Toa's Throne and Sephira's Knight had tons of errors in MK count and stuff...hence I reworked them a bit and I'm posting them anew (they substitute the previous post). Moreover a couple more Technique trees: Borea's Stars and The Prayer of The Sea (for lovers of Boreas' Blood and Ran's Blood), as well as The Four Missing Techniques of Tanathos for Kagutsuchi's heirs. Hope you enjoy them!
TOA’S THRONE:
Developed by an heir of Toa’s Blood in Baho, this school incarnates the very own concept of solidity. Developed by the fusion of the principles from many schools, including Di Quiu, Sattyagraha, and Toa Calc Rex Regis, it’s an incredibly effective combat style, which proper use is limited to those that own The Gift and can summon Stone Barriers, Magnetic Barriers as a defense and/or to those who own Toa’s Blood and are able to summon the power of the Earth Dragon Transformation.
Techniques: 5 Total MK: 420.
STONEPUNCH
Level 1
The first technique of Toa’s Throne is a simple and effective offensive technique turning the user’s arm and weapon in an enormous fist made of stone that targets the opponent with great precision, fueled by the character’s own strength, with an increased damage output. This technique allows this character making an Earth Elemental Attack with a Predetermined Attack value of 240, and with a Damage Bonus of +50.
Effects: Predetermined Attack (240), +50 Damage, Elemental Attack (Earth), -1Ki.
Disadvantages: Elemental Binding (Earth).
STR9 / CON9 / POW9
MK: 30
STONEWALL
Level 1
Stonewall is a strong defensive technique devised to protect allies against massive attacks by summoning of enormous stone walls. This technique allows the user to make an Block roll with a bonus of +90 to his final ability stopping any attack directed within 10m of the user.
Effects: 10m Area Block, +90 Block, -2Ki.
Disadvantages: Elemental Binding (Earth).
STR7 / CON7 / POW7
MK: 40
EARTHGRAB
Level 2
By manipulating his own supernatural shield, the user of this technique manages to raise the earth to wrap around the body of the opponent, crushing it. This technique allows making a single Elemental Earth Trap Attack without any penalty, with double Base Damage, and a Strength of 16. The Trap effect on the target can be maintained through following turns by paying the technique’s Maintenance cost. This technique can only be used while blocking attacks using a Supernatural Shield of any kind.
Effects: Strength16 Trap, 2XDamage, Elemental Attack (Earth), Maintained (only Trap on Target), -2Ki.
Disadvantages: Elemental Binding (Earth), Generic Weapon Bond (Supernatural Shield).
STR12 (Mant.2) / CON12 (Mant.2) / POW12 (Mant.3)
MK: 80
MOUNTAIN BODY
Level 2
By fusing himself with any supernatural shield possessed, the user of this technique becomes an unbreakable lumbering titan with the endurance of a mountain. A character using this technique defends as a creature with Damage Accumulation with 1200 additional Life Points and a natural AT of 4, which combined with an additional layer of Unmodified AT6, grants him a total AT of 8, which cannot become lower than 6. This technique can be maintained in following turns by paying its Maintenance cost and 250 Life Points from the additional pool are regenerated each time the Maintenance cost is paid. This technique can only be used while blocking attacks using a Supernatural Shield of any kind.
Effects: 1200 Life Points Damage Accumulation (Regeneration 250), AT6 (Unmodified), Maintained.
Disadvantages: Elemental Binding (Earth), Generic Weapon Bond (Supernatural Shield).
STR20 (Mant.6) / CON20 (Mant.6) / POW20 (Mant.5)
MK: 85
TOA’S SMASH
Level 3
A technique that can only be performed by those with Toa’s own blood in their veins and only while defending with a supernatural shield, Toa’s Smash concentrates all earthbound energies from an absorbed impact into a single point of the opponent, inflicting it an unbearable amount of damage, either sending it flying beyond the atmosphere or smashing it completely to the ground. This technique allows making a single Block with a bonus of +75 followed, in case a counterattack can be made, by an Attack with a bonus of +200, Base Damage 1000, dealing an Impact with Strength 20. This technique can only be used while blocking attacks using a Supernatural Shield of any kind and only by those with Toa’s Blood.
