Post by Takano Hirai on Apr 27, 2019 3:37:32 GMT
Basic techniques can be used by any character and do not take up any technique slots.
BASICS
DEFENSIVES
UTLITIES
TEAM TECHS
Note: You gain access to these techniques so long as you're on a team with another player in the same battle. They do not take up a slot. Characters on the same side in an Event are considered on a team for purpose of using these techniques for duration of the event.
BASICS
BASIC ATTACK
You unleash a simple Kido spell or Zanjutsu attack.
Type. Single target
Activate. Standard Action
Damage. As a standard action you make an attack (Kido or Zanjutsu) with one damage die.
Effects. None
Cost. None
You unleash a simple Kido spell or Zanjutsu attack.
Type. Single target
Activate. Standard Action
Damage. As a standard action you make an attack (Kido or Zanjutsu) with one damage die.
Effects. None
Cost. None
CONDENSE
You spend time to focus on your target, observing their weaknesses and exploiting them.
Type. Utility
Activate. Standard Action
Effect. As a standard action one Super Attack during your turn adds two extra damage dice. A condensed attack cannot be avoided through Hoho Dash or have its damage negated by Reiatsu shield.
Cost. 5 Reshi
Limit. Once per turn.
You spend time to focus on your target, observing their weaknesses and exploiting them.
Type. Utility
Activate. Standard Action
Effect. As a standard action one Super Attack during your turn adds two extra damage dice. A condensed attack cannot be avoided through Hoho Dash or have its damage negated by Reiatsu shield.
Cost. 5 Reshi
Limit. Once per turn.
AIR WALKING
You form your Reiryoku underneath your feet, allowing you to walk along the air as if walking on solid ground.
Type. Utility
Activate. None (Passive)
Effect. As a passive effect you can air walk around as you wish. To describe attacking someone who is air walking, you must also describe yourself in the narrative as air walking.
Cost. None
Limit. None
You form your Reiryoku underneath your feet, allowing you to walk along the air as if walking on solid ground.
Type. Utility
Activate. None (Passive)
Effect. As a passive effect you can air walk around as you wish. To describe attacking someone who is air walking, you must also describe yourself in the narrative as air walking.
Cost. None
Limit. None
REIATSU SHIELD
You focus your reiatsu on your body, deflecting a decent portion of damage from incoming attacks.
Type. Defense
Activate. Bonus Action - Reactive
Effect. As a bonus action negate half the damage from one non-critical attack that hit you.
Cost. 0 Reishi for Basic Attacks. 5 Reshi for Super Attacks.
Limit. None
You focus your reiatsu on your body, deflecting a decent portion of damage from incoming attacks.
Type. Defense
Activate. Bonus Action - Reactive
Effect. As a bonus action negate half the damage from one non-critical attack that hit you.
Cost. 0 Reishi for Basic Attacks. 5 Reshi for Super Attacks.
Limit. None
HOHO DASH
You use your Reiryoku to enhance your speed and allow yourself to escape attacks easier.
Type. Defense
Activate. Bonus Action - Reactive
Effect. As a bonus action you avoid a single non-critical attack. Considered a Movement technique.
Cost. 5 Reshi for Basic Attacks. 10 Reshi for Super Attacks.
Limit. None
You use your Reiryoku to enhance your speed and allow yourself to escape attacks easier.
Type. Defense
Activate. Bonus Action - Reactive
Effect. As a bonus action you avoid a single non-critical attack. Considered a Movement technique.
Cost. 5 Reshi for Basic Attacks. 10 Reshi for Super Attacks.
Limit. None
RECUPERATE
You take a breather and allow yourself to recover Reshi.
Type. Utility
Activate. Standard Action
Effect. As a standard action you regain up to 50 Reshi.
Cost. None
Limit. Cannot regain more than 50 Reshi from Recuperate in battle.
You take a breather and allow yourself to recover Reshi.
Type. Utility
Activate. Standard Action
Effect. As a standard action you regain up to 50 Reshi.
Cost. None
Limit. Cannot regain more than 50 Reshi from Recuperate in battle.
SENSE
You reach out with a sixth sense and can feel the Reiryoku of others around you.
Type. Utility
Activate. None (Passive)
Requirement. Reiryoku Control 10
Effect. As a passive effect you detect the Reiryoku of other beings around you.
Cost. None
Limit. None
You reach out with a sixth sense and can feel the Reiryoku of others around you.
Type. Utility
Activate. None (Passive)
Requirement. Reiryoku Control 10
Effect. As a passive effect you detect the Reiryoku of other beings around you.
Cost. None
Limit. None
AIM
You take a moment to observe your enemy for a more accurate strike.
