet the cost or requirements to use them in actual combat. An [ULT] can only be used once per thread regardless of what type it is with exception to the Kaioken technique.
Examples of ULT techniques
As mentioned before, all ULTs will be based on canonically powerful techniques - or techniques that have special function which wouldn’t normally work in either a standard technique or a [SIG].
Neo Tri-Beam / Shin Kikoho: The ultimate version of the Tri-Beam infamous for sapping the user’s life force in exchange for immense power. The move costs 3 KP to initiate, and the user may then sacrifice 50% of their own life in recoil for 100% damage up to a maximum of 150% recoil and 300% damage dealt. This has no variants, nor can it be given any through any means.
Stardust Breaker: A chromatic energy sphere filled with positive energy. This move costs 4 KP to initiate and is able to Dig Deep as per normal rules and requires a single post of mandatory charging. Once fired, it turns into a deadly projectile that deals 200% damage with the piercing variant. Akin to the Spirit Bomb itself, if a character is deeply aligned with the forces of good or acting on its behalf, this technique can be fully deflected - even when intercepted from its original target.
True Kamehameha: An all-encompassing wave of blue energy that requires absolute focus and control from the user. This move costs 3 KP to initiate and starts at 150% power, able to be charged up to two extra turns for 50% per turn resulting in a maximum possible damage of 250%. If the user is hit for 100%+ of their PL through a single or cumulative attack(s) the energy is lost and the technique cannot be reused.
Final Flash: A great energy wave of overwhelming golden light. This move costs 2 KP to initiate and deals 100% damage, along with the piercing variant.
Negative Energy Orb: A crimson energy sphere with a blackened core, brimming with negative energy. This move costs 4 KP to initiate and is able to Dig Deep as per normal rules and requires a single post of mandatory charging. Once fired it turns into a deadly projectile that deals 200% damage with the piercing variant. If the struck target is deeply aligned with the forces of evil or is currently working on its behalf they may be able to fully deflect it - even when intercepted from its original target.
Stone Spit: Cursed saliva that can partially paralyze and pertrify victims. This move costs 0 KP to initiate and is fired AS IF the user had utilized 66% of their PL. If struck, the victim gains a -x1 to their defensive PL for every 50k PL they have at base for three posts. I.E. a character affected by Stone Spit with 150k PL will suffer a -x3 to their defense.
Supervillain: A malicious surge of evil energy and intent amplifies one’s destructive power and tendencies, granting them great destructive force at the cost of their own wellbeing. This technique can be applied to oneself OR a single willing target with OOC permission. This move costs 0 KP and increases your offensive modifier by +x3 and an additional +x1 for every 100k base PL at the cost of taking 15% recoil damage for every turn it is active.
Probably more to be added on :^) and edits to made
The tag [ULT] for techniques is short for ‘Ultimate’, typically only showing up on the very rare and powerful Afterlife training techniques such as Kaioken and Spirit Bomb. They typically take the same role as [SIG] techniques in some regards, with Spirit Bomb fulfilling the role of an Action SIG and Kaioken an Assist SIG. As it currently stands these are the only two known ULT techniques available to players and generally are just tagged as more powerful SIG options. However, I think we could take this kind of idea and push it further.
Introducing Revamped ULT
A fun proposal that could maybe make it to the confirmed reboot is introducing [ULT] techniques as a completely separate entity to the SIG system entirely. These would take the form of extremely powerful or well-known canon abilities from Dragonball, such as the already established Kaioken and Spirit Bomb. As a basic concept of inception, [ULT] techniques would generally be very powerful one-use techniques that come with a caveat to use, be that recoil damage or ineffectiveness based on morality. This would essentially give most players a powerful second [SIG] to use during a thread, which I personally believe could increase variety in both builds and how combat is conducted as a whole.
How would they work?
Similar to [SIG] techniques in this regard, a character may only have ONE [ULT] learned at a time with certain exception to Afterlife [ULT] techniques like the Kaioken. These special techniques would only be available past a certain threshold of power and would require the monumental dedication of EIGHT technique slots quite similar to that of a near-finished [SIG] technique. Once acquired they can be used freely like any other technique given the user is able/wants to meet the cost or requirements to use them in actual combat. An [ULT] can only be used once per thread regardless of what type it is with exception to the Kaioken technique.
Examples of ULT techniques
As mentioned before, all ULTs will be based on canonically powerful techniques - or techniques that have special function which wouldn’t normally work in either a standard technique or a [SIG].
Neo Tri-Beam / Shin Kikoho: The ultimate version of the Tri-Beam infamous for sapping the user’s life force in exchange for immense power. The move costs 3 KP to initiate, and the user may then sacrifice 50% of their own life in recoil for 100% damage up to a maximum of 150% recoil and 300% damage dealt. This has no variants, nor can it be given any through any means.
Stardust Breaker: A chromatic energy sphere filled with positive energy. This move costs 4 KP to initiate and is able to Dig Deep as per normal rules and requires a single post of mandatory charging. Once fired, it turns into a deadly projectile that deals 200% damage with the piercing variant. Akin to the Spirit Bomb itself, if a character is deeply aligned with the forces of good or acting on its behalf, this technique can be fully deflected - even when intercepted from its original target.
True Kamehameha: An all-encompassing wave of blue energy that requires absolute focus and control from the user. This move costs 3 KP to initiate and starts at 150% power, able to be charged up to two extra turns for 50% per turn resulting in a maximum possible damage of 250%. If the user is hit for 100%+ of their PL through a single or cumulative attack(s) the energy is lost and the technique cannot be reused.
Final Flash: A great energy wave of overwhelming golden light. This move costs 2 KP to initiate and deals 100% damage, along with the piercing variant.
Negative Energy Orb: A crimson energy sphere with a blackened core, brimming with negative energy. This move costs 4 KP to initiate and is able to Dig Deep as per normal rules and requires a single post of mandatory charging. Once fired it turns into a deadly projectile that deals 200% damage with the piercing variant. If the struck target is deeply aligned with the forces of evil or is currently working on its behalf they may be able to fully deflect it - even when intercepted from its original target.
Stone Spit: Cursed saliva that can partially paralyze and pertrify victims. This move costs 0 KP to initiate and is fired AS IF the user had utilized 66% of their PL. If struck, the victim gains a -x1 to their defensive PL for every 50k PL they have at base for three posts. I.E. a character affected by Stone Spit with 150k PL will suffer a -x3 to their defense.
Supervillain: A malicious surge of evil energy and intent amplifies one’s destructive power and tendencies, granting them great destructive force at the cost of their own wellbeing. This technique can be applied to oneself OR a single willing target with OOC permission. This move costs 0 KP and increases your offensive modifier by +x3 and an additional +x1 for every 100k base PL at the cost of taking 15% recoil damage for every turn it is active.
Probably more to be added on :^) and edits to made