New Techniques

By ElricOfMelnibone, in Anima: Beyond Fantasy RPG

Raybras, have I ever said how awesome you are in making these Ki Techniques?

…No, wait, that was just said now, my mistake.

Okay, I'll just leave for now, because I don't have any Ki techniques that I'd be willing to make for Elric to finalize in Anima terms.

Haha thanks Xam. The techniques for Medusa are complete, i just need to add the fluff. And for that i need ti hook up my pc, then regain internet access. In the middle of moving, an regaining webz axess in 2 days

Ah… that makes sense.

Normally I'd be asleep by now, but I was doing story work, something I couldn't avoid if I wanted to.

Oh, don't forget the guys from Fate/Zero, should you get the chance (and True Assassin from the Visual Novel's Heaven's Feel route). I would (almost) literally do whatever you wanted me to if you do all that.

…Anyway, I'll avoid cluttering the thread with useless things, if possible.

Inspiration calls and I cannot but answer! This time I'm working on techniques based on the "Arts" used by characters from Xenoblade Chronicles (a jrpg for Wii). Making all of them will require some time (it will be 8 schools at the end of the day), so I'm posting them in groups of 2. Here come the first two:

TACTICAL FIGHT:
This group of technique is especially designed for those warriors that make the best use of their agility or subterfuge skills to continuously move around the opponent and attack it from the most advantageous position. Although not devastating, all of them are very versatile, granting definitive superiority in a one-on-one fight.
Techniques: 6 Total MK: 340.

BACKSLASH
Level 1
By sneaking behind the enemy, the user of Backslash uses accumulated ki to greatly enhance the power of his attack, often bringing a battle to end with a single slash. This technique allows its user to make an attack with doubled Base Damage. This technique can only be used while attacking from the rear.
Effects: 2XDamage, -1Ki.
Disadvantages: Combat Condition (Rear Attack).
DEX5 / CON5 / POW5
MK: 30

STREAM EDGE
Level 1
Designed to face more opponents at once, Streamedge allows its user to project a shockwave with his weapon. Unfortunately for the opponents, the real aim of this attack is knocking them down pretty much unexpectedly. This technique allows its user to make an Attack affecting all chosen targets within 5m of him and in his front arc, that reduces by up to -50 the Penalties for a Take Down Maneuver, and grants a bonus of +3 to the Dexterity value for any Take Down Opposed Check.
Effects: 5m Area Attack (Target Choice), -50Take Down, +3Dexterity.
Disadvantages: Combat Condition (Front Attack).
DEX6 / CON6 / POW6
MK: 30

SHADOW WALK
Level 2
By surrounding himself with shadows for a short while, the user of this technique begins to move around the user with incredible speed, becoming a difficult target and getting more easily to advantaged positions. This technique grants its user a bonus of +100 to the Acrobatics Ability and +25 to all Dodge Rolls. This technique is automatically Sustained for 5 turns without need for spending any maintenance cost.
Effects: +25Complete Dodge, +100Acrobatics, Lesser Sustainment, -1Ki.
Disadvantages: -.
DEX13 / CON13 / POW13
MK: 80

AIR SLASH
Level 2
Working similarly to Streamedge, Air Slash is designed to take out the balance of the opponent. The user gets to the enemy’s flank and jumps with an upward ki-charged slash that sends the opponent to the ground. This technique allows its user to make an Attack, ignoring up to a -50 Penalty for a Take Down Maneuver, with a Bonus of +75 to the Base Damage and with a Bonus of +6 to the Dexterity value for any Take Down Opposed Check. This technique can only be used while attacking from the flank.
Effects: +75Damage, -50Take Down, +6Dexterity.
Disadvantages: Combat Condition (Flank Attack).
DEX9 / CON9 / POW9
MK: 50

SLIT EDGE
Level 2
Designed to take down the natural resilience of a sturdy opponent for finishing it off with later attacks, Slit Edge is a ki-charged thrust from the flank, that greatly weakens even the toughest enemies. This technique allows its user to make an Attack that if it hits the target, it obliges him to take a PhR check against a difficulty of 160 or suffer a PhR reduction equal to the failure level. This technique can only be used while attacking from the flank.
Effects: Supernatural State (PhR160, PhR reduction, Attack).
Disadvantages: Combat Condition (Flank Attack).
DEX8 / CON8 / POW8
MK: 40

SHAKER EDGE
Level 3
Designed to definitely impair knocked down opponents, Shaker Edge is a slow and powerful turning slash that leaves the target completely dazed. This technique allows its user to make an Attack against a knocked-down target with a +50Attack Bonus. A target hit by this Attack must pass a PhR check against a difficulty of 200 or suffer from Total Paralysis for a number of turns equal to the Failure Level. This technique has the Predetermined disadvantage.
Effects: +50Attack, Supernatural State (PhR200, Total Paralysis, Attack), -2Ki.
Disadvantages: Combat Condition (Knocked Down Target), Predetermined.
DEX18 / CON18 / POW18
MK: 110

HEAVY SUPPORT:
Designed to be used by unspecialized ki users with heavy build and exceptional strength, Heavy Support Techniques rely on the user’s physical prowess to weaken the enemies and are often specifically designed to be used with a shield.
Techniques: 6 Total MK: 240.

MAGNUM
Level 1
By employing massive physical energy, the user of Magnus gets his energy flow massively into all attacks made. This technique grants its user a bonus of +40 to the Base Damage of all Attacks. The effects of this technique can be maintained through following turns. In order to use this technique, the user must spend 4 Fatigue Points in addition to accumulated ki.
Effects: +40 Real Damage, Maintained.
Disadvantages: -4Fatigue.
STR4 (Mant.1) / DEX4 (Mant.1) / CON4 (Mant.1)
MK: 20

WILD DOWN
Level 1
By stomping hard at the opponent’s legs, the user of this technique easily gets it to the ground. This technique allows its user to make an Attack, ignoring up to a -50 Penalty for a Take Down Maneuver, with a Bonus of +4 to the Strength value for any Take Down Opposed Check.
Effects: -50Take Down, +4Strength.
Disadvantages: -.
STR5 / DEX4 / CON5
MK: 20

SWORD DIVE
Level 2
A very slow attack inflicting massive damage on the target by employing the user’s massive physical energy. This technique allows its user to make an attack with tripled Base Damage. This technique has the Predetermined disadvantage.
Effects: 3XDamage.
Disadvantages: Predetermined.
STR6 / DEX6 / CON6
MK: 40

SHIELD BASH
Level 2
Designed to shut down targets previously knocked down with Wild Down, Shield Bash uses a shield’s plate to smack at the opponent’s head, severely impairing him. This technique allows its user to make an Attack against a knocked down opponent, that if it hits the target, obliges him to pass a PhR check against a difficulty of 140 or suffer an All Action Penalty equal to the failure level, that recovers at a rate of -5 per turn. This technique can only be used while fighting with a shield.
Effects: Supernatural State (PhR140, Minor All Action Penalty, Attack), -3Ki.
Disadvantages: Combat Condition (Knocked Down Opponent), Generic Weapon Bond (Shield).
STR6 / DEX6 / CON6
MK: 45

WAR SWING
Level 2
By turning crazily around himself, the user slashes through his opponents with incredible strength. This technique allows its user to make an Attack affecting all chosen targets within 1m of the user, with doubled Base Damage.
Effects: 1m Area Attack (Target Choice), 2XDamage.
Disadvantages: -.
STR6 / DEX6 / CON6
MK: 40

GUARD SHIFT
Level 3
An incredibly powerful defensive Technique, Guard Shift requires its user to concentrate all his physical and spiritual energy upon the shield, intercepting all and any attacks directed at him, becoming an unmovable bastion. This technique allows its user to make up to 11 penalty free defenses with a Bonus of +100 to the Block rolls. The effects of this technique can be maintained through following turns. The user of this technique cannot attack during the same turn he uses this technique. In order to use this technique, the user must spend 6 Fatigue points in addition to accumulated ki. This technique can only be used while fighting with a shield.
Effects: +100Block, +10Defenses, Maintained, -2Ki.
Disadvantages: Generic Weapon Bond (Shield), No Attack, -6Fatigue.
STR15 (Mant.6) / DEX15 (Mant.6) / CON15 (Mant.6)
MK: 75

EDIT: One more!

