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Post by Somatotrope on Apr 19, 2017 3:05:34 GMT
6k slot
Technique Name: [SU1] Scaredycat Shout
Description: The tension of the battle building up around Somatotrope finally got to him, causing to slightly panic a bit, especially as he could smell an enemy building up an attack that could damage him quite a lot. And, accidentally falling prey to his own instincts, Somatotrope lets out a Shout so loud and odd sounding that it STUNS the attacker, causing them to temporarily forget about their attack and thus stops them from building their attack any further.
12k slot
Technique Name: [N1] Pledge Smasher
Description: A veritable technique created through many training sessions with Daria, and one built on the premise of teamwork. Building strength within his fist, Soma would build energy with those around him who also possess this attack, though that may not apply at all times. Nonetheless, after amassing enough energy, Soma rushes his opponent (Hopefully with a couple other people for a teamwork attack) and aims a vicious punch aimed at the enemy. If the attack was successful, then Soma (And his group) would celebrate with a brief Victory Pose.
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Post by Tulip Waterfield on Apr 19, 2017 3:24:40 GMT
85k
[SU1] Hold That Thought! - Launching an orb that disrupts ki, the user is capable of stunning an opponent for one round and breaking a charge that is within 100% of the user's PL. Costs 1 KP to use.
90k
[/i][SU2] Thrown Resort - Throwing a knife that is supercharged for the sole purpose of disrupting ki, the user is capable of stunning an opponent for one round and breaking a charge that is within 200% of the the user's PL. Costs 2 KP to use.
95k
[SU3] Last Chance Cancel - Thrusting their ki outwards, the user creates a cage of ki that encircles a person and disrupts their opponent's ki before dispersing. Capable of stunning an opponent for round and breaking a charge that is within 300% of the user's PL. Costs 3 KP to use.
100k
[V2] Ki-Infused Flick - Focusing all of the ki of a Ki-Infused Strike into one finger, the user fires all of the super-charged energy into one point, with the intent pierce their opponent. Piercing variant, charges at 33% per round
105k
[UV3] Ultimate Precision Strike - Focusing all of the energy of a Super Ki-Infused Strike into exactly one point, the user stabs all of their ki-enhanced strength into one point with the intent to pierce. Piercing variant, charges at 66% per round
110k
[UP2] Super Silver Barrier - Focusing all of the user's ki into their body, the user creates a barrier to defend themselves against attacks. Charges at 66% per round
115k
[MP3] Ultimate Silver Barrier - Focusing every ounce of their energy into the sole purpose of surviving, the user erects the most powerful barrier they possibly can. Charges at 100% per round.
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Entirely Ed
Moderator
The Egg Has Risen
PL: Several Raging Hornet's Nests
Zeni: Some Honey Nut Cheerios
Shoki: Cicada Shells & Dreams
Tag: @ed
OOC Name: Ed
Posts: 310
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Post by Entirely Ed on Apr 19, 2017 3:55:53 GMT
Somatotrope ; Approved on both. Gosh darn adorable. Tulip Waterfield ; Ki-Infused Flick, Ultimate Precision Strike, Super Silver Barrier & Ultimate Silver Barrier Approved. Stuns are denied, the extra condition is too far.
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Post by Majin Kaza on Apr 21, 2017 17:14:22 GMT
Got nine slots, so let's go fill those in ye?
[UT1]Energy Suppression: You know this one. After a while of practicing, Kaza learned how to lower her own energy signature and suppress her own power, lowering it to levels where it won't be able to be sensed.
[UT2]Energy Setting: Further mastery and comfort in suppressing her own energy has made Kaza able to 'Set' her own power at a certain amount. She is able to fight comfortably at her set power, making this a good tool to train weaker fighters.
[SU1]Power Charging: Mastering control of her own energy, Kaza is able to charge her own power without having to commit it to a specific attack. This technique only applies to N1 techniques, and won't work with Specials.
[SU2]Super Power Charging: Mastering control of her own energy, Kaza is able to charge her own power without having to commit it to a specific attack. This technique only applies to UP2 or V2 techniques, and won't work with Specials.