Type. Utility
Activate. Bonus Action
Effects. Add a +10 to your Accuracy OR a +5% to a single non-special status effect test.
Cost. 0 Reishi for Basic Attacks, 5 Reishi for Super Attacks and Status Effects
Limits. None
You take a moment to observe your enemy for a more accurate strike.
Type. Utility
Activate. Bonus Action
Effects. Add a +10 to your Accuracy OR a +5% to a single non-special status effect test.
Cost. 0 Reishi for Basic Attacks, 5 Reishi for Super Attacks and Status Effects
Limits. None
DEFENSIVES
SOUL DRAIN
Focus on your enemies Reiryoku and forcibly remove it to replenish your own power.
Type. Defense
Activate. At-Will - Reactive
Effect. As an at-will action siphon 3 Reshi from any foe(s) for each time they hit you with an attack and reduced your HP.
Cost. None
Duration. 1 Turn.
Limit. Once per battle.
Ranks. Rank 2 siphon 4 Reshi. Rank 3 siphon 5 Reshi.
Focus on your enemies Reiryoku and forcibly remove it to replenish your own power.
Type. Defense
Activate. At-Will - Reactive
Effect. As an at-will action siphon 3 Reshi from any foe(s) for each time they hit you with an attack and reduced your HP.
Cost. None
Duration. 1 Turn.
Limit. Once per battle.
Ranks. Rank 2 siphon 4 Reshi. Rank 3 siphon 5 Reshi.
UTSUSEMI
Using your Hoho, you move so fast that you leave behind an after image to distract your foe.
Type. Defense
Activate. Bonus Action - Reactive
Effect. As a bonus action you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement technique.
Cost. 20 Reshi.
Limit. Once per battle.
Ranks. Rank 2 tech costs 15 Reshi. Rank 3 tech costs 10 Reshi.
Using your Hoho, you move so fast that you leave behind an after image to distract your foe.
Type. Defense
Activate. Bonus Action - Reactive
Effect. As a bonus action you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement technique.
Cost. 20 Reshi.
Limit. Once per battle.
Ranks. Rank 2 tech costs 15 Reshi. Rank 3 tech costs 10 Reshi.
PURIFICATION RITUAL
You intensify your reiatsu throughout your body, purifying any ailments which might be inflicted.
Type. Defense
Activate. At-Will - Reactive
Effect. As an at-will action you are immune to non-special status effects and negate the damage bonus from critical hits during your turn.
Cost. 10 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech costs 5 Reshi. Rank 3 tech can be used twice per battle.
You intensify your reiatsu throughout your body, purifying any ailments which might be inflicted.
Type. Defense
Activate. At-Will - Reactive
Effect. As an at-will action you are immune to non-special status effects and negate the damage bonus from critical hits during your turn.
Cost. 10 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech costs 5 Reshi. Rank 3 tech can be used twice per battle.
CLASH
You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed.
Type. Defense
Activate. Bonus Action - Reactive
Effect. As a bonus action you avoid all but the highest rolled damage die from a non-critical attack that hit you. You also deal the highest damage die back to the attacker as direct damage.
Cost. 20 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech costs 15 Reshi. Rank 3 tech costs 10 Reshi.
You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed.
Type. Defense
Activate. Bonus Action - Reactive
Effect. As a bonus action you avoid all but the highest rolled damage die from a non-critical attack that hit you. You also deal the highest damage die back to the attacker as direct damage.
Cost. 20 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech costs 15 Reshi. Rank 3 tech costs 10 Reshi.
ESCUDO
You form a light green barrier on one of your limbs to help deflect incoming attacks.
Type. Defense
Activate. Bonus Action - Reactive
Effect. As a bonus action you negate half the damage from two attacks that hit you during your turn (even critical hits.)
Cost. 20 Reshi
Limit. Twice per battle.
Ranks. Rank 2 tech costs 15 Reshi. Rank 3 tech costs 10 Reshi.
You form a light green barrier on one of your limbs to help deflect incoming attacks.
Type. Defense
Activate. Bonus Action - Reactive
Effect. As a bonus action you negate half the damage from two attacks that hit you during your turn (even critical hits.)
Cost. 20 Reshi
Limit. Twice per battle.
Ranks. Rank 2 tech costs 15 Reshi. Rank 3 tech costs 10 Reshi.
DIVINATION
You glimpse a moment into the future and see what dangers lie ahead.
Type. Defense
Prerequisite. Must know Sixth Sense
Activate. Bonus Action
Effect. As a bonus action you see the future. From it you gain 15 bonus defense for for the duration.