Effects: +75 Block, +200 Counterattack, Damage Substitution 250, 4XDamage, Impact20.
Disadvantages: Elemental Binding (Earth), Generic Weapon Bond (Supernatural Shield), Requirement (Toa’s Blood).
STR36 / CON36 / POW36
MK: 185
SEPHIRA’S KNIGHT:
A school created by a Paladin heir to Sephira’s Blood, Sephira’s Knight was developed especially to get the best out of the Magnum Magnus, with tremendous attacks capable of either destroying single opponents or cutting away masses, although the first techniques are mainly focused on defense.
Techniques: 5 Total MK: 400.
DEFENSIVE AURA
Level 1
Developed for defending allies of the user, this technique allows defending those close to the user by barrages of attacks. This technique allows the user to make up to 5 penalty free defenses each turn and Block any attack directed within 5m of the user. This technique can be maintained through following turns.
Effects: +4Additional Defenses, 5m Area Block, Maintained, -2Ki.
Disadvantages: Elemental Binding (Light).
DEX5 (Mant.2) / CON5 (Mant.2) / POW5 (Mant.2)
MK: 35
ARMOR OF LIGHT
Level 1
The second defensive technique of Sephira’s Knight, it creates an unbreakable armor of light, that binds opponents making it easier to stop incoming attacks. This technique grants an Unmodified AT of 3, as well as a bonus of +40 to a single Block roll per turn. This technique can be maintained through following turns.
Effects: AT3 (Unmodified), +40Block, Maintained, -2Ki.
Disadvantages: Elemental Binding (Light).
DEX7 (Mant.2) / CON7 (Mant.2) / POW7 (Mant.2)
MK: 50
LIGHT BURST
Level 2
Devised after the paladin noticed that opponents tended to flee whenever they understood he was preparing his Magnum attack, this technique extends the destruction brought by the attack to a wide surrounding area. This technique allows making a single Light Elemental Attack affecting all chosen targets within 500m of the user, even if he were previously put at defense by an opponent’s attack during the same turn. This technique can only be used while unleashing a Magnum Magnus attack.
Effects: Recover Action, 500m Area Attack (Target Selection), Elemental Attack (Light), -2Ki.
Disadvantages: Elemental Binding (Light), Generic Weapon Bond (Magnum Magnus).
DEX9 / CON9 / POW9
MK: 80
GHOST HUNTER
Level 2
Developed for fighting immaterial and invisible enemies and repelling mages’ spells, this variant of the Magnum Magnus is also terribly effective against armored opponents and allows the user to release the Magnum Attack under any circumstance. This technique allows its user to gain the See Supernatural Power and make a Light Elemental Energy based Attack, even if he were previously put at defense by an opponent’s attack during the same turn. Also the character’s attack will be able to block enemy spells using the Spell Clashing rules. This technique can only be used while releasing a Magnum Magnus attack.
Effects: Recover Action, Elemental Attack Light, Supernatural Attack, See Supernatural, Physical Shock, -3Ki.
Disadvantages: Elemental Binding (Light), Generic Weapon Bond (Magnum Magnus).
DEX10 / CON10 / POW10
MK: 70
MAXIMUM
Level 3
To be considered the most powerful expression of the Magnum Magnus, Maximum is a technique that only those with Sephira’s Blood can learn, inflicting a tremendous backlash that stops opponents mystical powers from working and dealing enormous amounts of damage. This technique allows making an attack that if it hits the opponent obliges it to take two PhR check against 200, even if he were previously put at defense by an opponent’s attack during the same turn. If the opponent fails the first check it will suffer a PhR reduction equal to the Failure Level. If the opponent fails the second check, he will suffer Damage equal to double its Failure Level. Furthermore, if the attack deals damage to the opponent, it must surpass a third PhR check against suffered Damage plus 120. In case of failure, any supernatural power maintained by the opponent is immediately dispersed. This technique can only be used while unleashing a Magnum Magnus Attack and only by those with Sephira’s Blood.