[SU3]Max Power Charging: Mastering control of her own energy, Kaza is able to charge her own power without having to commit it to a specific attack. This technique only applies to MP3 or UV3 techniques, and won't work with Specials.
[UT1]Telepathy: After having her mind invaded by Alaistair on a near-constant basis, Kaza actually picked up how to telepathically contact others as a result. Kaza can now telepathically contact anyone she is familiar with on a planetary level, providing they don't actively block her out.
[N1]Energy Rebound: [Damaging Barrier] By manipulating her own energy, Kaza is able to stop an incoming attack, and redirect the remaining power it has back at the user as if she were reflecting it. Costs 1 KP and Charges at 33% a turn.
[UP2]Super Energy Rebound: [Damaging Barrier] By manipulating her own energy, Kaza is able to stop an incoming attack, and redirect the remaining power it has back at the user as if she were reflecting it. Costs 2 KP and Charges at 66% a turn.
[MP3]Mystical Energy Rebound: [Damaging Barrier] By manipulating her own energy, Kaza is able to stop an incoming attack, and redirect the remaining power it has back at the user as if she were reflecting it. Costs 3 KP and Charges at 100% a turn.
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Post by Articho Reville on Apr 24, 2017 6:29:06 GMT
220,000 Slot
Technique Name: [N1] Golden Spiral: Quick Spin Shot
> Wiki None
Description: A technique taught to him by his old master that utilizes a phenomenon known as the "Golden Spiral" to power the technique. Articho begins the technique by positioning his body in such a way that he forms what's called a "Golden Rectangle." The pose allows him to begin charging a small, yellow ball of concentrated energy in the palm of his hand that begins spiraling rapidly before he throws it at his opponent. Charges at 33% of his PL.
Applying for these in advance so I don't forget what I had for them
225,000 Slot
Technique Name: [UP2] Golden Spiral: Aureal Rotation Shot
> Wiki None
Description: By utilizing a different form of rotation than a simple spiral, Articho is able to increase the power of his Golden Spiral technique at the cost of more energy. By striking the same Golden Rectangle pose, Articho will charge a yellow ball in the palm of his hand before throwing it at the opponent. Charges at 66% of his PL.
230,000 Slot
Technique Name: [MP3] Golden Spiral: Infinite Rotation Shot
> Wiki None
Description: The most powerful Golden Spiral technique. Articho starts by striking the Golden Rectangle pose and charging the spiraling energy ball. However, upon reaching maximum spiral capability, Articho quickly dashes forward, adding the kinetic energy of his motion to the rotational energy of the energy ball, increasing the power of the attack when it's thrown. Charges at 100% of his PL.
235,000 Slot
Technique Name: [V2] Aureal Rotation Drill
> Wiki None
Description: By applying the same rotation in his Golden Spiral: Aureal Rotation Shot technique to his Mountain Hermit Drill, Articho is able to give the technique the ability to drill past barriers. Charges at 33% of his PL. Piercing Variant.
240,000 Slot
Technique Name: UV3] Infinite Rotation Drill
> Wiki None
Description: By applying the same rotation in his Golden Spiral: Infinite Rotation Shot technique to his Mountain Hermit Drill, Articho is able to maximize his attacks ability to break through barriers. Charges at 66% of his PL. Piercing Variant.
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Post by Vennel on Apr 24, 2017 23:13:23 GMT
[N1] Ki Barrier: Through some proper Ki Manipulation, you've gained the ability to summon a barrier made of Ki! It charges at 33% per turn, and if the Barrier is broken by a technique, any bleed-through damage is halved (IE: If a Ki Barrier had 2,000 PL, and was broken by a 3,000 PL attack, the bleed-through damage would be 500 PL instead of 1,000).
[UP2] Super Ki Barrier: Through some proper Ki Manipulation, you've gained the ability to summon a barrier made of Ki! It charges at 66% per turn, and if the Barrier is broken by a technique, any bleed-through damage is halved (IE: If a Ki Barrier had 2,000 PL, and was broken by a 3,000 PL attack, the bleed-through damage would be 500 PL instead of 1,000).