Duration. 2 turns
Cost. 15 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech costs 10 Reshi. Rank 3 tech lasts 3 turns.
Learn. After learning this tech, Sixth Sense no longer takes a slot.
You glimpse a moment into the future and see what dangers lie ahead.
Type. Defense
Prerequisite. Must know Sixth Sense
Activate. Bonus Action
Effect. As a bonus action you see the future. From it you gain 15 bonus defense for for the duration.
Duration. 2 turns
Cost. 15 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech costs 10 Reshi. Rank 3 tech lasts 3 turns.
Learn. After learning this tech, Sixth Sense no longer takes a slot.
SENKA
You dodge an attack with such speed, that your opponent cannot register it, opening them up for a counter attack.
Type. Defensive
Activate. At-Will - Reactive
Effect. As an at-will action choose one attack that missed you (or you avoided) and deal its lowest damage die value as direct damage back at the attacker. Considered a Movement technique. You can use this with the Blur trait to send back the lowest damage die from a second attack that missed you (or was avoided.)
Cost. 0 Reshi
Limit. Twice per battle.
Ranks. At Rank 2 you can use it three times per battle. Rank 3 you can use it four times per battle.
You dodge an attack with such speed, that your opponent cannot register it, opening them up for a counter attack.
Type. Defensive
Activate. At-Will - Reactive
Effect. As an at-will action choose one attack that missed you (or you avoided) and deal its lowest damage die value as direct damage back at the attacker. Considered a Movement technique. You can use this with the Blur trait to send back the lowest damage die from a second attack that missed you (or was avoided.)
Cost. 0 Reshi
Limit. Twice per battle.
Ranks. At Rank 2 you can use it three times per battle. Rank 3 you can use it four times per battle.
ENKOSEN
You form a large spinning disc of Reiatsu in front of you, guarding you from a substantial portion of damage.
Type. Defense
Activate Bonus Action - Reactive
Effect. As a bonus action you gain 25 will power.
Cost. 15 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech costs 10 Reshi. Rank 3 tech costs 5 Reshi.
You form a large spinning disc of Reiatsu in front of you, guarding you from a substantial portion of damage.
Type. Defense
Activate Bonus Action - Reactive
Effect. As a bonus action you gain 25 will power.
Cost. 15 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech costs 10 Reshi. Rank 3 tech costs 5 Reshi.
TSUKIYUBI
A specialized Hakuda technique in which the user extends their Index and Middle finger to propel an enemy back.
Type. Defense
Activate. Bonus Action - Reactive
Effect. As a bonus action you cannot be hit by any attacks that roll a natural (unmodified) 65 or lower on their accuracy.
Cost. 15 Reshi
Limit. Once per battle.
Ranks. Rank 3 tech costs 10 Reshi. Rank 3 tech costs 5 Reshi.
A specialized Hakuda technique in which the user extends their Index and Middle finger to propel an enemy back.
Type. Defense
Activate. Bonus Action - Reactive
Effect. As a bonus action you cannot be hit by any attacks that roll a natural (unmodified) 65 or lower on their accuracy.
Cost. 15 Reshi
Limit. Once per battle.
Ranks. Rank 3 tech costs 10 Reshi. Rank 3 tech costs 5 Reshi.
THORNS
Flair your Reiryoku along your skin, creating an invisible sheet of thorns causing harm to anyone trying to strike you.
Type. Defense
Activate. Bonus Action
Effect. As a bonus action you surround yourself in Reiryoku thorns. Upon being hit with an attack, the attacker takes direct damage per die of damage received, 2 Direct Damage against Super attacks and 1 Direct Damage against Basic Attacks.
Duration. 3 turns.
Cost. 15 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech lasts 4 turns. Rank 3 costs 10 Reshi.
Flair your Reiryoku along your skin, creating an invisible sheet of thorns causing harm to anyone trying to strike you.
Type. Defense
Activate. Bonus Action
Effect. As a bonus action you surround yourself in Reiryoku thorns. Upon being hit with an attack, the attacker takes direct damage per die of damage received, 2 Direct Damage against Super attacks and 1 Direct Damage against Basic Attacks.
Duration. 3 turns.
Cost. 15 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech lasts 4 turns. Rank 3 costs 10 Reshi.
SHUNPO
You focus your skills in hoho to find the quickest route in avoiding an attack, making it appear as if you’ve disappeared
Type. Defense
Requirement. Hoho 30
Action. Bonus Action - Reactive
Effect. As a bonus action you avoid all direct damage that would have been dealt to you during your turn. Considered a Movement technique.
