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Post by Chai on Feb 20, 2017 14:53:19 GMT
HORN UPPER ATTACK TREE (48k SLOT) [N1] Horn Upper: Chai lowers his form and head before rushing an opponent, using his curled, yet sharp horns to attack an opponent in this ramming rush attack. After striking them with this headbutt, the goat zoan hops back to regain distance. Deals 33% of Chai's PL, and can be charged up to five times consecutively! Costs 1 KP.
(52K SLOT) [V2] Spiral Horn: The upgraded form of the Horn Upper. Chai once again lowers his body and rams his opponent with his horns, which now let off a soft glow- as they are now infused with ki. However, this time around, the goat locks the foe into the grasp of his horns one way or another, whether it be catching their clothing or an entire body part in the grasp of his horns. Now, the goat flicks his head back at a high speed, and tosses his foe into a nearby object. With the toss and sharper ki horns, a PIERCING effect is added to the attack. This negates half a barrier's power level! The Spiral Horn can be charged up to five times at intervals of 33%. Costs 2 KP.
(56K SLOT) [UV3] Horn Suplex: The tertiary and strongest form of the Horn Upper and Spiral Horn. After ramming his foe with horns conducting even more flaring ki with a brilliant rainbow glow, Chai snags the opponent into the grasp of his sharp horns one way or another once more. Instead of tossing them to the side, he curls his form backwards to suplex them right into the ground! With the toss and sharper ki horns, a PIERCING effect is added to the attack. This negates half a barrier's power level! The Spiral Horn can be charged up to five times at intervals of 66%. Costs 2 KP.
RADIATION RAY ATTACK TREE (60K SLOT) [N1] Radiation Ray: Chai conjures up a violently flaring ball of Ki in his hands. It appears small, but any amount of charged Ki within reason can be added and compressed to this small ball. After charging it for however long he wants, Chai throws the ball high into the sky. In the air, it disperses and crackles downwards in the form of a lightning bolt! Striking the foe from above, the attack will quickly disperse harmlessly it misses or hits. Charges at intervals of 33% up to five times! Costs 1 KP.
(64k SLOT) [V2] Magnetic Irradiation: The secondary, upgraded form of the Radiation Ray. As usual, Chai charges a compressed ball of Ki in his hands. After charging it for however long he likes, he throws the ball up, and it strikes down as a lightning bolt, as per usual. However, this time around, the bolt has enough charged energy to sport radiation. It DAMAGES OVER TIME, although it is initially weaker than the Radiation Ray. Charges at intervals of 11% up to five times! The attack deals 11% damage for three turns, should it hit initially. Costs 2 KP.
(68K SLOT) [UV3] Gamma Bolt: The final form of the Radiation Ray and the Magnetic Irradiation. Throwing a compressed ball of ki into the air which disperses into a radiation-fueled lightning bolt like the previous two forms, Chai adds even more energy to the ball this time around. The lightning bolt is much larger and faster, packed with even more harmful radiation. This attack DAMAGES OVER TIME, although it is initially weaker than the Radiation Ray. Charges at intervals of 22% up to five times! The attack deals 22% damage for three turns, should it hit initially. Costs 3 KP.
SPECTRUM SHIELD ATTACK TREE (72K SLOT) [MP3] Spectral Security: The tertiary, upgraded form of the Spectrum Shield and Polychromatic Protection. The shield flickers and shifts into the shape of a star. It is much larger than it's predecessor, and can be formed to create a large wall or smaller spherical dome of protection that can protect multiple people or a place. It charges at 100% intervals, and can be charged five times, and halves all bleedthrough damage should it be broken. Costs 3 KP!
FORCE PALM ATTACK TREE (76K SLOT) [SU3] Pivot Point: The upgraded form of the Force Palm and Pressure Point. Chai puts both of his hands forward towards an oncoming attack. Instead of merely dodging or reflecting it, the Zoan parts an oncoming ki attack around his body, or just bluntly stops a punch or kick. This doesn't fully stop giant beam attacks, as Chai just lets them go around him instead of hitting him. If he wants to fully stop an attack or protect more than one person, he will have to use his trusty barrier technique. Diverts attacks up to 300% of Chai's PL. Cannot be charged.