SNIPER EYE:
A very odd group of techniques designed by a Neptune master to be performed with an heavy advanced rifle. Strange enough for a technique based on long range attacks, Sniper Dream also sports powerful defensive techniques, and is an overall very complete fighting style. Supposedly most of these techniques could also be performed with a Lost Logia advanced rifle.
Techniques: 6 Total MK: 500.

THUNDER BULLETS
Level 1
The base attack technique of Sniper Eye, Thunder Bullets loads two bullets simultaneously in the heavy gun releasing both at once, while charging them with powerful electric energy. This technique allows its user to make up to 2 penalty free Electric Elemental Attacks. This technique can only be used while fighting using an arquebus advanced through Neptune into an Heavy Gun.
Effects: +1Additional Attack, Elemental Attack (Air), -1Ki.
Disadvantages: Generic Weapon Bond (Neptune Heavy Gun Arquebus).
DEX4 / POW4 / WIL4
MK: 30

METAL BLAST
Level 1
Charging the shot with great amounts of ki, the user of this technique has the bullet fly straight through its targets, creating un unstoppable line of destruction. This technique allows its user to make an Attack affecting all individuals within a line 100m long. This technique can only be used while fighting using an arquebus advanced through Neptune into an Heavy Gun.
Effects: 100m Distance Attack (Line of Destruction), -1Ki.
Disadvantages: Generic Weapon Bond (Neptune Heavy Gun Arquebus).
DEX5 / POW5 / WIL5
MK: 50

SHIELD BULLET
Level 2
When using Shield Bullet, the user points the rifle upwards and shoots a single round that upon exiting the weapon explodes, turning its kinetic energy into a barrier that can later be sustained and repaired with a minimal expense by the user. This technique grants its user an AT of 5, and allows him to defend as if employing a Supernatural Shield with 500 Resistance Points. The effects of this technique can be maintained through following turns and the Supernatural Shield recovers 250 Resistance Points each time the Maintenance cost is paid. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used while fighting using an arquebus advanced through Neptune into an Heavy Gun. This technique has the Predetermined disadvantage.
Effects: AT5, 500Resistance Points Supernatural Shield (Regeneration250), Maintained, Combinable.
Disadvantages: Generic Weapon Bond (Neptune Heavy Gun Arquebus), Predetermined.
DEX14 (Mant.3) / POW14 (Mant.3) / WIL14 (Mant.3)
MK: 65

TRANQUILLIZER
Level 2
Used mostly to capture enemies alive or to temporarily take opponents out of a fight, Tranquillizer shoots a silent round that inflicts no damage on the opponent, but shuts down its mental functions putting it to sleep. This technique allows its user to make an Attack that causes no Damage. A target hit by this attack must pass a PhR check against a difficulty of 160 or become Unconscious for a number of hours equal to the failure level. This technique can only be used while fighting using an arquebus advanced through Neptune into an Heavy Gun.
Effects: Supernatural State (PhR160, Unconsciousness, Attack), -1Ki.
Disadvantages: Generic Weapon Bond (Neptune Heavy Gun Arquebus), No Damage.
DEX10 / POW10 / WIL10
MK: 55

HEAL COUNTER
Level 3
An upgrade to the Shield Bullet Barrier, Heal Counter requires an additional round to be shot over the user’s head, making so that anyone who touches the kinetic shield surrounding the user has his life force drained by the user of this technique. This technique allows its user to make a Defense with a +40 to the Block roll, and obliges all those who hit the user or who are successfully blocked by the user to pass a PhR check against a difficulty of 200 or suffer a loss of Life Points equal to their failure level. Life Points lost in this way are drained by the user of this technique. The effects of this technique can be maintained through following turns. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used while fighting using an arquebus advanced through Neptune into an Heavy Gun and only while the Shield Bullet technique is Maintained.
Effects: +40Block, Supernatural State (PhR200, Life Drain, Physical Contact), Maintained, Combinable, -2Ki.
Disadvantages: Generic Weapon Bond (Neptune Heavy Gun Arquebus), Level 2 Maintained Technique (Shield Bullet).
DEX22 (Mant.4) / POW22 (Mant.4) / WIL22 (Mant.4)
MK: 175

HEAD SHOT
Level 3
The final attack technique of Sniper Eye and a very lethal one combined with the precision and penetrating power of a Heavy Gun Neptune rifle, head shot charges a single bullet to aim with absolute precision at its target’s weak spot and inflict massive damage upon it. Unfortunately the energy required for such feat greatly overheats the weapon, so the user won’t be able to use other techniques for a while, in order to let the weapon cool off. This technique allows its user to make an Attack with a bonus of +150 to the Attack roll, ignoring an up to -50 Penalty for Aimed Attacks, with doubled Base Damage, that if it scores a Critical, increases the Critical Level by +200. This technique can only be used while fighting using an arquebus advanced through Neptune into an Heavy Gun. The user of this technique cannot accumulate ki for the 5 turns following the use of this technique.
Effects: +150Attack, -50Aimed Attack, 2XDamage, +200Critical, -1Ki.
Disadvantages: Generic Weapon Bond (Neptune Heavy Gun Arquebus), Overcharge (5 turns).
DEX25 / POW25 / WIL25
MK: 125

AND the fourth is here too!


ELEMENTAL SUMMON:
This group of techniques is based on the principle that within each one’s essence there are elemental energies. This techniques hence allow the user to summon such elemental forces that manifest as energy spheres floating around the user to attack and defend in his place.
Techniques: 8 Total MK: 720.

SUMMON EARTH
Level 1
Summon Earth summons the very element of earth, shielding the user against attacks and granting his body incredible resilience. This technique grants its user an Unmodified AT of 4 and a bonus of +20 to the PhR. The effects of this technique can be maintained through following turns by paying this technique’s maintenance cost.
Effects: AT4 (Unmodified), +20PhR, Maintained.
Disadvantages: -.
DEX9 (Mant.2) / POW9 (Mant.2) / WIL8 (Mant.2)
MK: 45

SUMMON FLARE
Level 1
By summoning the all-consuming power of the fire element, the user unleashes a blazing inferno upon surrounding enemies. This technique allows its user to make a Heat Elemental Attack affecting all chosen targets within 10m of him, with a Predetermined Final Attack value of 240 and Base Damage equal to double the character’s Presence plus his Power Bonus.
Effects: 10m Area Attack (2XPresence+PowBonus Damage, Target Choice), Predetermined Attack (240), Elemental Attack (Fire).
Disadvantages: -.
DEX8 / POW9 / WIL9
MK: 45

SUMMON BOLT
Level 1
Designed for quick attacks, Summon Bolt readily releases an electric elemental force that storms upon a single target. This technique grants its user a bonus of +50 Initiative, and allows him to make an Electric Elemental Distance Attack with a range of 20m, a Predetermined Final Attack value of 240 and Base Damage equal to double the character’s Presence plus his Power Bonus.
Effects: +50Initiative, 20m Distance Attack (2XPresence+PowBonus Damage), Predetermined Attack (240), Elemental Attack (Air), -1Ki.
Disadvantages: -.
DEX9 / POW9 / WIL9
MK: 50

SUMMON WIND
Level 2
The second defensive technique of Elemental Summon, Summon Wind releases gusts of elemental energy that deflect all attacks directed against its user. This technique allows its user to make up to 5 penalty free Defenses with a Predetermined Defense value of 280. The effects of this technique can be maintained through following turns by paying this technique’s maintenance cost. The effects of this technique can be combined with those of other Combinable techniques.
Effects: +4Additional Defenses, Predetermined Defense (280), Maintained, Combinable.
Disadvantages: -.
DEX15 (Mant.4) / POW15 (Mant.4) / WIL15 (Mant.4)
MK: 80

SUMMON ICE
Level 2
Another powerful attack technique, Summon Ice freezes enemies around the user by the power of the ice element. This technique allows its user to make a Cold Elemental Attack affecting all chosen targets within 25m of him, with a Predetermined Final Attack value of 320 and Base Damage equal to double the character’s Presence plus his Power Bonus.
Effects: 25m Area Attack (2XPresence+PowBonus Damage, Target Choice), Predetermined Attack (320), Elemental Attack (Cold).
Disadvantages: -.
DEX12 / POW11 / WIL12
MK: 70