Cost. 15 Reshi
Limit. Twice per battle.
Ranks. Rank 2 tech costs 10 Reshi. Rank 3 tech costs 5 Reshi.
You focus your skills in hoho to find the quickest route in avoiding an attack, making it appear as if you’ve disappeared
Type. Defense
Requirement. Hoho 30
Action. Bonus Action - Reactive
Effect. As a bonus action you avoid all direct damage that would have been dealt to you during your turn. Considered a Movement technique.
Cost. 15 Reshi
Limit. Twice per battle.
Ranks. Rank 2 tech costs 10 Reshi. Rank 3 tech costs 5 Reshi.
SPEED CLONES
You move so fast that you create multiple, identical clones, which can distract or take the brunt of your opponents attacks.
Type. Defense
Action. Bonus Action - Reactive
Effect. As a bonus action you avoid damage from all damage dice that roll a natural 8 or lower during your turn. If you take zero damage from an attack this way, it counts as fully avoided. Considered a Movement technique.
Cost. 15 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech costs 10 Reshi. Rank 3 tech costs 5 Reshi.
You move so fast that you create multiple, identical clones, which can distract or take the brunt of your opponents attacks.
Type. Defense
Action. Bonus Action - Reactive
Effect. As a bonus action you avoid damage from all damage dice that roll a natural 8 or lower during your turn. If you take zero damage from an attack this way, it counts as fully avoided. Considered a Movement technique.
Cost. 15 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech costs 10 Reshi. Rank 3 tech costs 5 Reshi.
ENHANCED INSTINCTS
You concentrate on your your senses of touch, smell, sight, and hearing to help you anticipate and defend against a foe's incoming attacks.
Type. Defense
Activate. Bonus Action
Effect. As a bonus action pick one foe. Each time that foe makes an attack against you, gain a +5 bonus to defense against them. Considered a Movement technique.
Duration. Once defense bonus reaches +25 the effect lasts for 1 additional turn before fading.
Cost. 20 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech costs 15 Reshi. Rank 3 tech costs 10 Reshi.
You concentrate on your your senses of touch, smell, sight, and hearing to help you anticipate and defend against a foe's incoming attacks.
Type. Defense
Activate. Bonus Action
Effect. As a bonus action pick one foe. Each time that foe makes an attack against you, gain a +5 bonus to defense against them. Considered a Movement technique.
Duration. Once defense bonus reaches +25 the effect lasts for 1 additional turn before fading.
Cost. 20 Reshi
Limit. Once per battle.
Ranks. Rank 2 tech costs 15 Reshi. Rank 3 tech costs 10 Reshi.
UTLITIES
KENBU
You attack so fast it appears as though you have multiple arms, allowing for extra chances to hit your opponent. This can also be RPed as having extra arms or tendrils.
Type. Utility
Activate. At-Will
Prerequisite. None
Effect. You can use a Bonus Action during your turn to make an additional Basic Attack.
Cost. 10 Reshi
Limit. Twice per battle.
Ranks. At Rank 2 tech costs 5 Reshi. At Rank 3 can use three times per battle.
You attack so fast it appears as though you have multiple arms, allowing for extra chances to hit your opponent. This can also be RPed as having extra arms or tendrils.
Type. Utility
Activate. At-Will
Prerequisite. None
Effect. You can use a Bonus Action during your turn to make an additional Basic Attack.
Cost. 10 Reshi
Limit. Twice per battle.
Ranks. At Rank 2 tech costs 5 Reshi. At Rank 3 can use three times per battle.
BLOSSOM BLADE
You break your weapon into razor thin constructs, allowing for multiple attacks or defense.
Type. Utility
Activate. Bonus Action to create constructs. At-will to use them.
Effect. As a bonus action you create 4 razor constructs. As an at-will action you can activate number of constructs to add one d6 as a bonus damage die to assigned Basic Attacks during your turn. Alternatively, as a reactive at-will action you can sacrifice constructs to negate damage from attacks that hit you during your turn. Each construct spent on an individual attack negates 3 damage, to a max of 12.
Cost. 10 Reshi
Limit. Once per battle.
Ranks. Rank 2 you create 6 construct. Rank 3 you create 8 constructs.
You break your weapon into razor thin constructs, allowing for multiple attacks or defense.
Type. Utility
Activate. Bonus Action to create constructs. At-will to use them.
Effect. As a bonus action you create 4 razor constructs. As an at-will action you can activate number of constructs to add one d6 as a bonus damage die to assigned Basic Attacks during your turn. Alternatively, as a reactive at-will action you can sacrifice constructs to negate damage from attacks that hit you during your turn. Each construct spent on an individual attack negates 3 damage, to a max of 12.