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Post by Tomoyo on Feb 20, 2017 19:33:29 GMT
(5k Slot) Technique Name: [UP2] Super Overdrive Fist
> Wiki N/A
Description: The upgraded version of Tomoyo's signature attack! Charging his ki and focusing it onto his fist, Tomoyo fires outward an explosive burst of red energy around his hand upon striking. The resulting impact detonates on contact with the opponent, sending a wave of Tomo's own ki rippling through their body at the point of impact. Can also be used in a way that instead fires out an extended Ki manifestation of his fist from his arm in a straight line. Charges at 66% per turn.
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Post by Rafar on Feb 20, 2017 23:01:49 GMT
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.
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Post by Cipher 24 on Feb 22, 2017 14:36:07 GMT
Technique Name: [UT] Ki Suppresion > Wiki N/A Description: Basic control over one's ki would allow one to be able to suppress the amount of energy their body gives off, therefore making their power seem lower than what it actually is. Technique Name: [N1] Neuroshock Strike > Wiki N/A Description: An interesting technique of Cipher's design. Cipher starts by striking the opponent, the blow placing a 'ki charge' of sorts within the target's body. Cipher then follows up by a second blow in another location on the target's body. The ki charge moves through the target's body to the location of the second strike, damaging the target's internals before dissipating. Technique Name: [UP2] Neuroshock Combo > Wiki N/A Description: An upgraded form of Neuroshock Strike. Instead of two punches though, Cipher unleashes a combo of ten punches, sending the ki charge in the target bouncing all through the target's internals. Technique Name: [MP3] Neuroshock Barrage > Wiki N/A Description: The most powerful form of Neuroshock Combo. The combo of punches has been extended to 20 strikes. Not only this, but on the final blow, the ki charge in the target bursts in concussive force, instead of simply dissipating. Technique Name: [SU1] Ki Transfer > Wiki dragonball.wikia.com/wiki/Ki_TransferDescription: With some control over his own ki, Cipher is able to transfer 1 KP of energy over to another, replenishing their own energy. Only 1 KP can be transferred at a time, and cannot restore them over 3 KP.
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Post by Tabu on Feb 23, 2017 1:21:40 GMT
Swapping this:
Afterimage [SU1]
Through a sudden burst of speed Tabu leaves behind a static image of himself to distract his opponent, this technique allows him to completely dodge techniques beneath 100% of his PL. This technique uses 1 KP in KP Battles and cannot be charged.
for this:
[UP2] Colo Wave- Tabu gathers a large amount of ki and unleashes a wave of purple energy from his mouth, 66% pl damage
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Post by Helix Crust on Feb 23, 2017 1:54:45 GMT
[UT] Beggars Garb By disguising himself in old rags, shriveling his body with namekian stretching, and suppressing his ki energy to near negligibility, Helix presents himself as an old beggar and asks an individual for spare charge in order to test their character. A gimmick he picked up from his father, Lord Tuner. (Ki Disguise)
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Bing Gan
Administrator
PL: 374,871
Enlightenment (x16P), S. Ascension (x23)
Zeni: 13,528
Tag: @bingg
OOC Name: Bing/Biggums/TruetoCaesar
Posts: 3,722
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Post by Bing Gan on Feb 24, 2017 1:44:22 GMT
Chai Approved. Tomoyo Approved. Rafar Approved. Cipher 24 All approved except Ki Transfer, as we're still discussing how it'll work. Tabu tech replacement approved. Helix Crust didn't I approve this already???
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Shemha
Moderator
PL: 396,617
Super Majin (x31/35)
Zeni: 52,398
Tag: @shemha
Posts: 1,044
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Post by Shemha on Feb 24, 2017 13:05:38 GMT
Requesting to learn these techniques post Walker absorption.
[UT1-UT2] Telepathy:After absorbing Walker, Shemha has gained access to an array of his techniques, telepathy being one of them. 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. This technique uses 0 KP in a KP Battle.
[UT1] Multiform;Another technique Shemha gained from her absorption of Walker. Through this technique you can create a copy of yourself dividing your power evenly between yourself and the copy. [UT2] Multiform: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). [UT3] MultiformLike 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).