SUMMON AQUA
Level 2
By invoking the healing power of water, the user of Summon Aqua has the stream of life flow from the enemy toward the user. This technique allows its user to make a Distance Attack with a range of 50m, and a Base Damage equal to double the character’s Presence plus his Power Bonus. A target hit from this attack must pass a PhR check against a difficulty of 160 or suffer a loss of Life Points equal to their failure level. Life Points lost in this way are drained by the user of this technique.
Effects: 50m Distance Attack (2XPresence+PowBonus Damage), Predetermined Attack (320), Supernatural State (PhR160, Life Drain, Attack).
Disadvantages: -.
DEX16 / POW16 / WIL16
MK: 100

REFLECTION
Level 3
Designed to work in combination with Summon Wind, Reflection better directs the gusts, granting its user with an almost ubreakable defense that reflects against offenders their own attacks. This technique allows its user to make a Defense with a Predetermined Defense value of 440. On a successful defense, the attack is reflected against the attacker with a Final Attack value equal to the one scored by the offender plus the Counterattack Bonus +10. Esoteric Effects associated with the reflected attack are reflected as well. If thi technique reflects an Area Attack, the user of this technique can choose which targets within the reflected area attack are affected by it. The effects of this technique can be maintained through following turns by paying this technique’s maintenance cost. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used while the Summon Wind technique is maintained.
Effects: Predetermined Defense (440), Reflect Attack (Target Choice, Esoteric Effects), +10Counterattack, Maintained, Combinable, -1Ki.
Disadvantages: Level2 Maintained Technique (Summon Wind).
DEX28 (Mant.8) / POW28 (Mant.8) / WIL28 (Mant.8)
MK: 170

MIND BLAST
Level 3
Learning how to release all his inner power, the user of Mind Blast unleashes a lethal blast of mystical energy that shuts down his opponents supernatural powers. This technique allows its user to make an Energy Attack affecting all chosen targets within 25m of him, with a Predetermined Final Attack value of 440, and a Base Damage equal to double the character’s Presence plus his Power Bonus. Targets hit from this attack must pass a PhR check against a difficulty equal to suffered Damage +120 or have all supernatural powers maintained on them immediately interrupted.
Effects: Predetermined Attack (440), 25m Area Attack (2XPresence+PowBonus Damage, Target Choice), Supernatural Attack, Damage+120 Interruption (Ki & Magic & Psychic), -2Ki.
Disadvantages: -.
DEX23 / POW23 / WIL23
MK: 160

One more done, three left to go…

BLADE BLOSSOM:
Originating in Lennet, Blade Blossom is a group of techniques designed to use the samurai favored weapon, the katana, with extreme proficiency, in continuous and harmonious sequence of movements that don’t let the enemy take a single breath, making the user completely and constantly lead the fight.
Techniques: 6 Total MK: 400.

SPIRIT BREATH
Level 1
Considered the base of Blade Blossom, Spirit Breath makes its user move at an extremely enhanced rate, taking enemies by surprise with extreme ease. This technique grants its user a bonus of +100 to Initiative. The effects of this technique can be maintained through following turns. This technique can only be used while fighting using a katana.
Effects: +100Initiative, Maintained.
Disadvantages: Generic Weapon Bond (Katana).
DEX4 (Mant.1) / AGI4 (Mant.1) / POW5 (Mant.1)
MK: 25

GALE SLASH
Level 1
With a fast slash of the katana, the user inflicts a bleeding wound wherever he cuts, often bringing the target to immediate death. This technique allows its user to make an Attack with a bonus of +25 to the Attack roll that if it inflicts damage, automatically inflicts a Critical with a bonus of +25 to the Critical Level. This technique can only be used while fighting using a katana.
Effects: +25Attack, +25Critical (Automatic Critical).
Disadvantages: Generic Weapon Bond (Katana).
DEX7 / AGI7 / POW6
MK: 35

WORLDLY SLASH
Level 2
A two-hit combo, Worldly Slash drains the physical resistance of the target, making it more vulnerable to each successive strike. This technique allows its user to make up to 2 penalty free Attacks, that if they hit the target oblige him to pass a PhR check against a difficulty of 160 or suffer a PhR penalty equal to the failure level. This technique can only be used while fighting using a katana.
Effects: +1Additional Attack, Supernatural State (PhR160, PhR reduction, Attack), -1Ki.
Disadvantages: Generic Weapon Bond (Katana).
DEX10 / AGI10 / POW10
MK: 70

DEMON SLAYER
Level 2
Charging the katana with immense power, the user of Demon Slayer unleashes a wide swing that sends all user’s opponents flying. This technique allows its user to make an Attack with a bonus of +40 to the Attack roll, completely ignoring penalties for an Area Attack Maneuver, that inflicts an Impact with an equivalent Strength of 16. This technique can only be used while fighting using a katana.
Effects: +40Attack, -50Area Attack, Impact16, -3Ki.
Disadvantages: Generic Weapon Bond (Katana).
DEX6 / AGI6 / POW6
MK: 70

SERENE HEARTH
Level 2
After receiving severe punishment, the user of Serene Heart empties his own mind and exploits the pain to concentrate solely on his own katana and the flow of battle, becoming harder to hit as well as making his blows much more effective. This technique grants its user a bonus of +50 to all Dodge rolls and a Bonus of +40 to the Base Damage of all his attacks. The effects of this technique can be maintained through following turns. This technique can only be used while fighting using a katana, and only while the user only has half his original Life Points remaining.
Effects: +50Complete Dodge, +40Real Damage, Maintained, -2Ki.
Disadvantages: Generic Weapon Bond (Katana), Limit Condition (1/2 Life Points).
DEX12 (Mant.4) / AGI12 (Mant.4) / POW12 (Mant.4)
MK: 80

BLOSSOM DANCE
Level 3
A lethal, attack technique, Blossom Dance requires a complete mastery of the use of the katana, since it unleashes a lethal combo of four attacks that upon the minimal error is disrupted, but if used correctly seldom allow opponents any chance of retaliation. This technique allows its user to make up to 4 penalty free Attacks with a bonus of +175 to the Attack roll, negating up to 6 points of the target’s AT. Fatigue points spent to enhance the Attack roll, apply to all Attacks made with this technique. If anyone of the attacks fails to put the opponent at defense, the following attacks cannot be made. This technique can only be used while fighting using a katana.
Effects: +175Attack, +3Additional Attacks (Improved Fatigue Bonus, Combo), -6AT, -2Ki.
Disadvantages: Generic Weapon Bond (Katana).
DEX20 / AGI20 / POW20
MK: 120

Behold the mighty power of a heropon and a definitely aggressive fighting style!


HEROPON KILLS!:
The origins of Heropon Kills! are completely shrouded in mystery, except for the name of its somewhat legendary creator, Riki. The only certainty is that it’s a very strange fighting style, based on disrupting the opponent’s tactics, impairing its capacities, striking from behind, rebounding attacks, and generally obtaining pretty much unpredictable effects.
Techniques: 6 Total MK: 470.