Cost. 10 Reshi
Limit. Once per battle.
Ranks. Rank 2 you create 6 construct. Rank 3 you create 8 constructs.
FIRE ASPECT
You coat your blade in flames, burning anything it strikes.
Type. Utility
Activate. Bonus Action
Effect. As a bonus action you have a 70% chance to inflict the Burn status on your target. The max chance to inflict with any effect is 95%.
Cost. 5 Reshi
Limit. Twice per battle.
Ranks. Rank 2 is 80% chance to Burn. Rank 3 is upon infliction target loses a 3d4 worth of will power.
You coat your blade in flames, burning anything it strikes.
Type. Utility
Activate. Bonus Action
Effect. As a bonus action you have a 70% chance to inflict the Burn status on your target. The max chance to inflict with any effect is 95%.
Cost. 5 Reshi
Limit. Twice per battle.
Ranks. Rank 2 is 80% chance to Burn. Rank 3 is upon infliction target loses a 3d4 worth of will power.
FREEZE
You unleash a torrent of cold at your foe to encase them in ice and slow down their movements.
Type. Utility
Activate. Bonus Action
Effect. As a bonus action you have a 70% chance to inflict the Freeze status on your target. The max chance to inflict with any effect is 95%.
Cost. 5 Reshi
Limit. Twice per battle.
Ranks. Rank 2 is 80% chance to Freeze. Rank 3 is upon infliction the target takes 2 stacks of Freeze.
You unleash a torrent of cold at your foe to encase them in ice and slow down their movements.
Type. Utility
Activate. Bonus Action
Effect. As a bonus action you have a 70% chance to inflict the Freeze status on your target. The max chance to inflict with any effect is 95%.
Cost. 5 Reshi
Limit. Twice per battle.
Ranks. Rank 2 is 80% chance to Freeze. Rank 3 is upon infliction the target takes 2 stacks of Freeze.
CUSHIONED RETURN
You use coercion to try and distract your enemy
Type. Utility
Activate. Bonus Action
Prerequisite. Requires Sixth Sense.
Effect. As a bonus action you have a 60% chance to inflict the special Confused status on your target. Confused targets have one of their Standard Actions reduced to a Bonus Action for the duration. The max chance to inflict with any effect is 95%.
Duration. 1 turn
Cost. 10 Reshi
Limit. Twice per battle.
Ranks. Rank 2 is 70% chance to inflict Confuse. Rank 3 tech costs 5 Reshi
Learn. After learning this tech, Psychic Powers no longer takes a slot.
You use coercion to try and distract your enemy
Type. Utility
Activate. Bonus Action
Prerequisite. Requires Sixth Sense.
Effect. As a bonus action you have a 60% chance to inflict the special Confused status on your target. Confused targets have one of their Standard Actions reduced to a Bonus Action for the duration. The max chance to inflict with any effect is 95%.
Duration. 1 turn
Cost. 10 Reshi
Limit. Twice per battle.
Ranks. Rank 2 is 70% chance to inflict Confuse. Rank 3 tech costs 5 Reshi
Learn. After learning this tech, Psychic Powers no longer takes a slot.
MATERIALIZATION
You summon an item previously hidden by an invisible veil.
Type. Utility
Activate. Bonus Action
Prerequisite. Requires an Reiryoku Control skill of 30.
Effect. As a bonus action add an item that goes into a gear slot for the duration. It replaces an item currently in the slot if it's occupied. Cannot summon artifacts.
Duration. Until battle end. Summoned item disappears afterward and the original item in its spot is returned.
Cost. 20 Reshi. Cost reduced by 5 Reshi if you own the item and it's in your inventory.
Limit. Once per battle.
Ranks. Rank 2 tech costs 15 Reshi. Rank 3 tech costs 10 Reshi.
You summon an item previously hidden by an invisible veil.
Type. Utility
Activate. Bonus Action
Prerequisite. Requires an Reiryoku Control skill of 30.
Effect. As a bonus action add an item that goes into a gear slot for the duration. It replaces an item currently in the slot if it's occupied. Cannot summon artifacts.
Duration. Until battle end. Summoned item disappears afterward and the original item in its spot is returned.
Cost. 20 Reshi. Cost reduced by 5 Reshi if you own the item and it's in your inventory.
Limit. Once per battle.
Ranks. Rank 2 tech costs 15 Reshi. Rank 3 tech costs 10 Reshi.
STANDING OVATION
A kido spell which forms boxes around specific parts of an opponent’s body. The boxes eventually solidify, resulting in immense pain or severance of the body part.