Also asking to reflavor these techniques:
Original Techs: Magic Flare [SU1]Learning to harness the magic within her Shemha is able to release a blast of multi-colored light from her hands 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.(flavored Solar Flare)
Magic Flare [SU2]Learning to harness the magic within her Shemha is able to release a blast of multi-colored light from her hands 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.(Flavored Solar Flare)
Magic Flare [SU3]Learning to harness the magic within her Shemha is able to release a blast of multi-colored light from her hands 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.(Flavored Solar Flare)
Being Switched to: Solar Flare [SU1]-[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 100%-300% PL. Can disrupt a charging attack if the stun power level is within 80% of the opponent's attack power level.
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Post by Deleted on Feb 24, 2017 13:57:36 GMT
Dragon Throw (MP3 Tier Technique)- Denim may grab someone by their appendage and swing them around in a circle by it before launching them far away. This technique does 100% of Denim's maximum power level. (Damage Applied- 100% of Power Level)
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Post by Wyntre Cold on Feb 25, 2017 0:33:24 GMT
Technique Name: [N1–MP3] Ki Saucer > Wiki dragonball.wikia.com/wiki/Death_SaucerDescription: A Ki attack in which the wielder creates a saucer of red ki above them of concentrated ki. This can then be thrown, dealing 33%/66%/100% of the wielder's Power Level to whoever it hits upon hitting them (and not a moment before or after). - Technique Name: [UV3] Utsushi Tsuiseki Kienzan > Wiki dragonball.wikia.com/wiki/Death_SaucerDescription: An attempt to imitate the power of her friend Zexama's kienzan. It is an offshoot of the Ki Saucer technique and deals 66% of Wyntre's Power Level in damage when hit. In her learnings of the way the kienzan works, she has made it Piercing, allowing it to ignore half of a barrier's Power Level. - Technique Name: [UV3] Death Saucer > Wiki dragonball.wikia.com/wiki/Death_SaucerDescription: A return to the death-related technique names. This technique does 66% of its users Power Level and is Homing, meaning that it'll follow its target even if it dodges. A warning, though: Wyntre can steer this thing pretty well. - Technique Name: [MP3] Double Ki Saucer > Wiki dragonball.wikia.com/wiki/Death_SaucerDescription: The same as the 100% Ki Saucer, except its power level is split between two saucers instead of one. - Technique Name: [UV3] Reflecting Psychic Barrier > Wiki dragonball.wikia.com/wiki/Energy_ShieldDescription: This variant of the psychic barrier technique defends against attacks with 66% of its creator's PL. However, it is also Damaging, meaning that the power of the shield minus the power of attacks sent to it is sent back to the sender of the attack. Standard shield rules apply. - Technique Name: [UV3] Sustained Psychic Barrier > Wiki dragonball.wikia.com/wiki/Energy_ShieldDescription: This variant of the psychic barrier technique defends against attacks with 66% of its creator's PL. However, it is also Sustained, meaning that it will stay around for three posts or until it is overpowered.
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Post by Vennel on Feb 25, 2017 1:55:38 GMT
Atmos [UT] Prerequisite: 'Super Saiyan' Tier transformation Description: 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)
And this one will probably will get rejected, but I figure it's worth a shot.
Technique Name: [SU3] Mastered Ki Control (takes the place of the SU3 for flaring ki in the ki control line for vennel)
> Wiki I can't find any wiki link, but for reference, this is adapted from the Ki Charge techniques in Dragon Ball Fusions.
Description: At the cost of one ki point to use this support skill, the user gains two ki points. This ability can only be used if the user was not the target of an offensive skill, and has not used any ki during this turn. This can not be used to exceed the 3 KP limit.
Technique Name: [UT1] Underdog Potential
> Wiki Again, can't find this one, but I feel like this should be easy to explain.
Description: When ever the user is outnumbered, (Alone, and fighting two or more enemies) the user gets an additional KP added to their combat pool, totally 4. No amount of enemies can ever raise this limit further. To use this ability, unlike most UT skills, the user must expend 3 Ki. If at any time the odds change, and the user is no longer fighting by themselves, then the effects of this ability are null and void.
Technique Name: [UT2] Eternal Underdog
> Wiki Again, can't find this one, but I feel like this should be easy to explain.