SNEAKY
Level 1
The first move of Heropon Kills! is a backstabbing attack with greatly enhanced power. This technique allows its user to make an Attack with a bonus of +90 to the Base Damage. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used while attacking an opponent from the rear.
Effects: +90Damage, Combinable, -1Ki.
Disadvantages: Combat Condition (Rear Attack).
STR4 / CON4 / WIL4
MK: 40

BITEY BITEY
Level 1
Similar to Sneaky, Bitey Bitey relies on the vantage of attacking from the rear to unleash a lethal attack inflicting grave wounds upon the target. This technique allows its user to make an Attack that if it inflicts a Critical, has a bonus of +90 to the Critical Level. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used while attacking an opponent from the rear.
Effects: +90Critical, Combinable, -1Ki.
Disadvantages: Combat Condition (Rear Attack).
STR6 / CON6 / WIL6
MK: 40

RIKI IS ANGRY
Level 2
A very proficient defense, Riki is Angry channel’s the user’s wrath for suffered damage and makes the user capable of intercepting each and every attack that bounces back at the offender with even greater power. This technique allows its user to make up to 11 penalty free Defenses. On a successful Defense the attack is reflected against the offender with a Final Atack value equal to that scored by the attacker plus the counterattack bonus +40. The effects of this technique can be maintained through following turns. This technique can only be used in a turn following one during which the user suffered at least 10 points of Damage.
Effects: +10Additional Defenses, Reflect Attack, +40Counterattack, Maintained, -1Ki.
Disadvantages: Limit Condition (Suffer Damage).
STR19 (Mant.7) / CON19 (Mant.7) / WIL19 (Mant.7)
MK: 90

TANTRUM
Level 2
A fearsome technique, Tantrum unleashes a rapid sequence of attacks against all surrounding opponents, by swinging the weapon around the user’s head. It’s lethality is greatly increased if used from behind, since it can be empowered by Sneaky and Bitey Bitey. This technique allows its user to make up to 3 Attacks affecting all chosen targets within 5m of him, with a bonus of +75 to the Attack roll. The effects of this technique can be combined with those of other Combinable techniques. This technique has the Predetermined disadvantage.
Effects: +2Additional Attacks, +75Attack, 5m Area Attack (Target Choice), Combinable, -1Ki.
Disadvantages: Predetermined.
STR13 / CON13 / WIL13
MK: 80

BEHAVE
Level 2
Behave is a very difficult attack requiring a strange dance in order to be executed correctly, but capable of paralyzing even the toughest enemies. Even if Behave slows the user and endangers him, it can still be combined with other techniques for really devastating effects. This technique allows its user to make an Attack suffering from the Complex rule, that if it hits the target, obliges it to pass a PhR check against a difficulty of 160 or suffer from Total Paralysis for a number of turns equal to the failure level. The effects of this technique can be combined with those of other Combinable techniques.
Effects: Supernatural State (PhR160, Total Paralysis, Attack), Combinable, -2Ki.
Disadvantages: Complex, Predetermined.
STR13 / CON13 / WIL13
MK: 70

PLAY DEAD
Level 3
A definitely most unique fighting technique, Play Dead has its user apparently die at the eyes of all bystanders who will be even able to touch his apparent corpse. Meanwhile the fighter will be invisible to everyone and free to roam the battlefield. This technique obliges all individuals which can see the user and are within 25m of him to pass a PhR check against a difficulty of 200 or suffer from the aforementioned Ghostly Illusion for a number of minutes equal to the failure level.
Effects: Supernatural State (PhR200, Ghostly Illusion, 25m Multiple Visual Contact).
Disadvantages: -.
STR24 / CON24 / WIL24
MK: 150

MAN IN THE MACHINE:
This seemingly lost logia based technique has actually much darker origins. It seems that it was actually developed by a female Praetorian of The Machine who, after his Mother was sent to lethargy, regained her mortal consciousness and decided to develop a fighting style that might give an advantage to other mortals if they ever had to face such horror again. The fighting style was later passed down to other mortals, before its creators decided to disappear. Nowadays it’s completely unknown where she might be or whether she’s still alive somewhere. The weak point of these techniques is they are very offensive and the user is so focused on attacking and disrupting enemies that he’s not allowed any defense while using them.
Techniques: 6 Total MK: 490.

SPEED SHIFT
Level 1
Designed to obtain a momentary boost in speed, Speed Shift increases the user’s reactions to inhuman levels, although leaving him completely defenseless. It’s usually used to perform one of the higher level techniques before the enemy has time to act. This technique grants its user a bonus of +100 to Initiative. The user of this technique cannot Defend in during the same turn he uses this technique.
Effects: +100Initiative, -4Ki.
Disadvantages: No Defense.
DEX3 / POW3 / WIL3
MK: 45

FINAL CROSS
Level 1
Specifically designed to break free from hordes of smaller enemies, Final Cross unleashes four energy waves that should annihilate any surrounding menace. This technique allows its user to make up to 4 penalty free Attacks, affecting all individuals within 5m of him, with a Base Damage equal to double the character’s Presence plus his Power Bonus. The user of this technique cannot Defend in during the same turn he uses this technique.
Effects: +3Additional Attacks, 5m Area Attack (2XPresence+PowBonus Damage).
Disadvantages: No Defense.
DEX9 / POW9 / WIL9
MK: 45

MAG STORM
Level 2
An awful display of power, Mag Storm transmits pure energy through the ground, inflicting excruciating pain on all those that surround the user. This technique obliges all individuals touching the same surface as the user and within 25m of him to pass a PhR check against a difficulty of 160 or suffer from Extreme Pain for a number of minutes equal to the failure level. The user of this technique cannot Defend in during the same turn he uses this technique.
Effects: Supernatural State (PhR160, Extreme Pain, 25m Surface).
Disadvantages: No Defense.
DEX15 / POW15 / WIL15
MK: 75

ETHER DRAIN
Level 2
Similarly to Mag Storm, Ether Drain projects ki through the ground in order to create a continuous flux of ki from the enemies toward the user, allowing him to refill his energies and keep using his techniques. This technique obliges all individuals touching the same surface as the user and within 25m of him to pass a PhR check against a difficulty of 160 or lose Ki points equal to the failure level. Ki points lost in this way are drained by the user of this technique. The user of this technique cannot Defend in during the same turn he uses this technique.
Effects: Supernatural State (PhR160, Ki Drain, 25m Surface), -2Ki.
Disadvantages: No Defense.
DEX15 / POW15 / WIL15
MK: 100

ZERO GRAVITY
Level 2
The last disrupting technique of Man In The Machine, Zero Gravity greatly increases the gravity of the ground surrounding the user for all but himself, practically blocking enemies in place. This technique obliges all individuals touching the same surface as the user and within 25m of him to pass a PhR check against a difficulty of 160 or suffer from Total Paralysis for a number of turns equal to the failure level. The user of this technique cannot Defend in during the same turn he uses this technique.
Effects: Supernatural State (PhR160, Total Paralysis, 25m Surface).
Disadvantages: No Defense.
DEX17 / POW17 / WIL17
MK: 80

DRONES
Level 3
The final technique of Man In The Machines, summoning a wide number of drones around the user that unleash death and destruction upon all surrounding enemies as well as a barrage of attacks on nearby enemies. This technique allows its user to make up to 6 penalty free Attacks affecting all chosen targets within 25m of him and up to 10 additional penalty free Attacks. The user of this technique cannot Defend in during the same turn he uses this technique.
Effects: 25m Area Attack (2XPresence+PowBonus Damage, Target Choice) +5Additional Attacks, +10Additional Limited Attacks, -1Ki.
Disadvantages: No Defense.
DEX25 / POW25 / WIL25
MK: 145

So i rechecked the techniques you arranged and some i don't see how you managed.

Prana Burst: you are correct, it was a typo or maybe i counted maintenance twice.

Magic Armor: I fail to see how you got 1 less ki without the advantage on this one. (Armor as primary 14 ki, split 3 con, 5 str(+2), 6 pow(+1), Additional defenses 2 ki Con(+2), 2 maintenance in each)

Excalibur: You are correct.

Avalon, i still get 19/19/19 (Predetermined defense primary 26 ki, split 17 con(+3) 9 pow(+2), Ki absorption 6 ki in pow, Reflect Attack + esoteric 19 ki, split 17 Str(+2), 2 Pow, -1 ki Con)

--

Kanshou and Bakuya: You are Correct

Caladbolg II: i still get 4/5/5. (Long range primary 5 ki, split 2 dex(+2), 3 pow, area attack 6 ki split 2 pow. 4 wil(+1)

Rho Aias: you are correct about the cost and disadvantage. The reason i had put the 800 pt shield is to depict the 7 petals. your variant is indeed stronger, but i was going for what the skill was.

Unlimited Blade Works: You are correct.

Thanks for all the help, now onto Medusa!