Type. Utility
Prerequisite. Requires 25 Kido.
Activate. Bonus Action
Effect. As a bonus action you have a 70% chance to inflict the Cripple status on your target. The max chance to inflict with any effect is 95%.
Cost. 5 Reshi.
Limit. Twice per battle.
Ranks. Rank 2 is 80% chance to Cripple. Rank 3 also inflicts stack of special status effect Agony. Agony drains for 3 Reshi per turn and lasts until target is no longer Crippled.
Learn.
A kido spell which forms boxes around specific parts of an opponent’s body. The boxes eventually solidify, resulting in immense pain or severance of the body part.
Type. Utility
Prerequisite. Requires 25 Kido.
Activate. Bonus Action
Effect. As a bonus action you have a 70% chance to inflict the Cripple status on your target. The max chance to inflict with any effect is 95%.
Cost. 5 Reshi.
Limit. Twice per battle.
Ranks. Rank 2 is 80% chance to Cripple. Rank 3 also inflicts stack of special status effect Agony. Agony drains for 3 Reshi per turn and lasts until target is no longer Crippled.
Learn.
KAIDO
The art of healing via Kido using either your Reiatsu or their own reiatsu.
Type. Utility
Activate. At-Will
Prerequisite. Must have a Kido of 20
Effect. As an at-will action you restore 15 HP to self or a comrade.
Cost. 10 Reshi (User may use injured ally’s Reshi with permission)
Limit. Once per target.
Ranks. Rank 2 restores 20 HP. Rank 3 tech costs 5 Reshi.
The art of healing via Kido using either your Reiatsu or their own reiatsu.
Type. Utility
Activate. At-Will
Prerequisite. Must have a Kido of 20
Effect. As an at-will action you restore 15 HP to self or a comrade.
Cost. 10 Reshi (User may use injured ally’s Reshi with permission)
Limit. Once per target.
Ranks. Rank 2 restores 20 HP. Rank 3 tech costs 5 Reshi.
NOREN MEKURI
Reveal an ally who was previously hidden behind a magical veil.
Type. Utility
Prerequisite. Requires Materialization.
Action. Bonus Action to summon / At-will to order sidekick
Effect. As a bonus action you teleport a minion to your side to aide you. As an at-will action on your turn the minion can deal d6 direct damage to a target. If the minion rolls a 1 on the the d6 they run out of ki and can no longer deal damage. Alternatively, as an at-will action you can order your minion to sacrifice themselves and negate 5 damage from an attack that hits you. This removes them from the fight. Considered a Sidekick.
Cost. 20 Reshi
Limit. Once per battle (summoning.) One Sidekick active at a time.
Ranks. Rank 2 tech costs 15 Reshi and Rank 3 tech costs 10 Reshi.
Learn. After learning this tech, Materialization no longer takes a slot.
Reveal an ally who was previously hidden behind a magical veil.
Type. Utility
Prerequisite. Requires Materialization.
Action. Bonus Action to summon / At-will to order sidekick
Effect. As a bonus action you teleport a minion to your side to aide you. As an at-will action on your turn the minion can deal d6 direct damage to a target. If the minion rolls a 1 on the the d6 they run out of ki and can no longer deal damage. Alternatively, as an at-will action you can order your minion to sacrifice themselves and negate 5 damage from an attack that hits you. This removes them from the fight. Considered a Sidekick.
Cost. 20 Reshi
Limit. Once per battle (summoning.) One Sidekick active at a time.
Ranks. Rank 2 tech costs 15 Reshi and Rank 3 tech costs 10 Reshi.
Learn. After learning this tech, Materialization no longer takes a slot.
PARALYZE
You stun your target by flaring your Reiatsu or a precise pressure point attack.
Type. Utility
Activate. Bonus Action
Effect. As a bonus action you have a 70% chance to inflict the Stun status on your target. The max chance to inflict with any effect is 95%.
Cost. 5 Reshi
Limit. Twice per battle.
Ranks. Rank 2 is 80% chance to Stun. Rank 3 is upon infliction it deals a 3d4 worth of direct damage.
You stun your target by flaring your Reiatsu or a precise pressure point attack.
Type. Utility
Activate. Bonus Action
Effect. As a bonus action you have a 70% chance to inflict the Stun status on your target. The max chance to inflict with any effect is 95%.
Cost. 5 Reshi
Limit. Twice per battle.
Ranks. Rank 2 is 80% chance to Stun. Rank 3 is upon infliction it deals a 3d4 worth of direct damage.
POISON
You imbue your fists or weapon with a deadly poison.