[MP3] Ultra Ki Barrier: Through some proper Ki Manipulation, you've gained the ability to summon a barrier made of Ki! It charges at 100% per turn, and if the Barrier is broken by a technique, any bleed-through damage is halved (IE: If a Ki Barrier had 2,000 PL, and was broken by a 3,000 PL attack, the bleed-through damage would be 500 PL instead of 1,000).
[UT] Mental Block: After dealing with Alaistair’s constant invasion of her mind, she’s learned to make her mind more difficult to read. Either by constantly running numbers in her head, or listing conquests in her pasts, to even just renaming the planets in the Saiyan Solar Empire, she can keep out unwanted invasions to her mind, making telepathy impossible, unless she wants someone to be able to do so.
[SU3] Your attack is really, really dumb: [Stun] Through the user's knowledge of ki control and identifying the resonating wavelengths by which people can feel each other's energy, the user can push their own energy out to interfere with the ki flow of others around them. As long as her ki reaches within 80% of the enemy's ki, it can disrupt or even stop the enemy's attack completely.
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Post by Pieter Wolfbane on Apr 25, 2017 19:10:34 GMT
(Stealing this from Vennel. ) Technique Name: [SU3] Mastered Ki Control (takes the place of the SU3 for flaring ki in the ki control line) > 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. Using this will end the turn of the user.Will also be applying for this with Alaistair , too!
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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 Apr 26, 2017 0:45:07 GMT
Majin Kaza All approved except for the Damaging Barriers. That type of Barrier is considered a Variant. Articho Reville this seems decidedly Not DBZ, and as such, is denied. Keep in mind this is not a crossover site; we have limits on what you can borrow from, and if you do borrow, you should try to make the reference less blatent. Vennel What?! "Ki Barrier"? That's technically an attack name! Oh how the mighty have fallen... Approved, but with disgust. Pieter Wolfbane That technique was retroactively denied recently. It's a bit too strong for the battle system in place. Sorry!
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Jala
Archived
3,067Z & HWs Xfer to Kluttz
PL: 54,991
Oozaru (x10)
Zeni: 0
Tag: @hitman
Posts: 280
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Post by Jala on Apr 26, 2017 4:01:36 GMT
I'll be applying tech's eeeeearly! ^w^. Be nice sempai!
At 24k PL!:
[N1] Ora Ora. After seeing a TV show, Jala copied the Main Character, yelling his iconic phrase as she punches this flurry of punches! It charges at 33%, at a max of 165%.
At 30k PL!:
[UP2] Ora Ora Ora...! Improving upon her original, Jala throws even faster punches at her enemies and she throws them so fast and hard, the ki she uses to empowers her punches, stretches out to hit her opponent from a foot away at max. This charges at 66%, at a max of 330%.
At 36k PL!:
[MP3] ORA ORA ORA ORA, ORAAA! Somehow, Jala exceeded normal limits and broke what was thought possible, she was able to improve the technique she thought she perfected! She throws a flurry of punches so fast, that it's hard to follow them, and hard enough to punch through mountains! Now the ki thrown from her punches extends up to 5 feet! She does this, all the while, screaming, "ORA!" This charges at 100%, at a max of 500%.
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Post by Articho Reville on Apr 26, 2017 5:09:14 GMT
220,000 Slot
Technique Name: [N1] Ball Breaker: Quick Spin Shot
> Wiki None
Description: A technique taught to him by his old master. He begins by striking a ridiculous pose while charging a small, yellow ball of concentrated energy in the palm of his hand that begins spiraling rapidly before he throws it at his opponent. Charges at 33% of his PL.
Applying for these in advance so I don't forget what I had for them
225,000 Slot
Technique Name: [UP2] Ball Breaker: Aureal Rotation Shot
> Wiki None
Description: By utilizing a different form of rotation than a simple spiral, Articho is able to increase the power of his Ball Breaker technique at the cost of more energy. By striking an equally ridiculous pose as the Ball Breaker technique, Articho will charge a yellow ball in the palm of his hand before throwing it at the opponent. Charges at 66% of his PL.