-------------------------------------------

Heroic Embodiement: Medusa
Medusa is a myth and legend known world-wide for her ferocity in combat and her ability to petrify a man just by mutual look. Although The Gorgon wasn't exactly human, there are those who sought such abilities.
Techniques: 5 MK: 350

Unworldly Resistance Level 1 25 mk
Medusa was known to be resistant to many supernatural powers and had a resilient body, most likely due to her unwordly origin.
Effects: Magic Resist +20, Physical Resist +20, Psychic Resist +20, Maintainable
Cost: 4(2) Con, 6(2) Pow, 6(2) Wil

Monstrous Strength Level 1 35 Mk
Medusa had great strength thanks to half her body being snake-like. Her monstrous strength could be used to crush or bind enemies while striking hard with her weapons.
Effects: Increased Str +4, Multiple Damage Augmentation +25, Maintainable
Cost: 8(2) Con, 6(2) Pow, 6(2) Wil

Mystic Eyes Level 2 50 MK
The curse that was bestowed upon Medusa was to punish her for being too beautiful, and so anyone who laid eyes upon her would petrify. The ability was attached to that of her post-transformation and so requires Monstrous Strength to activate.
Effects: Esoteric Effect(140 PhR, Total Paralysis, Mutual eye contact)
Disadvantage: Maintain Level 1(Monstrous Strength)
Cost: 11 Con, 11 Pow, 11 Wil

Blood fort Andromeda Level 2 80 MK
Blood Fort Andromeda: Outer-Seal, Blood Temple is the Temple of Blood that surrounded the Shapeless Isle that was the home of Medusa and her sisters, turning it into a palace of darkness, dyed crimson from blood. Used in order to collect energy by converting live humans into blood and organic ooze. Using your blood as a material component, It creates a crimson dome-shaped barricade resembling a gigantic red eye around the area of operation, and tints the area in a crimson red that makes a person think that blood is seeping into their eyes.
Effects: Esoteric Effect(160 PhR, Life Drain, Attack), Area Attack 25m, Maintainable
Disadvantage: Sacrifice -25 LP
Cost: 14(3) Con, 14(3) Pow, 14(3) Wil

Bellerophon Level 3 160 MK
Bellerophon: Bridle of Chivalry is a shining golden harness, bridle, and saddle set capable of fully controlling a divine beast. The User uses Bellerophon on the mythical winged horse Pegasus, "summoned" for this one ability.
Effects: Damage Multiplier x4, Attack +150, Long Range Attack 250m, -2 ki cost
Cost: 20 Con, 20 Pow, 20 Wil

Sincerely speaking, I don't have the time right now to re-check the stuff (sorry)!

Medusa seems all correct to me (I believe Rider was Andromeda for some reason though…but I guess you're correct, after all I'm not into FSN since very long time) and I like it very much!

One last thing before leaving…The Xenoblade Serie is completed by the following Techniques:

BEHOLD THE POWER:
This group of technique is characterized by a very simple fact. They can only be performed while wielding a powerful artifact Lost Logia sword named the Monado. Working with the matrix of time and reality, these techniques actually grant their user incredible powers that devastate the battlefields, making the wielder of the Monado one of the most fearsome forces in Gaia. Nowadays the Monado is sealed somewhere out of the reach of Imperium, so there’s no master of these techniques, but should it be found, the sword itself would reveal the techniques to a worthy wielder.
Techniques: 8 Total MK: 620.

ENCHANT
Level 1
This very base power of the Monado modifies its own molecular structure, making it capable of breaking through other weapons and armors with ease. This technique grants its user’s weapon a bonus of +20 to Breakage. The effects of this technique can be maintained through following turns. This technique can only be used while fighting wielding the Monado.
Effects: +20Breakage, Maintained, -1Ki.
Disadvantages: Unique Weapon Bond (Monado).
DEX5 (Mant.1) / CON5 (Mant.1) / WIL5 (Mant.1)
MK: 30

CYCLONE
Level 1
Extending the energy blade of the Monado and swinging it in a circle, the wielder unleashes its destructing power on all those who stand in his way, shredding them to pieces. This technique allows its user to make an Attack affecting all chosen targets within 10m of him, with a bonus of +50 to the Base Damage. This technique can only be used while fighting wielding the Monado.
Effects: 10m Area Attack (Target Choice), +50Damage.
Disadvantages: Unique Weapon Bond (Monado).
DEX5 / CON5 / WIL5
MK: 30

PURGE
Level 1
Interacting with the matrix of world, Purge unleashes an energy bullet shutting down enemy’s supernatural defenses. This technique allows its user to make a Distance Attack with a range of 50m and Base Damage equal to double the character’s Presence plus his Power Bonus. A target damaged by this Attack must pass a PhR check against a difficulty equal to suffered Damage +60 or have all its maintained supernatural powers immediately interrupted. This technique can only be used while fighting wielding the Monado.
Effects: 50m Distance Attack (2XPresence+PowBonus Damage), Damage+60 Interruption (Ki & Psychic & Magic).
Disadvantages: Unique Weapon Bond (Monado).
DEX7 / CON8 / WIL8
MK: 40

SHIELD
Level 2
One of the powerful defensive tools offered by the Monado, Shield generates a reality distorting shield around the user, absorbing any hit directed at him and allowing him to withstand any attack without flinching. This technique grants its user a bonus of +20 to PhR, and allows him to Defend as if employing a Supernatural Shield with 800 Resistance Points, and to perform Active Action even if put on the defensive. The effects of this technique can be maintained through following turns and the Supernatural Shield recovers 500 Resistance Points each time the maintenance cost is paid. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used while fighting wielding the Monado. This technique has the Predetermined disadvantage.
Effects: Recover Action, +20PhR, 800Resistance Points Supernatural Shield (Regeneration500), Maintained, Combinable, -1Ki.
Disadvantages: Unique Weapon Bond (Monado), Predetermined.
DEX18 (Mant.4) / CON17 (Mant.4) / WIL17 (Mant.4)
MK: 90

SPEED
Level 2
Another powerful defensive technique, increasing the wielder’s reactions to unbelievable levels, actually slowing time for him, letting him escape even the best attacks and letting him surprise the fastest opponents. Unfortunately the exhaustion caused by such feat is incredibly taxing on the body of the wielder. This technique grants its user a bonus of +150 to Initiative and allows him to make a Defense with a bonus of +125 to the Dodge roll. The effects of this technique can be maintained through following turns. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used while fighting wielding the Monado. After interrupting maintenance of this technique, the user suffers an All Action Penalty of -125 that recovers at a rate of -5 per turn.
Effects: +150Initiative, +125Dodge, Maintained, Combinable.
Disadvantages: Unique Weapon Bond (Monado), -125All Action Penalty.
DEX20 (Mant.5) / CON20 (Mant.5) / WIL20 (Mant.5)
MK: 80

EATER
Level 2
Basically an enhanced version of Purge, Eater unleashes a devastating ray of energy affecting all individuals caught within it. This technique allows its user to make a Distance Attack affecting all chosen targets within a line 50m long and 10m wide, with a Base Damage equal to double the character’s Presence plus his Power Bonus. Targets damaged by this Attack must pass a PhR check against a difficulty equal to suffered Damage +60 or have all their maintained supernatural powers immediately interrupted. This technique can only be used while fighting wielding the Monado.
Effects: 50m Distance Attack (2XPresence+PowBonus Damage, Line of Destruction), 5m Area Attack (Target Choice), Damage+60 Interruption (Ki & Psychic & Magic), -2Ki.
Disadvantages: Unique Weapon Bond (Monado).
DEX13 / CON13 / WIL13
MK: 100

ARMOR
Level 3
As the name suggests, Armor generates an almost unbreakable barrier around the user and links his mind to the world’s matrix, granting vision of invisible forces as well as in the darkes night. Despite the taxing cost in physical and spiritual energy, Armor has the great advantage of being maintained with a very low ki expense. This technique grants its user an Unmodified AT value of 7 and the Night Vision and See Supernatural powers. The effects of this technique can be maintained through following turns. This technique can only be used while fighting wielding the Monado. In order to use this technique, the user must spend 2 Fatigue Points in addition to accumulated ki.
Effects: AT7 (Unmodified), Night Vision, See Supernatural, Maintained.
Disadvantages: Unique Weapon Bond (Monado), -2Fatigue.
DEX16 (Mant.3) / CON16 (Mant.3) / WIL16 (Mant.3)
MK: 80

BUSTER
Level 3
Unleashing the full power of the Monado, its wielder can perform an attack so powerful it can even sunder a mountain or castle wall. This technique allows its user to make an Attack with a Bonus of +200 to the Attack roll, negating the target’s AT, and with Base Damage multiplied by 4. This technique can only be used while fighting wielding the Monado.
Effects: +200Attack, 4XDamage, Negates AT, -1Ki.
Disadvantages: Unique Weapon Bond (Monado).
DEX26 / CON26 / WIL26
MK: 170

And of course the Monado statline built through Prometheum Exxet:

MONADO: Level 4+ Artifact

Two-Handed Sword

POWERS:

+25Quality.