Type. Utility
Action. Bonus Action
Effect. As a bonus action all Basic Attacks you use have a 50% chance to inflict the Poison status for the duration.
Duration. 3 turns.
Cost. 10 Reshi
Limit Once per battle.
Ranks. Rank 2 tech lasts 4 turns. Rank 3 tech lasts 5 turns.
You imbue your fists or weapon with a deadly poison.
Type. Utility
Action. Bonus Action
Effect. As a bonus action all Basic Attacks you use have a 50% chance to inflict the Poison status for the duration.
Duration. 3 turns.
Cost. 10 Reshi
Limit Once per battle.
Ranks. Rank 2 tech lasts 4 turns. Rank 3 tech lasts 5 turns.
SIXTH SENSE
Whether due to your extremely acute senses or a mutation of your Zanpakuto, you can sense the thoughts of others, as well as move objects without interacting with them.
Type. Utility
Activate. At-Will / Standard Action
Prerequisite. Requires a Reiryoku Control skill of 30 or be a Fullbringer.
Effect. As an at-will action you are able to communicate over vast distances using only your thoughts. Alternatively, as a standard action you can make a special Telekinetic Attack, which counts as a Basic Attack with an additional 5 accuracy. But, its damage tier is 2 ranks lower.
Ranks. Rank 2 the Telekinetic Attack damage tier now only 1 ranks lower. Rank 3 the Telekinetic Attack now adds 10 accuracy instead.
Whether due to your extremely acute senses or a mutation of your Zanpakuto, you can sense the thoughts of others, as well as move objects without interacting with them.
Type. Utility
Activate. At-Will / Standard Action
Prerequisite. Requires a Reiryoku Control skill of 30 or be a Fullbringer.
Effect. As an at-will action you are able to communicate over vast distances using only your thoughts. Alternatively, as a standard action you can make a special Telekinetic Attack, which counts as a Basic Attack with an additional 5 accuracy. But, its damage tier is 2 ranks lower.
Ranks. Rank 2 the Telekinetic Attack damage tier now only 1 ranks lower. Rank 3 the Telekinetic Attack now adds 10 accuracy instead.
HORIN
You form two large tendrils and can attempt to bind an enemy with them.
Type. Utility
Activate. Bonus Action
Prerequisite. Shinigami or 20 Kido
Effect. As a bonus action have a 70% chance to inflict the Immobilize status on your target. The max chance to inflict with any effect is 95%.
Cost. 5 Reshi.
Limit. Twice per battle.
Ranks. Rank 2 is 80% chance to Immobilize. Rank 3 upon infliction the target takes 2 stacks of Immobilize.
Learn. After learning this tech, Sixth Sense no longer takes a slot.
You form two large tendrils and can attempt to bind an enemy with them.
Type. Utility
Activate. Bonus Action
Prerequisite. Shinigami or 20 Kido
Effect. As a bonus action have a 70% chance to inflict the Immobilize status on your target. The max chance to inflict with any effect is 95%.
Cost. 5 Reshi.
Limit. Twice per battle.
Ranks. Rank 2 is 80% chance to Immobilize. Rank 3 upon infliction the target takes 2 stacks of Immobilize.
Learn. After learning this tech, Sixth Sense no longer takes a slot.
TANMA OTOSHI
You place your hand over an opponent’s face and emit a bright flash, blinding them.
Type. Utility
Activate. Bonus Action
Effect. As a bonus action you have a 60% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%.
Cost. 5 Reshi
Limit. Twice per battle.
Ranks. Rank 2 the target takes 2 stacks of Blind. Rank 3 is upon infliction it deals a 1d8 worth of direct damage.
You place your hand over an opponent’s face and emit a bright flash, blinding them.
Type. Utility
Activate. Bonus Action
Effect. As a bonus action you have a 60% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%.
Cost. 5 Reshi
Limit. Twice per battle.
Ranks. Rank 2 the target takes 2 stacks of Blind. Rank 3 is upon infliction it deals a 1d8 worth of direct damage.
INFINITE SLICK
You coat the enemy’s weapon in a strange viscous liquid, making it difficult to strike with.
Type. Utility
Activate. Bonus Action
Effects. As a Bonus Action, you may attempt to deal Slick at a 35% chance. Each stack of Slick reduces an enemy’s Accuracy by 10. Slick has no duration, it is permanent unless removed. Though Slick is treated as a Special Status effect, it can be affected by Techniques, Items, and Traits (Except Vitriol) as if a normal Status Effect.
Cost. 10 Reishi
Limits. Twice per battle
Ranks. Rank 2 reduces the cost to 5, Rank 3 allows 3 uses per battle.