230,000 Slot
Technique Name: [MP3] Ball Breaker: Infinite Rotation Shot
> Wiki None
Description: The most powerful Ball Breaker technique. Articho starts by striking a pose and charging the spiraling energy ball. However, upon reaching maximum spiral capability, Articho quickly dashes forward, adding the kinetic energy of his motion to the rotational energy of the energy ball, increasing the power of the attack when it's thrown. Charges at 100% of his PL.
235,000 Slot
Technique Name: [V2] Aureal Rotation Drill
> Wiki None
Description: By applying the same rotation in his Ball Breaker: Aureal Rotation Shot technique to his Mountain Hermit Drill, Articho is able to give the technique the ability to drill past barriers. Charges at 33% of his PL. Piercing Variant.
240,000 Slot
Technique Name: UV3] Infinite Rotation Drill
> Wiki None
Description: By applying the same rotation in his Ball Breaker: Infinite Rotation Shot technique to his Mountain Hermit Drill, Articho is able to maximize his attacks ability to break through barriers. Charges at 66% of his PL. Piercing Variant.
Resubmitting with some edits. Hopefully this is a little better and fits more.
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Post by Majin Kaza on Apr 26, 2017 8:48:18 GMT
Bamboozled yet again :C I'll get some other stuff, if thats the case. 4 Slots to spend right now, so let's see...
Variant for my existing technique, Bubblegum Barrier:
[V2]Reflective Bubblegum Barrier: Kaza blows a protective bubble around herself that acts as a barrier! After being hit by a technique, the barrier be discharged with all of its remaining PL into a sudden wave of energy, blasting Kaza's opponent. Costs 2 KP. Charges at 33% a turn. [UV3]Super Reflective Bubblegum Barrier: Kaza blows a protective bubble around herself that acts as a barrier! After being hit by a technique, the barrier be discharged with all of its remaining PL into a sudden wave of energy, blasting Kaza's opponent. Costs 3 KP. Charges at 66% a turn. Pre-approved Tech is a go:
[UT1]Multiform: Kaza has learned to quite literally split herself in half, creating a perfect copy of herself! Her PL is divided evenly between her real body and the copy, doesn't cost any KP.
And something to honor the absorption of Cipher and his many arms
[UT1]Vishnu Majin: After the absorption of a multi-armed Android by the name of Cipher, Kaza involuntarily gained the ability to produce her owns et of extra arms. These extra arms prove handy in battle, due to the fact that she has more arms to punch and grapple with. Thanks, Cipher!
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Post by Vennel on Apr 26, 2017 22:41:46 GMT
Attack names are unnecessary [N1]: Through proper control of her ki, and physical aptitude, she can move parts of or her entire body incredibly fast. But this technique line is focused more on creating sonic booms, and violently disrupting air pressure as a result of it. For instance, a well timed punch of her fist, or even just flying at top speed and then stopping suddenly, being used to "crack" the air and create a violent flurry of wind. Of course, being hit by the fist still hurts, but by controlling her ki, she's able to make the "wake" of her attack into something to fight with as well.
Attack names are really, unnecessary [UP2]: Through proper control of her ki, and physical aptitude, she can move parts of or her entire body incredibly fast. But this technique line is focused more on creating sonic booms, and violently disrupting air pressure as a result of it. For instance, a well timed punch of her fist, or even just flying at top speed and then stopping suddenly, being used to "crack" the air and create a violent flurry of wind. Of course, being hit by the fist still hurts, but by controlling her ki, she's able to make the "wake" of her attack into something to fight with as well.
Attack names are really, really unnecessary [MP3]: Through proper control of her ki, and physical aptitude, she can move parts of or her entire body incredibly fast. But this technique line is focused more on creating sonic booms, and violently disrupting air pressure as a result of it. For instance, a well timed punch of her fist, or even just flying at top speed and then stopping suddenly, being used to "crack" the air and create a violent flurry of wind. Of course, being hit by the fist still hurts, but by controlling her ki, she's able to make the "wake" of her attack into something to fight with as well.