Effects: Recover Action, Supernatural State (PhR200, PhR reduction and Double Damage, Attack), Interruption (Damage+120, Ki and Magic and Psychic), -2Ki.
Disadvantages: Elemental Binding (Light), Generic Weapon Bond (Magnum Mangus), Requirement (Sephira’s Blood).
DEX27 / CON27 / POW27
MK: 165
BOREAS STARS:
Signature techniques of those with of Boreas Blood, these fighting tricks are very particular because most of them are designed specifically to be used with projectile weapons, propelling them with the power of the Air Aeon.
Techniques: 5 Total MK: 380.
AIR KILLER
Level 1
Designed to take out as fast as possible the target, this techniques allows shooting two rapid attacks with absolute precision. This technique allows the user to make up to 2 penalty free Attacks in a single turn which reduce by -50 any penalty for Aimed Attacks.
Effects: +1Additional Attack, -50 Aimed Attacks, -2Ki.
Disadvantages: Elemental Binding (Air).
DEX4 / AGI4 / POW4
MK: 35
BOREAS REACTION
Level 1
This technique greatly enhances the character’s reaction time, making his movements blazingly fast and completely impossible for opponents to take him by surprise. This technique makes its user completely immune to Surprise Attacks and grants him a bonus of +100 to Initiative.
Effects: +100Initiative, Complete Prevision.
Disadvantages: Elemental Binding (Air).
DEX6 / AGI6 / POW6
MK: 30
PHANTOM SNIPER
Level 2
While shooting his weapon, the character creates false images of himself that make extremely difficult understanding his real position. This technique grants its user a bonus of +75 to all Dodge rolls he makes in a turn. This technique can be maintained through following turns. The character must be using a projectile weapon to be able to use this technique.
Effects: +75 Complete Dodge, Maintained, -1Ki.
Disadvantages: Elemental Binding (Air), Generic Weapon Bond (Projectile Weapon).
DEX11 (Mant.4) / AGI11 (Mant.4) / POW11 (Mant.4)
MK: 60
SHIELD BUSTER
Level 2
Developed to face other ki users as well as other supernatural foes, Shield Buster shoots a round charged with mystical energy that will strike at the opponent with great precision and dissipate any mystical power active on it. This technique allows its user to make a single Electric Air Elemental Attack with an Attack bonus roll of +125. If the attack deals damage to the opponent, it must surpass a third PhR check against suffered Damage plus 100. In case of failure, any supernatural power maintained by the opponent is immediately dispersed. The character must be using a projectile weapon to be able to use this technique.
Effects: +125Attack, Interruption (Damage+100, Ki and Magic and Psychic), Elemental Attack (Air), -2Ki.
Disadvantages: Elemental Binding (Air), Generic Weapon Bond (Projectile Weapon).
DEX14 / AGI14 / POW14
MK: 85
WIND BARRAGE
Level 3
This terrifying technique unleashes a sequence of extremely precise attacks followed by a barrage of lesser precise shots. Such a feat is allowed by a complete control of the wind, that can be achieved only by those with Boreas’ own blood. This technique allows its user making 6 attacks with a bonus of +200 to their Attack value, followed by 10 additional penalty free attacks. The character must have Boreas’ Blood and be using a projectile weapon to be able to use this technique.
Effects: +200Attack, +5Additional Attacks, +10Additional Limited Attacks, -3Ki.
Disadvantages: Elemental Binding (Air), Generic Weapon Bond (Projectile Weapons), Requirement (Boreas’ Blood).
DEX33 / AGI33 / POW33
MK: 170
THE FOUR MISSING TECHNIQUES OF TANATHOS:
Of the ten techniques of Tanathos, the school used by the Duk’Zarist praetorian guard, only six have survived in Gaia, or so it’s believed. Actually a hermit domine which was once a member of the praetorian guard has kept jealously the secret of all of them, until recently, when he taught them to a Duk’Zarist adventurer who has managed to get to Lunaris, where he learned two more and get back to Gaia, the complete Tanathos is back in the world, although the brave Duk’Zarist adventurer (who has fortunately gotten away from Imperium’s eye) is at the moment the only master of it, beside the hermit. Unsurprisingly, Tanathos most advanced technique requires the blood of the Fire Aeon to be used, which the Duk’Zarist adventurer fortunately (or perhaps due to destiny’s will) has.