Unlimited Base Predict granting only brief visions of future events. In combat can be exploited (Notion of Use 5) for predict use of any supernatural ability.

+5Accumulations on Dex, Con, Wil.

Grants a -20MK discount on all “Behold The Power” Techniques and automatically “teaches” them, if MK cost and Level Requirement are met. Level4 required for Level1 Techniques, Level7 required for Level2 Techniques, Level 10 required for Level3 techniques.

Energy Attacks.

+30Initiative.

+20Damage.

A wee little thing I've been working on today. Hope you enjoy it!

MECHA DRIVE:
Developed by a Solomon Senator who was a skilled fighter, Mecha Drive is a set of nanomachines protocols designed to grant logistical support while fighting by employing a reasonable quantity of ki. As such these protocols result completely different from the more commonly used ones from Legacy of Solomon.
Techniques: 5 Total MK: 180.

REFLEX PROTOCOL IT-01: SPEED-UP
Level 1
The nanomachines in the user’s blood briefly increase his blood current’s speed, granting an exceptional boost in reaction speed. This technique grants its user a bonus of +100 Initiative. This technique can only be used by characters with Ancient Blood.
Effects: +100Initiative, -1Ki.
Disadvantages: Requirement (Ancient Blood).
DEX3 / CON3 / POW4 / WIL4
MK: 20

LOGISTIC PROTOCOL LT-01: MULTI-TASK
Level 1
The nanomachines form a number of appendices with the most different shapes acting independently, granting the ability to perform a number of actions in very little time. This technique allows its user to make up to 6 penalty-free Active Actions in a turn. This technique can only be used by characters with Ancient Blood.
Effects: +5Additional Actions, -1Ki.
Disadvantages: Requirement (Ancient Blood).
DEX2 / CON2 / POW3 / WIL3
MK: 20

OFFENSIVE PROTOCOL AT-08: LONGINUS
Level 2
Designed for a more direct combat support, Longinus projects a single lance within a small distance from the user completely independently from the user’s own will. The lance is far from devastating, but compensates with its great precision. This technique allows its user to make 1 Additional Independent Distance Attack with a range of 10m, a Predetermined Final Attack value of 320, and a Base Damage equal to double the character’s Presence plus his Power Bonus, quantity which is halved. This technique can only be used by characters with Ancient Blood.
Effects: Predetermined Attack (320), 10m Distance Attack (2XPresence+PowBonus Damage), +1Additional Attack, -1Ki.
Disadvantages: Requirement (Ancient Blood), Half Damage.
DEX9 / CON9 / POW9 / WIL9
MK: 40

DEFENSIVE PROTOCOL DT-08: REPEL
Level 2
A particularly strange defensive protocol, Repel doesn’t employ the nanomachines to project a defensive shield, but once again to form appendices and increase the user’s speed, allowing him to stop multiple attacks more efficiently, although still relying on his own ability, although coordinating all such arms can prove tricky. This technique allows its user to make up to 5 penalty-free defenses per turn suffering from the Complex rule. This technique can be maintained through following turns. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used by characters with Ancient Blood.
Effects: +4 Additional Defenses, Maintained, Combinable.
Disadvantages: Requirement (Ancient Blood), Complex.
DEX6 (Mant.1) / CON6 (Mant.1) / POW6 (Mant.1) / WIL5 (Mant.1)
MK: 40

DEFENSIVE PROTOCOL DT-10: PERFECT DEFENSE
Level 3
Designed to remove all limits and dangers of Repel, the Perfect Defense protocol grants its user the ability to perform impossibly perfect defenses for a very limited time, although the feat is somewhat taxing for the physique. This technique allows its user to make a Defense with a Predetermined Final Defense value of 440. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used by characters with Ancient Blood. In order to use this technique, the user must spend 2 Fatigue Points in addition to accumulated ki.
Effects: Predetermined Defense (440), Combinable.
Disadvantages: Requirement (Ancient Blood), -2Fatigue.
DEX10 / CON10 / POW9 / WIL9
MK: 60

Hello, I’m new to creating ki techniques and I wanted some help in creating a technique tree based on the use of cancer monofilament weapons. I wanted the tree to be based on the techniques performed by Walter C. Dornez from the anime Hellsing: Ultimate.

As seen here:

http://www.youtube.com/watch?v=pEwPN2cdQFU

Any help would be great.

Well Micheal_The as Walter Dornez is one of my favorite character from Hellsing I may be able to help. Of course as you mmay already know Walter uses monofilament weapons, so a good given is that the techniques may (or may not, your choice) require their use. As for what they do, Indirect attack, Ranged attack, Area attack, Increased damage, Concealed attack, and critical increases might be good canidates for effects. But you must also think walter doesn't show much use of techniques par say, he is just really skilled with monofilaments. But I would say the effects i mentioned a bit ago would be your bes bet. If you PM me I could help you put together some techs that may fit with him.

Here is what I created for a Walter-like character. Hope you like it!

THREAD OF THE ANGEL OF DEATH:

Certainly more than an entity through the history of Gaia carried the title of “Angel of Death”, still, one of the most dangerous was a powerful Vetala Nephilim from Arlan, whose complete name has long been forgotten and is now only mentioned as Walter. This man achieved a complete control upon himself and fought using the Cancer Magnus, developing a few techniques to be used with the lethal mono-thread. These techniques caused the death of many an opponent and even entire armies, and are to this day considered the most exquisite expression of Cancer Magnus.

Techniques: 5 Total MK: 350.

THE UNSEEN TRAP

Level 1

Developed to exalt Cancer trapping ability, The Unseen Trap makes even more difficult to follow the movement of the mono-threads and binds the opponent with extreme precision and terrifying strength. This technique allows its user to make a penalty free Trap Attack, with a bonus of +4 to the opposed Strength check, if successful. The target of this attack will need to perform a Notice Check against a difficult of Almost Impossible (240) or suffer the Surprise penalty to his Defense roll. This technique can only be employed by characters fighting with a mono-thread employing Cancer Magnus.

Effects: -25Trap, Disguised Attack (240), +4Strength.

Disadvantages: Generic Weapon Bond (Mono-Thread).

DEX7 / CON7 / POW7

MK: 20

INVISIBLE SLAUGHTER

Level 1

By employing ki, the Cancer user extends several mono-threads in all directions, cutting through all those that stand around him, before they even understand what’s murdering them. This technique allows its user to make an attack affecting all chosen targets within 10m. Targets of this attack will need to perform a Notice Check against a difficult of Almost Impossible (240) or suffer the Surprise penalty to their Defense roll. This technique can only be employed by characters fighting with a mono-thread employing Cancer Magnus.

Effects: 10m Area Attack (Target’s Choice), Disguised Attack (240).

Disadvantages: Generic Weapon Bond (Mono-Thread).

DEX5 / CON5 / POW5

MK: 30

SHADOW EXECUTIONER

Level 2

Shadow Executioner was Walter’s favoured technique to face off opponents of tremendous resilience, a technique that charged the mono-thread with such a great power that opponents were likely cut in half by it. This technique allows its user to make an attack with a Bonus of +100 to Base Damage and, if it scores a Critical, a bonus of +75 to the Critical Level. 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. This technique can only be employed by characters fighting with a mono-thread employing Cancer Magnus.

Effects: +100Damage, +75Critical, Disguised Attack (320).

Disadvantages: Generic Weapon Bond (Mono-Thread).

DEX11 / CON11 / POW11

MK: 65

KILLER VOID

Level 2

This monstrous defensive stance surrounds the Cancer user with cutting wires that intercept all sort of incoming attacks. More importantly, the wires will close on anyone approaching the user, cutting it to pieces. Unfortunately the technique is extremely taxing for the user’s body and requires an incredible amount of ki to work. This technique allows its user to make up to 7 Penalty Free Defenses per turn with a bonus of +90 to the Dodge Roll. If anyone of these defenses is successful, the character can make an Additional Independent counterattack, with a Bonus of +100 to the Attack roll. 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. This technique can be Maintained through following turns. This technique can only be employed by characters fighting with a mono-thread employing Cancer Magnus. After interrupting maintenance of this technique, the user will suffer from an All Action Penalty of -100 that recovers at a rate of -5 per turn.