Description: When ever the user is outnumbered, (Alone, and fighting three or more enemies) the user gets an additional KP added to their combat pool, totally 4. No amount of enemies can ever raise this limit further. To use this ability, unlike most UT skills, the user must expend 2 Ki. If at any time the odds change, and the user is no longer fighting by themselves, then the effects of this ability are null and void.
Technique Name: [UT3] Queen of the Underdogs
> Wiki Again, can't find this one, but I feel like this should be easy to explain.
Description: When ever the user is outnumbered, (Alone, and fighting three or more enemies) the user gets an additional KP added to their combat pool, totally 5. No amount of enemies can ever raise this limit further. To use this ability, unlike most UT skills, the user must expend 3 Ki. If at any time the odds change, and the user is no longer fighting by themselves, then the effects of this ability are null and void.
(Edited since first posting, the next three skills may seem like the numbers scale differently, and I felt it was better to balance them alone, than by just them being a skill progression. If any of these skills may be passable, but need some work, please PM me, so as to not bog down this thread. I mostly thought of the last three because without an underdog bonus, it seems the meta is to have as many NPCs with you, and fight with allies and never alone. And while teaming up should always be an option, it feels like such a death sentence when it should be possible to win still, not just automatically a loss)
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Post by Helix Crust on Feb 26, 2017 19:37:44 GMT
Probably will get rejected, but I figure it's worth a shot. Technique Name: [SU1] Taking a Breather > Wiki I can't find any wiki link, but for reference, this is adapted from the Ki Charge techniques in Dragon Ball Fusions. Description: At the cost of 1 ki point to use this support skill, the user gains two ki points. This technique in essence, is taking a break from the fight, or choosing to focus purely on recovering energy, rather than fighting and expending any. So that means the user can not use or charge any skill that requires KP. Regaining 1 KP for doing nothing already happens when u dont use a tech.
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Post by Tomoyo on Feb 27, 2017 5:07:52 GMT
(10k Slot)Technique Name: [MP3] Raging Fist Overdrive > Wiki (Similar to DFAttack: dragonball.wikia.com/wiki/Dragon_Fist#Appearances_in_games ) Description: The ultimate evolution of Tomoyo's signature attack, the Overdrive Fist! Charging his ki into his form, Tomoyo's are fully engulfed in a scarlet red aura before he bears down on his opponent, both of his appendages charged with an overbearing aura as his strikes blend together, weaving the faint outline. Each blow landed on his opponent will cause major damage as Tomo's explosive red aura splays through their body before rippling out through the other end entirely! Additionally, Tomoyo is able to now fire out multiple projections of his punches in the form of a long distance attack, each explosively charged scarlet fist able to bear down on that foe with hypersonic speed. Charges at 100% per turn. (15k Slot)Technique Name: [UV2] Bamboo Slicing Strike (Piercing)> Wiki N/A Description: A variation of Tomoyo's Overdrive fist that he learned and adapted from a technique from his friend at the time, Tulip. Charging up an immense load of ki within his hand, Tomoyo is able to extend the energy outward in the form of a yellow blade of solid ki energy; the buzzing beam sword, though short, capable of slicing through solid bamboo shoots without any resistance... in practice. Since Tomo hasn't exactly gotten the move down pat... he tends to sometimes lose control of his ki and more often than not result in the blade dispersing into a tiny flurry of piercing blasts, but the effect remains mostly the same. Charges at 33% per turn, Ignores half of a Barrier's Power. (20k Slot)Technique Name: [UT1] Multiform! > Wiki dragonball.wikia.com/wiki/Multi-FormDescription: If you thought one Tomoyo was hard enough to deal with, well now you've got double the trouble. Powering up his energy until it's practically breaking free of him, Tomoyo's body and power is split into two identical beings! This art of channeling is ki, a fluke some might say due to his normal inability to even control a simple ki blade, allows Tomoyo to effectively become two people, albeit each with their own power levels at half of his own. Both versions can act independently of each other; however, should a Tomoyo be exhausted of energy, disengage the technique, or one is killed, he will automatically fade away with his full power returning to the remaining Tomo; the surviving one inheriting all of the sensations and memories that the fallen one had felt.
