Post by Queen Habana on Oct 14, 2015 21:27:09 GMT
Currently there are a rather large amount of techniques that a lot of people know and that many will pick up simply because of how efficient they are, most of these techniques have very little variation to them outside of a bit of fluff, different names, slightly different visual appearances, all mostly just a bit of paint over the same thing.
The idea here is that this would serve as a list of 'ready to go' techniques; ones you can get so long as you use the description of the effect provided, you can just copy paste them when you to apply for them, as always you DO need to have the slots in order to learn them, and it is greatly appreciated if you list said slot at the time of applying.
Essentially; little to no time is wasted for player or staff on looking too hard into it. You can rename any of these techniques and add your own flair to them within reason as stated previously. (EG: Some might want a Power Weighted that is there character's skin shifting colors, others might want the stock 'GET SWOLE' style, regardless of either outcome the mechanics remain the same: its a +1 Offense -3 Defense!)
Special Techniques and other Master-Only non-special techniques will not be added to this list as they require permission to be learned.
Through a sudden burst of speed you leave behind a static image of yourself to distract your opponent, this technique allows you to completely dodge techniques beneath 100% of your PL. This technique uses 1 KP in KP Battles and cannot be charged.
Afterimage [SU2]
Through a sudden burst of speed you leave behind a image of yourself to distract your opponent this image can preform a basic set of chosen movements when created to make the distraction more believable, this technique allows you to completely dodge techniques beneath 200% of your PL . This technique uses 2 KP in KP Battles and cannot be charged.
Afterimage [SU3]
Through a sudden burst of speed you leave behind a controlled image of yourself to distract your opponent, you have complete control over it and the image is capable of preforming any feats you yourself are capable of, it cannot however actually harm an opponent, this technique allows you to completely dodge techniques beneath 300% of your PL. This technique uses 3 KP in KP Battles and cannot be charged.
Solar Flare [SU1]
A blast of light projected from the hands of the user to temporarily blind the opposition, plus any upset onlookers. Stuns for 1 round at 100% PL. Can disrupt a charging attack if the stun power level is within 80% of the opponent's attack's power level.
Solar Flare [SU2]
A blast of light projected from the hands of the user to temporarily blind the opposition, plus any upset onlookers. Stuns for 1 round at 200% PL. Can disrupt a charging attack if the stun power level is within 80% of the opponent's attack's power level.
Solar Flare [SU3]
A blast of light projected from the hands of the user to temporarily blind the opposition, plus any upset onlookers. Stuns for 1 round at 300% PL. Can disrupt a charging attack if the stun power level is within 80% of the opponent's attack's power level.
Power Weighted [UT]
By some means, usually via a significant increase in muscle mass, you increase your offensive power at the cost of your defenses, this results in an increase of your offensive pl by +x1 and a decrease of your defensive PL by -x3. You must have a transformation that provides at least +x3 defensive PL to use this technique. Using Power Weighted costs 0 KP in a KP Battle
Energy Sensing [UT]
Via some method you are capable of feeling the natural energy of living beings, you have an understanding of the power level of other non-android warriors and can feel the power of the attacks they are using compared to your own. This technique is Passive not requiring activation and uses 0 KP in a KP Battle, Energy Sensing does not work on Androids.
Energy Suppression [UT1]
You are capable of suppressing your power in order to better hide yourself from the gaze of those with Energy Sensing or those utilizing a Scouter, so long as you are not making use of powerful techniques(anything that would consume KP in a KP Battle) you can lower your ki signature to surprise your foes with your real power, or attempt to hide your energy at ambient planetary levels. This technique uses 0 KP in a KP Battle
Energy Setting [UT2]
You are capable of setting your power to a lower level to not only hide yourself, but also effectively fight while at this level, meaning you can make use of powerful techniques (anything that would consume KP in a KP Battle). This is great for people who want to train weaker fighters.
Energy Intimidation [UT3]
You are able to take the energy control a step further by temporarily increasing your power level by half! Though, this is simply a bluff, and you cannot use techniques with your new power - it only lasts a turn.
Telepathy [UT1]
The basic form of Telepathy allows the user to communicate with those they are familiar with across the planet they are currently on via mental transmission, this can be blocked out by those who do not want to hear the user if the effort to block them out is put forth. This technique uses 0 KP in a KP Battle
Telepathy [UT2]
The limits on the range of your telepathy are significantly lessened allowing you to communicate with anyone you are familiar with on the same plane of existence as yourself (Living World, Otherworld, Demon Realm(?)) This technique uses 0 KP in a KP Battle
Telepathy [UT3]
Your command of this mental power is now at it's peak, there is no amount of range that can hinder your telepathy as it passes through entire planes of existence to deliver your messages.Long distance charges may apply This technique uses 0 KP in a KP Battle (Restricted to special roles)
Flight [UT]
You have a method of taking to the sky allowing you to take your fights to even greater heights!Seewutididthere?