Effects: + 6Additional Defenses, +90Dodge, +100Counterattack, Disguised Attack (320), +1Limited Additional Attack, Maintained.

Disadvantages: Generic Weapon Bond (Mono-Thread), -100All Action Penalty.

DEX28 (Maint.9) / CON28 (Maint.9) / POW28 (Maint.9)

MK: 95

NIGHT STRINGS

Level 3

The final ability for a Cancer user, Night Strings allows using the mono-thread to take control of an opponent, maneuvering each of his movements as if it were a mere puppet. This technique allows its user to make an Attack with a bonus of +75 to the Attack roll. If the attack hits the target, ignoring Armor, it must pass a PhR check against a difficulty of 200 or be Controlled by the user for one hour per 10 points of failure. The Target of this attack will need to perform a Notice Check against a difficult of Zen (440) or suffer the Surprise penalty to his Defense roll. This technique has the Predetermined Disadvantage. This technique can only be employed by characters fighting with a mono-thread employing Cancer Magnus.

Effects: +75Attack, Supernatural State (PhR200, Control, Physical Contact), Disguised Attack (440).

Disadvantages: Generic Weapon Bond (Mono-Thread), Predetermined.

DEX25 / CON25 / POW25

MK: 140

I just want to thank Latoshi for offering to help; sorry I didn’t take you up on it. I defiantly need to thank ElricOfMelnibone for coming up with yet another awesome technique tree, thank you this is exactly what I wanted.

Hey, this is a technique tree that I've recently been working on, still trying to come up with a third level technique for it but I am quite happy with how it is at the moment. If anyone has any suggestions on a final one, or suggestions for any of the ones listed please feel free to share it.

The Red Cross

Created many years ago by a warlock, and a follower of the Beryl Mikael, this series of techniques was designed with the creators desire to defend the innocent and punish the wicked. While each of the techniques can be considered fairly weak individually, they prove to be highly effective once combined with the support of magic and many of its practitioners incredible endurance.

Techniques: 5 Total MK: 195

The Sentinel, Level 1 30MK

This technique was created with the intent of allowing a single combatant to successfully fend of multiple attackers, allowing them to worry less about their own well being so as to focus more upon keeping their allies alive and well. One of the limiting factors of this technique is that it requires a significant amount of physical stamina in order to take full advantage of it.

Advantages: +3 Defenses, Added Fatigue Bonus, Maintained

Disadvantages: -4 Fatigue

Ki Cost: Dex 8(1) Con 8(2) Pow 7(2)

The Bulwark, Level 1 30MK

Created in order to prevent the user from being moved from their position while healing on the battlefield this technique has caused users of this tree to be jokingly by called Idols of Mikael. This technique causes the user body to become as sturdy as immovable as a slab of granite, and while they have proven to be able to block attacks with increased ease the tension the body remains in makes it impossible for them to riposte the enemies that they stop.

Advantages: +4 Str against Impact, +40 Limited Block, Maintained

Ki Cost: Dex 7(2) Con 6(2) Pow 6(1)

The Blood Guard, Level 1 30MK

This ability was created by combining the creators knowledge budding knowledge of ki techniques and natural inclination towards the blood sub-path of magic. This technique creates a what appears to be a small winged angel created from the users blood that proceeds to attack their masters enemies with unnerving accuracy, as though driven towards retribution for daring to strike their creator.

Advantages: Indirect Attack x1, +40 Attack, Damage Presence x2+Pow, Maintained, Reduction of Ki 1

Disadvantages: Suffers Damage

Ki Cost: Dex 8(2) Con 8(1) Pow 6(2)

Brand the Wicked, Level 2 50MK

This technique is designed to assist the user in regaining and then maintaining the initiative in battle. This attack guides the users counter with supernatural speed and accuracy, allowing it to bypass most attempts at defence. Upon contact the target is branded with a blood red seal for a moment that will then guide all future attacks to better hit their mark.

Advantages: +125 Counterattack, Greater Brand, Reduction of Ki 1

Disadvantages: Suffer Damage

Ki Cost: Dex 11 Con 11 Pow 11

Retribution, Level 2 55MK

This follow up technique is designed to quickly overwhelm an opponent, aiming to end a fight rapidly so as to prevent further harm coming to the users allies. After branding the target the user than focuses his into ki increasing the speed at which they can strike and reinforcing their limbs to withstand the strain, allowing the brand upon their target to guide their blows true. This attack grants the user 8 additional limited attacks that are launched so rapidly that the opponent is unable to respond until after the last blow has been launched.

Advantages: +8 Limited attacks, Continuous attacks

Disadvantages: Target must be branded, Predetermined

Ki Cost: Dex 12 Con 12 Pow 12

Edited by Kushala

Hi Kushala! Thanks for your contribution to this topic!

Since I'm here I'll post my opinion on your techniques:

The Sentinel: The cost of the technique should be 6/6/7 (well, the 7 cost can be associated to any stat, of course). The real problem with this technique (for me) is that it's utterly useless for most warlocks, since they usually defend through Supernatural Shields that ignore penalties for additional defences, hence I'd substitute this technique with something more "useful" for the creator of the techniques. How about an Area block (which looks cool if used with a supernatural shield that extends to cover the others).

The Bulkward: I love this one, but the correct Ki cost should be 6(1)/6(2)/6(2).

Blood Guard: The 2XPresence+PowBonus Damage can usually be taken only for Distance and Area attack techniques. My suggestion here is substituting the 10MK Indirect Attack with a 5MK for +1Additional Limited Attack (after all the Blood Angel moves independently from the user) and a 5MK for 5mDistance Attack (distance attacks cannot be counterattacked after all!). With a -1Ki Reduction and 30MK total cost the Ki cost would be 6(3)/6(1)/6(1). The unbalanced maintanance cost is easily balanced by the two previous techniques (provided they have a maintenance cost of 1/2/2).

Brand The Wicked: The correct MK cost of the technique is 55. I love this one too. Also, with the -1Ki Reduction the correct cost for this technique shoud be 10/10/10.

Retribution: Another very beautiful technique. And it's completely correct.

All in all I'm really appreciating your work. This group of techniques is extremely beautiful in my opinion.

As for the final technique, my suggestion is making a Defensive technique. First of all, this would make the whole technique tree much more original, since most technique trees have offensive final techniques. Also, Michael is a Saviour and a Defender, hence a defensive final technique would be much more appropriate, in my opinion. The first thing that comes to my mind is once again a strong area block (with huge Block bonus) and/or a supernatural effect which triggers on contact (hence also with the parry) that fascinates or paralyzes the target.

Hope my contribution helps.

Didn't know that about the supernatural shields, thought they still applied the penalties. That and one of the main reasons was the fatigue bonus applying to all defenses made it really powerful for my character, especially since block ability is expensive if you want to be able to counter. Still, back to the drawing board for a bit, I'll post up what I come up with later.

Edit: Well here is the altered set, hopefully I got the costs correct, and even if it's rather basic I think the final technique is quite good all things considered.

The Red Cross

Created many years ago by a warlock, and a follower of the Beryl Mikael, this series of techniques was designed with the creators desire to defend the innocent and punish the wicked. While each of the techniques can be considered fairly weak individually, they prove to be highly effective once combined with the support of magic and many of its practitioners incredible endurance.

Techniques: 6 Total MK: 290

The Sentinel, Level 1 30MK

This technique was created with the intent of allowing one person to safeguard a group of people by themselves, allowing their allies to remain safe and secure against those that wish them harm allowing them to prepare larger attacks with which to finish off their attackers.

Advantages:+25 Block (Multi), 5m Area Block, Maintained

Ki Cost: Dex 6(2) Con 8(2) Pow 6(2)

The Bulwark, Level 1 30MK

Created in order to prevent the user from being moved from their position while healing on the battlefield this technique has caused users of this tree to be jokingly called Idols of Mikael. This technique causes the user body to become as sturdy and immovable as a slab of granite, and while they have proven to be able to block attacks with increased ease the tension the body remains in makes it impossible for them to riposte the enemies that they stop.