Techniques (Including Tanathos from Dominus Exxet): 10 Total MK: 730 (Including Tanathos from Dominus Exxet).
AEDIPUS, SONG OF THE DARK FLAME
Level 1
This base technique of Tanathos, preserved in Lunaris, calls upon the very two elements that are bound to Duk’Zarist soul, making fire and darkness around the blade a live entity. This technique allows the user to make a single Darkness and Fire Elemental Attack with a bonus of +40 to the Attack Roll. In order to perform this technique, the character must have at least 2 Fire Intensities at his disposal.
Effects: +40Attack, Elemental Attack (Fire), Elemental Attack (Darkness), -1Ki.
Disadvantages: Elemental Requirement (Fire Simple Intensity).
STR5 / DEX5 / WIL5
MK: 25
BERENICES, SUDDEN FLAME
Level 2
This technique, which a hermit kept as a secret for a long time, allows the user to move a small flame around the opponent and then switch position with it, attacking from an unpredictable angle, all the while increasing his attack and damage potential. This technique allows its user to make a single attack with a bonus of +75 both to the Attack Roll and the Base Damage. The target of this attack will need to perform a Notice Check against a difficult of Inhuman (320) or suffer the Surprise penalty to his Defense roll. In order to perform this technique, the character must have at least 2 Fire Intensities at his disposal. This technique has the Predetermined Disadvantage.
Effects: +75Attack, +75Damage, Disguised Attack (320), -4Ki.
Disadvantages: Elemental Requirement (Fire Simple Intensity), Predetermined.
STR9 / DEX9 / WIL9
MK: 75
DARK SALAMANDER
Level 3
The only maintained technique among Tanathos, still used in Lunaris, Dark Salamander charges the user’s body with the power from the sun, granting him incredible resilience and an unlimited flexibility, as well as keen senses that make impossible taking him by surprise. This allows its user to make any number of penalty free Defenses each turn, as well as granting him an Unmodified AT of 7 and immunity to all Surprise Attack penalties. This technique can be maintained through following turns. In order to perform this technique, the character must have at least 8 Fire Intensities at his disposal and spend 4 Fatigue Points in addition to accumulated Ki. This technique can only be used during daytime.
Effects: Complete Prevision, Unlimited Additional Defenses, AT7 (Unmodified), Maintained, -1Ki.
Disadvantages: Elemental Requirement (Fire Major Intensity), -4Fatigues, Requirement (Daily).
STR22 (Mant.7) / DEX22 (Mant.7) / WIL22 (Mant.7)
MK: 115
DARK ŽAR PTICA
Level 3
This final technique was held by a Duk’Zarist hermit until little time ago, the reason being that only those with Kagutsuchi’s blood can learn it and only after they have mastered every single other move of Tanathos. While Dark Phoenix focuses on mass destruction and Dark Salamander on self defense, Dark Žar Ptica is designed for killing a single opponent with a flurry of attacks ending with a massively destructive attack. This technique allows its user making 8 penalty free attacks followed by a single attack with a bonus of +200 to the Attack value, completely ignoring target’s AT and a bonus to Base Damage equal to 90 plus double any quantity of Life Points Sacrificed by the character the moment he executes the technique. The character must have Kagutsuchi’s Blood, know all other 9 Tanathos Techniques, have at least 8 Fire Intensities at his disposal in order to be able to use Dark Žar Ptica.
Effects: +200Attack, +90Damage (Double Life Sacrifice), +8Additional Limited Attacks, Negates AT.
Disadvantages: Elemental Requirement (Fire Major Intensity), Requirement (Kagutsuchi’s Blood, All Other Tanathos Techniques).