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Post by Pieter Wolfbane on Apr 27, 2017 0:35:55 GMT
Alrighty! Then these shall be applied for:
[b]Wolf Tooth and Claw (N1, Style):[/b] Pieter has decided to start to develop his own style, centering it around tactics of lone wolves! Strike where it counts, so the enemy falls and you can focus elsewhere. Can be used with any of his limbs, including his trained tail and even his head. Charges at 33% per turn and uses 1 KP upon usage.
[b]Wolf Tooth and Claw (UP2, Style, Splittable):[/b] A more powerful version of Pieter's fighting style, with the capability of splitting up the focus of power in his melee strikes to multiple opponents. Can be used with any of his limbs, including his trained tail and even his head. Charges at 66% per turn and uses 2 KP upon usage. Pl is split according to the number of enemies. 2= 50% split, 3= 33% split, etc.
[b]Wolf Tooth and Claw (MP3, Style, Splittable):[/b] Pieter's fighting style, taken the fullest it can go! Like the 2nd stage, it can be split up for attacking multiple opponents and can be used with any of his limbs, including his trained tail and his head! Charges at 100% per turn and uses 3 KP. Pl is split according to the number of enemies. 2=50% split, 3=33% split, etc.
[b]Exposing Wolf Tooth and Claw (V2, Style, Piercing):[/b] A more focused part of the style, centered around breaking through the opponent's defense, should they prove to be fairly defensive! It finely homes in where Pieter sees the defensive focus is at its weakest and aims to break through that weak point. Can be used through any of his limbs, including his trained tail and head. Charges at 33% per turn and uses 2 KP.
[b]Exposing Wolf Tooth and Claw (UV3, Style, Piercing):[/b] The enhanced version of the Exposing technique. With confirmed understanding of how to shatter an opponent's defense, it's a matter of upping the ante with the power behind the attack. It can be used through any of his limbs, including his trained tail and head. Charges at 66% per turn and uses 3 KP.
[b]Wolf Pack's Tooth and Claw (V2, Style, Merging):[/b] A lone wolf's tactics develop from the pack they were once part of, and Pieter knows this well! This style emphasizes focus of working with their allies and making their strikes much more potent through combined efforts. This can be used with any of the user's limbs and head, tail included if they have a tail. Charges at 33% per turn and uses 2 KP.
[b]Wolf Pack's Tooth and Claw (UV3, Style, Merging[/b] What's better than a united group capable of using their power together? Being able to use it with greater power! This style emphasizes not only to focus with working with their allies to make them more potent, but to add in more power to defeat their common foe! This can be used with any of the user's limbs and head, tail included if they have a tail. Charges at 66% per turn and uses 3 KP.
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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 Apr 27, 2017 10:07:45 GMT
Jala Approved! just kidding. Denied for being a little too blatant of a reference to Jojo. Articho Reville looks a bit better this time. Approved! Majin Kaza all good to go! Vennel Aren't those still technically attack names? I like the idea behind these, regardless. Approved! Pieter Wolfbane Approved!
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Jala
Archived
3,067Z & HWs Xfer to Kluttz
PL: 54,991
Oozaru (x10)
Zeni: 0
Tag: @hitman
Posts: 280
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Post by Jala on Apr 27, 2017 14:55:55 GMT
Welp! That failed like I thought ! let's Try to get other techs. At 24k PL!:[SU1] Assassin Technique - Act 1 Using her flexibility, she can dance around an attack that is 100% below her PL and counterattacks the opponent. This uses 1 KP and can't be charged. _______________________________ At 30k PL!: [UT] Ki Disguiser Since Jala can easily control her ki, she has learned to manipulate it to make it so copies the ki signature of someone else's. However, she must have felt that person's ki and cannot just make a new ki signature. This uses 0 KP. (For Example, Jala has sensed Pieter's ki. She uses Ki Disguiser and makes everyone who senses ki think she'd be Pieter.) _______________________________ At 36k PL!: [SU1] STUN! Jala concentrates her ki into her thumb, middle, and ring finger. When she snaps she yells, "STUN!" stunning everyone around Jala and stopping them from charging their attacks, it only stuns for 1 round and at 100% and only if the stun power level is within 80% of the opponent's attack's power level. It uses 1 KP.
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