Multi-Form [UT1]
Through this technique you can create a copy of yourself dividing your power evenly between yourself and the copy
Multi-Form [UT2]
Like the base Multi-Form technique you can create a copy of yourself, however now you can produce two copies of yourself dividing your power evenly(33% each)
Multi-Form [UT3]
Like the base Multi-Form technique you can create a copy of yourself, however now you can produce three copies of yourself dividing your power evenly(25% each)
Atmos [UT]
Prerequisite: 'Super Saiyan' Tier transformation
Utilizing your incredible power you provide yourself with enough oxygen to survive two days in the depths of space or any other oxygen deprived location, external stress such as combat can decrease this time significantly. This technique is passive and uses 0 KP in a KP Battle. (This transformation requires the SSJ-tier transformation to obtain)
Four-Witches Technique [UT1]
Through some method you are capable of producing two additional arms(or arm-like appendages!) that sprout from your back, these limbs provide no extra power in and of themselves but to provide you with extra fists to punch your opponent and extra hands for grappling AND punching. This technique uses 0 KP in a KP Battle
Six-Witches Technique [UT2]
Through some method you are capable of producing four additional arms(or arm-like appendages!) that sprout from your back, these limbs provide no extra power in and of themselves but to provide you with extra fists to punch your opponent and extra hands for grappling AND punching. This technique uses 0 KP in a KP Battle
Tail Training [UT]
Prerequisite: Saiyan with a Tail, 10,000 Power Level
Through harsh training or sheer willpower you have overcome a Saiyans greatest weakness, your tail is no longer a danger to you in battle. This technique is passive and uses 0 KP in a KP Battle.
Oozaru Mastery [UT1]
Prerequisite: Saiyan with a Tail, Tail Training
Through harsh training or sheer willpower you have learned to control your inner beast, you now maintain full control of yourself while transformed into an Oozaru! This technique is passive and uses 0 KP in a KP Battle.
Super Oozaru Training [UT2]
Prerequisite: Saiyan with a tail, Mastered Super Saiyan
Through training you have obtained the ability to enter the super saiyan state while in the form of the mighty Oozaru, while you once maintained control of the beast the massive increase in power has returned your Oozaru form to its wild state requiring additional training to maintain a clear mind while utilizing the terrifying power to its full effect. This technique is passive and uses 0 KP in a KP Battle.
Super Oozaru Mastery [UT3]
Prerequisite: Saiyan with a tail, Mastered Super Saiyan, Super Oozaru Training
Through harsh training or sheer willpower you have mastered control over yourself during a Super Oozaru transformation allowing you to utilize this power with a clear mind! This technique is passive and uses 0 KP in a KP Battle.
The idea here is that this would serve as a list of 'ready to go' techniques; ones you can get so long as you use the description of the effect provided, you can just copy paste them when you to apply for them, as always you DO need to have the slots in order to learn them, and it is greatly appreciated if you list said slot at the time of applying.
Essentially; little to no time is wasted for player or staff on looking too hard into it. You can rename any of these techniques and add your own flair to them within reason as stated previously. (EG: Some might want a Power Weighted that is there character's skin shifting colors, others might want the stock 'GET SWOLE' style, regardless of either outcome the mechanics remain the same: its a +1 Offense -3 Defense!)
Special Techniques and other Master-Only non-special techniques will not be added to this list as they require permission to be learned.
The List
Support
Afterimage [SU1]Support
Through a sudden burst of speed you leave behind a static image of yourself to distract your opponent, this technique allows you to completely dodge techniques beneath 100% of your PL. This technique uses 1 KP in KP Battles and cannot be charged.
Afterimage [SU2]
Through a sudden burst of speed you leave behind a image of yourself to distract your opponent this image can preform a basic set of chosen movements when created to make the distraction more believable, this technique allows you to completely dodge techniques beneath 200% of your PL . This technique uses 2 KP in KP Battles and cannot be charged.
Afterimage [SU3]
Through a sudden burst of speed you leave behind a controlled image of yourself to distract your opponent, you have complete control over it and the image is capable of preforming any feats you yourself are capable of, it cannot however actually harm an opponent, this technique allows you to completely dodge techniques beneath 300% of your PL. This technique uses 3 KP in KP Battles and cannot be charged.
Solar Flare [SU1]
A blast of light projected from the hands of the user to temporarily blind the opposition, plus any upset onlookers. Stuns for 1 round at 100% PL. Can disrupt a charging attack if the stun power level is within 80% of the opponent's attack's power level.
Solar Flare [SU2]
A blast of light projected from the hands of the user to temporarily blind the opposition, plus any upset onlookers. Stuns for 1 round at 200% PL. Can disrupt a charging attack if the stun power level is within 80% of the opponent's attack's power level.
Solar Flare [SU3]
A blast of light projected from the hands of the user to temporarily blind the opposition, plus any upset onlookers. Stuns for 1 round at 300% PL. Can disrupt a charging attack if the stun power level is within 80% of the opponent's attack's power level.