STR33 / DEX33 / WIL33
MK: 185
THE PRAYER OF THE SEA:
Created by those with Ran’s Blood, this group of techniques is strictly bound to the sea, and although it includes few offensive maneuvers, it is markedly defensive, designed to engulf and protect the user and those dear to him. Strange enough highest level techniques require fighting with the Aquarius Magnus, simulating wave movements with the cape or other dresses of the user.
Techniques: 5 Total MK: 410.
WAVE SHIELD
Level 1
A wave is summoned to protect its user, providing the optimal distraction for a counterattack. This technique allows the user to make a single Defense with a predetermined defense roll of 240. In case the defense is successful and the character can counterattack, he receives a bonus of +75 to his Attack roll. This technique can be combined with other combinable techniques.
Effects: Predetermined Defense (240), +75 Counterattack, Combinable, -1Ki.
Disadvantages: Elemental Binding (Water).
DEX10 / POW10 /WIL10
MK: 35
STREAMING ATTACK
Level 1
Thi attack projects a long stream of water that delivers a lethal blow to all opponents within its reach. This technique allows the user to make a single Distance Attack with a range of 100m affecting all individuals within its line of effect.
Effects: Distance Attack 100m (Line of Destruction), -1Ki.
Disadvantages: Elemental Binding (Water).
DEX5 / POW5 /WIL5
MK: 35
WAVE DEALER
Level 2
The second offensive technique of The Prayer is Wave Dealer and can be performed only while moving the user’s ki-powered vests like sea waves. The movement propagates through the air as invisible energy waves that cut through the enemies. This technique can only be used while fighting with Aquarius Magnus.
Effects: +3Additional Attacks, Distance Attack 100m (Line of Destruction), Disguised Attack (320), -2Ki.
Disadvantages: Elemental Binding (Water), Generic Weapon Bond (Aquarius).
DEX15 / POW15 / WIL15
MK: 100
MIGHTY OCEAN AEGIS
Level 2
By focusing on his own vests, the Aquarius user turns them into a whirpool that surrounds the user and doubles itself, so that the opponents no longer know who the user really is. Such phantom image can attack at the user’s will imitating all his moves and causing illusory damage to the opponents, by striking their nervous system. Moreover the whirpool sucks away all attacks directed to the attacker. This technique allows its user to defend as if using a Supernatural Shield with 1000 Resistance Points and creates 6 mirror images of the character which cannot be detected even by Ki Detection, until a difficulty of 320 is achieved, and that attack using the rules for Ghostly Illusions against those who don’t pass a PsR check of 180. This technique can be maintained through following turns and the Supernatural Shield recovers 250 Resistance Points every time the Maintenance Cost is paid. This technique can be combined with other combinable techniques. This technique can only be used while fighting with Aquarius Magnus.
Effects: 1000 Resistance Points Energy Shield (Regeneration 250), 1 Mirror Image (Undetectable 320, PsR180 Ghostly Illusion), Combinable, Maintained.
Disadvantages: Elemental Binding (Water), Generic Weapon Bond (Aquarius Magnus).
DEX19 (Mant. 6) / POW19 (Mant. 6) / WIL19 (Mant. 6)
MK: 100
BATEN KAITOS
Level 3
Only those with Ran’s Blood can summon the power of Baten Kaitos, a technique expressively developed for protecting as many people as possible with absolute certainty, reflecting any attack against the offender at the same time. The vest of the user seems to expand to cover all those within a large area around the user, granting them protection from any incoming attack. This technique allows its user making a defense roll with a predetermined roll of 440 that can be used to stop any attack within a 1km area. In case of successful defense, the attack, including any esoteric effect of it, is redirected against the attacker with a final attack value equal to the final attack value achieved by the attacker himself. This technique can be combined with other combinable techniques. This technique can only be used while fighting with Aquarius Magnus and only by those with Ran’s Blood.
Effects: 1km Area Block, Predetermined Defense (440), Reflect Attack (Esoteric Effects), Combinable, -1Ki.
Disadvantages: Elemental Binding (Water), Generic Weapon Bond (Aquarius Magnus), Requirement (Ran’s Blood).
DEX23 / POW23 / WIL23
MK: 140
Expect techniques for those with Nifleheim's Blood and Rudraksha's Blood to be coming soon!