You coat the enemy’s weapon in a strange viscous liquid, making it difficult to strike with.
Type. Utility
Activate. Bonus Action
Effects. As a Bonus Action, you may attempt to deal Slick at a 35% chance. Each stack of Slick reduces an enemy’s Accuracy by 10. Slick has no duration, it is permanent unless removed. Though Slick is treated as a Special Status effect, it can be affected by Techniques, Items, and Traits (Except Vitriol) as if a normal Status Effect.
Cost. 10 Reishi
Limits. Twice per battle
Ranks. Rank 2 reduces the cost to 5, Rank 3 allows 3 uses per battle.
BIDE
You strike at specific areas on an enemy to test out their vulnerabilities, eventually finding their weak spot and delivering a devastating blow.
Type. Utility
Activate. Bonus Action
Effect. When used, Count the number of successful enemy hits over the next two turns. After the initial two turns, as a free action the person who used Bide adds a number of damage die to one Basic Attack equal to the number of successful attacks done to them to a max of 4 additional Die.
Cost. 10 Reshi
Limit. 1 use
Ranks. Rank 2 Increase the amount of die from 4 to 5, Rank 3 allows for 2 uses a battle.
Creator. Jeremy Amari
You strike at specific areas on an enemy to test out their vulnerabilities, eventually finding their weak spot and delivering a devastating blow.
Type. Utility
Activate. Bonus Action
Effect. When used, Count the number of successful enemy hits over the next two turns. After the initial two turns, as a free action the person who used Bide adds a number of damage die to one Basic Attack equal to the number of successful attacks done to them to a max of 4 additional Die.
Cost. 10 Reshi
Limit. 1 use
Ranks. Rank 2 Increase the amount of die from 4 to 5, Rank 3 allows for 2 uses a battle.
Creator. Jeremy Amari
TEAM TECHS
Note: You gain access to these techniques so long as you're on a team with another player in the same battle. They do not take up a slot. Characters on the same side in an Event are considered on a team for purpose of using these techniques for duration of the event.
DISTRACT
You maneuver or feint, sacrificing your action to give an opening to an ally.
Type. Utility
Activate. At-Will
Effects. As an at-will action can transfer one of your standard actions to a comrade that goes in the turn order after you.
Cost. None.
Limit. Each team or group of allies shares a total of 3 uses per battle.
You maneuver or feint, sacrificing your action to give an opening to an ally.
Type. Utility
Activate. At-Will
Effects. As an at-will action can transfer one of your standard actions to a comrade that goes in the turn order after you.
Cost. None.
Limit. Each team or group of allies shares a total of 3 uses per battle.
HEAL
You channel your powers into a single powerful Kaido to heal as much as possible
Type. Utility
Prerequisite. Must know the technique Kaido rank 3
Activate. Standard Action
Effect. As a standard action you restore 30 HP to a target comrade.
Cost. 10 Reshi (Can use injured ally’s Reshi with permission)
Limit. Once per comrade. Counts as a use of Mend.
You channel your powers into a single powerful Kaido to heal as much as possible
Type. Utility
Prerequisite. Must know the technique Kaido rank 3
Activate. Standard Action
Effect. As a standard action you restore 30 HP to a target comrade.
Cost. 10 Reshi (Can use injured ally’s Reshi with permission)
Limit. Once per comrade. Counts as a use of Mend.
INTERCEPT
You rush to the aid of your ally, jumping in front of an attack that targets them.
Type. Defense
Activate. Bonus Action - Reactive
Effects. As a Bonus Action you can take an attack intended for a comrade. It must beat your defense to hurt you. Cannot be used against area attacks.
Cost. None.
Limit Three uses per battle.
You rush to the aid of your ally, jumping in front of an attack that targets them.
Type. Defense
Activate. Bonus Action - Reactive
Effects. As a Bonus Action you can take an attack intended for a comrade. It must beat your defense to hurt you. Cannot be used against area attacks.
Cost. None.
Limit Three uses per battle.
SOUL TRANSFER
You funnel your own Reiryoku into another person, rejuvenating them and lending them some of your power.
Type. Utility
Activate. Bonus Action
Effects. As an Bonus Action you spend 10 Reshi to restore 25 Reshi back to a comrade.
Cost. 10 Reshi
Limit You can only receive 75 Reshi max from your allies via this tech.
You funnel your own Reiryoku into another person, rejuvenating them and lending them some of your power.
Type. Utility
Activate. Bonus Action
Effects. As an Bonus Action you spend 10 Reshi to restore 25 Reshi back to a comrade.
Cost. 10 Reshi
Limit You can only receive 75 Reshi max from your allies via this tech.