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Post by Friion on Feb 28, 2017 21:32:34 GMT
Apping one reflavor and a few new ones. Reflavor
[N1] Shiva's Dagger: Friion uses this technique by summoning a thin and sharp construct of ki shaped into a knife that he wields with one hand before hurling it at great velocity. This technique can pierce into and through enemies when charged enough, but if it doesn't cause serious damage it will explode against the enemy on impact instead, much like a Death Beam. After being thrown, the dagger leaves in its wake a purple trail of energy. Charges at 33%. He can also use the blade in close quarters, though it will discharge its energy and disappear after one strike. TO
Technique Name: [N1] Crazy Galaxy Darts > Wiki Death BulletDescription: By summoning energy to the tips of his fingers, Friion is capable of loosing quick bolts of focused energy at an opponent at high speed. The shots will either explode on contact when they meet energy above or near their own, or when charged to hone their destructive potential they are actually capable of piercing through an enemy. Charges at 33%. This technique is mostly used in a rapid fire attack, where the energy can be split between bolts.
New Techs Technique Name: [UP2] Crazy Galaxy Shots > Wiki Death BulletDescription: A direct power output upgrade to Galaxy Pellet, Galaxy Shot refines the energy summoned to become more compact resulting in a higher output. The shot flies faster, is a little bit larger, and is packed with more energy than the previous version. Charges at 66%. This is also typically a rapid-fire move with the energy output divided among the shots.
Technique Name: [N1] Shooting Star Bolt > Wiki dragonball.wikia.com/wiki/Shooting_Star_ArrowDescription: Shooting Star Bolt is an energy wave technique where Friion lifts one hand and charges an energy sphere to act as the ''barrel'' for a large energy wave to be fired at an opponent before pointing the sphere at them and letting loose. This technique charges at 33%. Technique Name: [UP2] Shooting Star Arrow > Wiki dragonball.wikia.com/wiki/Shooting_Star_ArrowDescription: In this upgraded version of Shooting Star Bolt, Friion's increased output of energy causes the basic-looking attack to change shape somewhat and give it a more characteristic appearance. The wave fired from the energy orb is now lined with small, sharp-looking ridges on either side much like the shape of an arrowhead. The wave travels faster and explodes with much more force, making it more deadly. Technique Name: [MP3] Shooting Star Arrow: Star Shattering Ballista > Wiki dragonball.wikia.com/wiki/Shooting_Star_ArrowDescription: Star Shattering Ballista is the ultimate destructive form of this tree, wherein the orb summoned is much larger as well as the wave that is fired from it. Friion's firing arm will crackle with bio-electricity during the charging and firing phases, and the wave itself is more sleekly decorated with larger arrowhead patterns. The energy wave in question spirals when fired, adding higher velocity and a drill-like impact to skyrocket this move's destructive potency. Being his signature move, Friion's Force training has of course left him with the burning inclination to make awesome poses before firing it. Technique Name: [SU2] Impede Time > Wiki Basically a Time Stop-flavored Afterimage. Description: An upgrade to Friion's ability to freeze time for only his well-being. Impede Time is a stronger version of Halt Time, expanding his mastery enough to afford a few more precious seconds to the time stopping effect. The energy woven within the field is also much more dense, causing the halt to happen quicker and stay for a few seconds longer. This in turn allows him to dodge attacks within 200% of his power. Technique Name: [SU3] Time Control > Wiki Same as above, but upgrading the variant that allows it to effect others. Description: Friion's grasp of the flow of time has peaked; at this stage, his zone of control is not only massive but much more finely tuned. Blanketing a huge area with his chi allows him to support allies while still giving himself coverage by allowing them to move within his zone of control, dodging attacks within 200% of Friion's power.
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Post by Contagion on Mar 1, 2017 12:06:24 GMT
30,000 Technique Name: Precognition [UT]
Description: Normally a gift of the Kanassan race it has been stolen by Contagion via the absorption and genocide of the Kanassan populace. It allows Contagion brief glimpses into the possible future, at it's current stage it is almost entirely uncontrolled only directly manifesting as a genuine 'benefit' in combat. Generally these visions are about as clear as they are brief making it difficult to actually act on them unless they are very specific)
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