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Inherent Ki attacks

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Inherent Ki attacks Empty Inherent Ki attacks

Post  SSJ57G Sat Mar 05, 2011 6:49 pm

The attacks that every character automatically has to start with are right here and don't need to be added to one's character sheet.
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1. Body Training
Sometimes a martial artist will hear of a danger that will threaten him at some point in the future. In order to meet this danger, a martial artist often trains hard to become strong enough to defeat this unknown danger. With this technique, the martial artist is able to focus his mind and body on the task of training. The artist can train for any length of time that they wish in intervals of hours, but for every day that they spend training they must rest for an entire day at the end of their training, rounding extra hours up to the nearest day. For example, if a martial artist trained for 30 days and 6 hours, they would require 31 days of complete rest. During this rest period, the martial artist is mentally and physically exhausted and all of the physical attributes, except for Body, are reduced to 5 each until the rest period is over. 
For every day that the martial artist spends training, he gain 12 training points (0.5 training points per hour) multiplied by the current level of gravity in g’s. For example, training for 10 days at 100g (100 times Earth’s gravity) will result in 12,000 training points. Training points can only be accumulated over a single training period and must be used at the end of that training period or they are lost. It costs 50 training points to increase a physical attribute by one point, 30 points to increase hit points by one point, 20 points to increase S.D.C. by one point, 25 points to increase M.D.C. by one point (for M.D.C. creatures only), 20 points to increase Ki by one point, and 300 points to gain one Ki Manipulation Technique from any category except Legendary Ki Techniques and Power Increasing Techniques.
Duration: Permanent
Ki: 10 for each day spent training, with a minimum cost of 10 Ki.
2. Energizing
With this ability, a martial artist is able to focus their energy into increasing their strength and speed. A martial can spend Ki and several melee actions and increase his physical attributes to incredible levels. For each level of experience, a martial artist can spend one melee action and 2 Ki to add +4 to Strength, +2 to Prowess, +2 to Endurance, +5 to Spd, +5 to his M.D.C. (M.D.C. calculated below), and all Ki Manipulation Techniques except Power Increasing Techniques are used as if the martial artist had +1 level of experience. For example, a 3rd level martial artist can spend up to 3 melee actions and 6 Ki (2 Ki per action) to gain a total bonus of +12 to Strength, +6 to Endurance, +6 to Prowess, +15 to Spd, +3 to Natural and M.D.C. Armor Ratings, +15 to his M.D.C., and uses all non-Power Increasing Techniques at 6th level. However, a martial artist does not need to increase to his maximum level all at once, he can spend one melee action at the beginning of a fight and more at any point during a fight. When “energized,” a martial artist’s S.D.C. and Hit Points are combined and divided by two to determine the martial artist’s M.D.C., rounding all fractions down. For example, a martial artist with 80 S.D.C. and 42 Hit Points would have 61 M.D.C. before the bonus mentioned above is applied. When a martial artist chooses to stop being energized, he instantly loses all bonuses and returns to normal.
Duration: 2 minutes per level of experience from the first time the martial artist begins energizing.
Ki: 2 per melee action spent “energizing”. At the end of the duration, the martial artist can spend the same amount of Ki that he did energizing himself up to his current level in a single moment to reset the duration. For example, a fifth level martial artist that spent four melee actions and 8 Ki energizing can spend 8 Ki at the end of the 10 minute duration to gain an additional 10 minutes on the duration. This process can be repeated as many times as the martial artist wishes.
3. Second Wind
A fight can last a long time and a martial artist may find himself in a desperate situation where he is wearing down faster then his opponent. This technique helps tip the balance of power back into the hands of the martial aritst. This technique automatically activates whenever the martial artist is reduced to 10% of their S.D.C., M.D.C., (if an M.D.C. creature), or Ki, but only once per encounter and only once per day. As soon as the martial aritst meets one of the conditions above, the bonuses listed below immiedietely take effect and last until the end of the encounter.
Duration: Until the end of the encounter / fight.
Bonuses: +10 to Strength, Prowess, and Endurance, +15 to Spd, +20% of their maximum S.D.C. as a bonus to their S.D.C., +20% of their maximum M.D.C. as a bonus to their M.D.C. (for M.D.C. creatures only), and +25% of their maximum Ki as a bonus to their Ki.
Ki: Permanently reduces the martial artist’s Ki by 20 points. This cost is paid only when this technique is selected.