Utility
Power Weighted [UT]
By some means, usually via a significant increase in muscle mass, you increase your offensive power at the cost of your defenses, this results in an increase of your offensive pl by +x1 and a decrease of your defensive PL by -x3. You must have a transformation that provides at least +x3 defensive PL to use this technique. Using Power Weighted costs 0 KP in a KP Battle
Energy Sensing [UT]
Via some method you are capable of feeling the natural energy of living beings, you have an understanding of the power level of other non-android warriors and can feel the power of the attacks they are using compared to your own. This technique is Passive not requiring activation and uses 0 KP in a KP Battle, Energy Sensing does not work on Androids.
Energy Suppression [UT1]
You are capable of suppressing your power in order to better hide yourself from the gaze of those with Energy Sensing or those utilizing a Scouter, so long as you are not making use of powerful techniques(anything that would consume KP in a KP Battle) you can lower your ki signature to surprise your foes with your real power, or attempt to hide your energy at ambient planetary levels. This technique uses 0 KP in a KP Battle
Energy Setting [UT2]
You are capable of setting your power to a lower level to not only hide yourself, but also effectively fight while at this level, meaning you can make use of powerful techniques (anything that would consume KP in a KP Battle). This is great for people who want to train weaker fighters.
Energy Intimidation [UT3]
You are able to take the energy control a step further by temporarily increasing your power level by half! Though, this is simply a bluff, and you cannot use techniques with your new power - it only lasts a turn.
Telepathy [UT1]
The basic form of Telepathy allows the user to communicate with those they are familiar with across the planet they are currently on via mental transmission, this can be blocked out by those who do not want to hear the user if the effort to block them out is put forth. This technique uses 0 KP in a KP Battle
Telepathy [UT2]
The limits on the range of your telepathy are significantly lessened allowing you to communicate with anyone you are familiar with on the same plane of existence as yourself (Living World, Otherworld, Demon Realm(?)) This technique uses 0 KP in a KP Battle
Telepathy [UT3]
Your command of this mental power is now at it's peak, there is no amount of range that can hinder your telepathy as it passes through entire planes of existence to deliver your messages.
Flight [UT]
You have a method of taking to the sky allowing you to take your fights to even greater heights!
Multi-Form [UT1]
Through this technique you can create a copy of yourself dividing your power evenly between yourself and the copy
Multi-Form [UT2]
Like the base Multi-Form technique you can create a copy of yourself, however now you can produce two copies of yourself dividing your power evenly(33% each)
Multi-Form [UT3]
Like the base Multi-Form technique you can create a copy of yourself, however now you can produce three copies of yourself dividing your power evenly(25% each)
Atmos [UT]
Prerequisite: 'Super Saiyan' Tier transformation
Utilizing your incredible power you provide yourself with enough oxygen to survive two days in the depths of space or any other oxygen deprived location, external stress such as combat can decrease this time significantly. This technique is passive and uses 0 KP in a KP Battle. (This transformation requires the SSJ-tier transformation to obtain)
Four-Witches Technique [UT1]
Through some method you are capable of producing two additional arms(or arm-like appendages!) that sprout from your back, these limbs provide no extra power in and of themselves but to provide you with extra fists to punch your opponent and extra hands for grappling AND punching. This technique uses 0 KP in a KP Battle
Six-Witches Technique [UT2]
Through some method you are capable of producing four additional arms(or arm-like appendages!) that sprout from your back, these limbs provide no extra power in and of themselves but to provide you with extra fists to punch your opponent and extra hands for grappling AND punching. This technique uses 0 KP in a KP Battle
Tail Training [UT]
Prerequisite: Saiyan with a Tail, 10,000 Power Level
Through harsh training or sheer willpower you have overcome a Saiyans greatest weakness, your tail is no longer a danger to you in battle. This technique is passive and uses 0 KP in a KP Battle.
Oozaru Mastery [UT1]
Prerequisite: Saiyan with a Tail, Tail Training
Through harsh training or sheer willpower you have learned to control your inner beast, you now maintain full control of yourself while transformed into an Oozaru! This technique is passive and uses 0 KP in a KP Battle.
Super Oozaru Training [UT2]
Prerequisite: Saiyan with a tail, Mastered Super Saiyan
Through training you have obtained the ability to enter the super saiyan state while in the form of the mighty Oozaru, while you once maintained control of the beast the massive increase in power has returned your Oozaru form to its wild state requiring additional training to maintain a clear mind while utilizing the terrifying power to its full effect. This technique is passive and uses 0 KP in a KP Battle.
Super Oozaru Mastery [UT3]
Prerequisite: Saiyan with a tail, Mastered Super Saiyan, Super Oozaru Training
Through harsh training or sheer willpower you have mastered control over yourself during a Super Oozaru transformation allowing you to utilize this power with a clear mind! This technique is passive and uses 0 KP in a KP Battle.