4. One Final Shot
Like Focus Energy, this technique does nothing on its own and is instead combined with a Standard Energy or Special Energy Ki Technique. With this technique, the martial artist can increase the range, area of effect, and destructive capability of a single attack, but afterwards, the martial artist is exhausted and incredibly weakened. Using this technique consumes all but one point of the martial artist's Ki and exhausts the martial artist, making them lose all but two attacks per melee and suffering -10 to all combat rolls and no Standard Energy, Special Energy, Power Increasing, or Legendary Ki Techniques can be used. This weakened state lasts for one hour, but Ki is regained at the martial artist's normal rate. This technique cannot be combined with the Self-Destruct Special Energy Ki Technique. Out of the pool of consumed Ki, divide this amount by the cost of activating the selected ki technique and this is the number of Ki increments for determining the final strength of the attack. Multiply the duration, damage, range, blast radius, and any numbers created or chosen by this technique by the number of Ki increments. For example, if a third level martial artist had 101 Ki when this technique was used in conjunction with Makosen, original Ki cost of 12, then this consumes 100 Ki and creates 8 Ki increments (100 / 12 = 8 with a remainder of 4) then the final attack would have a range of 46,000' (14,021 m) and would inflict 3D10x8 points of damage.
Damage: Increase damage by 100% of the attack's normal damage per Ki increment.
Range: Increase range by 100% of the attack's normal damage per Ki increment.
Blast Radius: Increase damage by 100% of the attack's normal damage per Ki increment.
Ki: This attack consumes all but one point of the martial artist's Ki.
5. Barrier
The Barrier technique is similar to the Ki Shield, but instead of defending against each attack individually, the martial artist can create a force field around himself to absorb the damage. The Barrier can be used to cover just the martial artist or it can be extended to cover an area with a radius of up to 5’ (1.5 m) per level of experience. This technique can be used in combination with the Kiai technique to reduce the damage that would be caused by an incoming attack.
Duration: 1 minute per level of experience.
M.D.C.: 100 M.D.C. +15 M.D.C. per level of experience.
Ki: 15 to create the barrier and 2 Ki to recharge the barrier by 1 M.D.C. point. Recharging the barrier requires one melee action, but any amount of Ki can be used to recharge the barrier with that action.
6. Deflect
This technique is used to deflect an incoming attack so that the martial artist will not be hit by it. To successfully deflect an incoming attack the martial artist must activate this technique, which uses the martial artist's next attack, just like dodging the attack would, then the martial artist must successfully roll to dodge the attack and then they must pay Ki to deflect the attack, but they must spend more Ki to deflect a more powerful attack. Most times the martial artist does not know the strength of an attack or how much Ki to use to block it, but if the martial artist is wearing a Saiyan Scouter or has the Sense Ki technique, then they will instinctively know how strong any Ki attack is. If the martial artist spends more Ki then needed to block an attack, the extra Ki is wasted. This technique does not work on physical attacks, only energy-based attacks, but some Ki attacks cannot be deflected and this will be mentioned in their description. Finally, an incoming attack cannot be partially deflected, the martial artist must deflect the entire attack.
Ki: Permanently reduces the martial artist’s Ki by 20 points; this cost is paid only when this technique is selected.. The marital artist must pay one fifth of the amount of damage inflicted by the attack in order to deflect it, rounding all fractions up and with a minimum of 1 Ki point. The martial artist sets how much Ki they wish to use with this technique, but if they do not spend enough, the Ki is wasted and the martial artist is hit with the full strength of the blast. For example, if an incoming Galick-Ho (Mega-Beam) attack was to inflict 42 points of damage, the martial artist would have spend 9 Ki to deflect the attack; spending any less then 9 would result in the martial artist getting hit by the full force of the blast.
7. Focus Energy
The martial artist has the ability to gather his energy into making a more powerful attack. This technique can be used with any Standard Energy Attack Techniques for each additional melee attack that the martial artist uses to "focus" his energy, increase the damage of the attack by 100% of its base damage. For example, if a martial artist used four melee attacks with this ability on an attack that would normally inflict 4D6 points of damage, the attack would inflict a total of 4D6x4 points of damage. However, the attack is not launched until the final melee attack spent focusing and during the time the martial artist is focusing, he cannot attack or use any offensive actions, but he can still defend himself normally and use other defensive techniques, like Deflect and Ki Shield.
Ki: Increase the Ki cost of the technique that is being focused on by 50% for each melee spent focusing. For example, if a martial artist spent 3 melee attacks focusing on a technique that normally costs 10, then the final cost would be 25 (10 + 3 x [10 x 50%] = 10 + 15 = 25).
8. Bukujutsu (Flight)
With this ability the martial artist can fly at speeds up to 100 mph (160.5 km/h) per level of experience. However, if taken twice, the martial artist can fly at speeds up to Mach 1 (745 mph / 1200 km/h) per level of experience. For example, a 10th level martial artist that has taken this technique twice can travel at speeds up to Mach 10 (7450 mph / 12,000 km/h). The martial artist can stop instantly and reach maximum velocity within 5 seconds and is not affected by inertia or the g-forces from acceleration. This ability allows a martial artist to break through the atmosphere of a planet, but it does not allow the martial artist to survive in space.
Duration: Unlimited, once this ability is selected the martial artist can fly at will.
Ki: Permanently reduces the martial artist’s Ki by 15 points, this cost is paid only when this technique is selected., but the martial artist must have at least 1% of his base Ki, rounding all fractions up, in his reserve in order to use this ability. For example, if the martial artist had a base of 140 Ki, then he must maintain 2 points of Ki in reserve in order to use this technique.
9. Saruken (Avoid)
Saruken is used to distract an opponent and avoid an incoming attack. When this ability is used, the martial artist begins to move quickly but erratically to distract an opponent. When the opponent is distracted, his next attack against the martial artist is affected and it allows the martial artist to roll twice to perform a defensive action, like dodge or parry, against the incoming attack. If the martial artist failed the first roll, then the he can roll a second time. The martial artist gains +6 to the defensive action he uses for the first roll, but only +3 for the second roll, in addition to all normal bonuses. Increse these bonuses to +10 for the first roll and +5 for the second roll if Saruken is taken twice. If the attack does hit, it is only a glancing blow, inflicting half of its normal damage. This technique affects all attacks that are directed toward the martial artist until the martial artist's next action.
Duration: Until the martial artist's next action.
Ki: 15
10. Zanzoken (Blurring)
This techniques allows the martial artist to dematerialize and quickly move to another spot close by. The technique leaves a silhouette of the martial artist for in their original location for a fraction of a second, causing the "blur" effect. This technique can be used in two ways. The first way is to use it to seemingly teleport to a new location within a range of 10' (3.1 m) per level of experience. If this technique is taken twice, increase the range of the "blur" effect to 20' (6.2 m) per level of experience. Using Zanzoken in this manner requires the use of a melee attack. The second way to use this technique is in repsonse to an incoming attack, just like how the martial can dodge in resonse to an incoming attack. If used in this way, the martial artist moves very quickly away from the incoming attack, providing the martial aritst a large bonus to dodge, and moving the martial artist 10' (3.1) per level of experience from his original location with a blur-like effect. This range is also doubled if this technique is taken twice. This second use of Zanzoken does not require a melee attack to activate, but dodging an attack still wastes the marital artist's next melee attack as normal. This technique does not enable the martial artist to teleport through an object, but instead creates an incredible burst of speed that allows the martial artist to move from one location to another very quickly.
Duration: Instant
Bonuses: If used in response to an attack, the martial artist gains the combat ability of auto-dodge and +8 to dodge. However, no bonuses to dodge are used when using the auto-dodge combat ability. If taken twice, the martial artist gains an additional +4 when dodging normally and +2 when using the auto-dodge combat ability.
Ki: Permanently reduces the martial artist’s Ki by 20 points, this cost is paid only when this technique is selected, but the martial artist must have at least 2% of his base Ki, rounding all fractions up, in his reserve in order to use this ability. For example, if the martial artist had a base of 140 Ki, then he must maintain 3 points of Ki in reserve in order to use this technique.
11. Self Destruct
When facing an enemy vastly more powerful, a martial artist can use this desperate technique before they die in order to take as many enemies with them as possible. By channeling their power throughout their body, a martial artist can cause a violent reaction that will cause a large explosion. There is no chance that the martial artist will survive the explosion that is released when their energy explodes. For purposes of the Cellular Regeneration legendary ki technique, living cells of the martial artist always survives this attack, but the martial artist is reduced to zero hit points or M.D.C. and then takes the same damage that this technique inflicts.
Damage: +10 M.D. for every point of Ki remaining, including the Ki used to activate this technique, and +50 M.D. per level of experience.
Blast Radius: This attack has a blast radius of 25’ (7.6 m) per level of experience. All targets within the blast radius take half damage except for the point of impact, which takes full damage. If the martial artist is holding onto something or someone, that object will take full damage.
Ki: 25
SSJ57G
SSJ57G
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