Advantages: +4 Str against Impact, +40 Limited Block, Maintained

Ki Cost: Dex 6(1) Con 6(2) Pow 6(2)

The Blood Guard, Level 1 30MK

This ability was created by combining the creators knowledge budding knowledge of ki techniques and natural inclination towards the blood sub-path of magic. This technique creates what appears to be a small winged angel created from the users blood that proceeds to attack their masters enemies with unnerving accuracy, as though driven towards retribution for daring to strike their creator.

Advantages: +1 Additional limited attack, 5m Ranged attack, +40 Attack, Damage Presence x2+Pow, Maintained, Reduction of Ki 1

Disadvantages: Suffers Damage

Ki Cost: Dex 6(2) Con 6(1) Pow 6(2)

Brand the Wicked, Level 2 55MK

This technique is designed to assist the user in regaining and then maintaining the initiative in battle. This attack guides the users counter with supernatural speed and accuracy, allowing it to bypass most attempts at defence. Upon contact the target is branded with a blood red seal for a moment that will then guide all future attacks to better hit their mark.

Advantages: +125 Counterattack, Greater Brand, Reduction of Ki 1

Disadvantages: Suffer Damage

Ki Cost: Dex 10 Con 10 Pow 10

Retribution, Level 2 55MK

This follow up technique is designed to quickly overwhelm an opponent, aiming to end a fight rapidly so as to prevent further harm coming to the users allies. After branding the target the user than focuses all his into increasing the speed at which they can strike and reinforcing their limbs to withstand the pain, allowing the brand upon their target to guide their blows true. This attack grants the user 8 additional limited attacks that are launched so rapidly that the opponent is unable to respond until after the last blow has been launched.

Advantages: +8 Limited attacks, Continuous attacks

Disadvantages: Target must be branded, Predetermined

Ki Cost: Dex 12 Con 12 Pow 12

Mikaels Embrace, Level 3 90MK

The final ability of the Red Cross techniques is one of the most powerful purely defensive techniques developed in its time. This technique causes the users aura to temporarily expand to an incredible size, and to those capable of seeing such, appears to take on the appearance of a great angel, who's wings enfold the area that is protected by this technique. This technique allows the user to block attacks within an area of 1km and with a +200 on the block check, though it does not allow for the character to counterattack.

Advantages: +200 Limited Block, 1km Area Block, Maintained

Disadvantages: Predetermined

Ki Cost: Dex 21(7) Con 21(7) Pow 21(8)

Edited by Kushala

I think that if you are employing a supernatural shield the +XBlock (single) as well as other block-related effects (like area block) should still apply to all defenses made in a turn with such shield (at least it works like this with Technique generated shields, so I would apply it also to other superantural shields). Hence I believe you can substitute the +25Block Multiple of Sentinel with a heftier Single Block bonus.

Well if that's the case then here is the altered one for sentinel, if my GM allows it such I'll use this otherwise I'll make due with the previous one.

The Sentinel, Level 1 30MK

This technique was created with the intent of allowing one person to safeguard a group of people by themselves, allowing their allies to remain safe and secure against those that wish them harm allowing them to prepare larger attacks with which to finish off their attackers.

Advantages:+50 Block, 5m Area Block, Maintained

Ki Cost: Dex 6(2) Con 6(2) Pow 6(1)

I really like this technique tree and readily added it to my collection. As a note, I used following Maintenance costs for the techniques:

DEX/CON/POW

Sentinel: 1 / 2 / 2

Bulkwark: 1 / 2 / 2

Blood Guard: 3/1 / 1

Michael Embrace: 7/7/8

ALSO: Michael's Embrace correct Ki Cost is 21/21/21 and not 20/20/20.

Great job, anyway!

AND BY THE WAY...

Few days ago Sidisessinu asked me to make a set of techniques based on a character which is a mix between Scorpion (from Mortal Combat) and Ghost Rider (from Marvel). The character should have Blood of The Great Beasts (with Eliodon Magnus), Infinium and Libra Magnus (to emulate Scorpion and Ghost Rider). I apologize to Sidisessinu for the far too LATE response, but today I took the time to make the techniques and this is what I obtained.

HELL RIDER

Born in Alberia, Hell Rider was developed by a dark Sidhe of Lillium whose spirit was consumed by desire for vengeance for the weak , which brought him to sacrifice his link to the Sacred Trees in exchange for the power of the Great Beasts and the blessings of Meseguis. This warrior was adept at many difficult fighting techniques such as Infinium and Libra and the sum of all his battle prowess was combined in this techniques, that manifest the vengeance as a flaming skull accompanied by a flaming whip.

Techniques: 5 Total MK: 380.

SPIRIT OF VENGEANCE

Level 1

The immense power of the Hell Rider exploits the power of vengeance to turn the head into a skull, surrounds the user with a flaming aura and creates powerful burning chains. This technique grants its user an AT of 4 and generates two +10Quality Chains made of ki, that makes Fire Elemental Attack. This technique can be maintained through following turns. This technique can only be used by a character who suffered at least 10 points of Damage during the previous turn.

Effects: AT4, Physical Ki Weapons +10 (1 Additional Weapon), Elemental Attack (Fire), Maintained.

Disadvantages: Limit Condition (Suffer Wounds).

CON9 (Maint.2) / POW9 (Maint.2) / WIL9 (Maint.2)

MK: 30

PASSAGE TO NETHERREALM

Level 1

Through complete mastery of Infinium Magnus, an Hell Rider can avoid attacks, disappearing from sight only to reappear in a new nearby position. This technique allows its user to make a defense with a +75Dodge bonus, followed by an Automatic Transport Movement of up to 10m. This technique can only be used by a character employing the Infinium Magnus.

Effects: 10m Automatic Transport, +75Dodge, -1Ki.

Disadvantages: Combat Condition (Infinium).

CON6 / POW6 / WIL6

MK: 30

GET OVER HERE!

Level 2

Using the signature move of the Spirit of Vengeance’s chains, the Hell Rider grabs the enemy with incredible strength and drags it to close quarter, in order to finish it. This technique allows its user to make a Penalty Free Trap Attack with a Spirit of Vengance Chain, with an equivalent Strength of 16, that pulls the enemy toward the user with an Impact with an equivalent Strength of 16. The Trap effect on the target can be maintained through following turns by paying this technique’s Maintenance cost. This technique can only be used while the Spirit of Vengeance Technique is being maintained.

Effects: Trap16, Impact16 (Pull), -1Ki.

Disadvantages: Level 1 Maintained Technique (Spirit of Vengeance), Unique Weapon Bond (Spirit of Vengeance Chains).

CON12 (Maint.3) / POW12 (Maint.2) / WIL12 (Maint.2)

MK: 75

SHIELD OF RETRIBUTION

Level 2

By employing at its best the Libra Magnus in a moment of pain-induced righteous fury, the user of this technique shape his ki into a constantly mutating metal-like shield that surrounds the user both protecting him and providing him with an attack device. This technique allows its user to defend as if employing a Supernatural Shield with 800 Resistance Points with a bonus of +75 to the Dodge roll and, if a successful counterattack is scored, a bonus of +75 to the counterattack Attack roll. This technique can be maintained through following turns and the Supernatural Shield regenerates 250 Resistance Points each time the Maintenance cost is paid. This technique can only be used by a character who suffered at least 10 points of Damage during the previous turn, employing the Libra Magnus.

Effects: + 75Dodge, +75Counterattack, 800 Resistance Points Supernatural Shield (Regeneration250), Maintained, -1Ki.

Disadvantages: Combat Condition (Libra), Limit Condition (Suffer Wounds).

CON20 (Maint.5) / POW20 (Maint.6) / WIL20 (Maint.6)

MK: 85

PENANCE STARE

Level 3

The final technique of the Hell Rider, Penance Stare taps upon his own link to the Great Beasts to devour completely the soul of a sinful enemy. Completely useless against people who aren’t innately evil, the stare requires the Hell Rider to fix the opponent’s eyes upon his own for a certain time, while the enemy is completely imprisoned by the chains of the Spirit of Vengeance through the Get Over Here! technique. This technique obliges an individual in mutual visual contact with the user and Trapped through the Get Over Here! Technique to pass three PhR checks of 200. If the target fails the first check, he suffers a PhR reduction equal to the Failure Level. If the target fails the second check, he suffers a penalty to all Characteristics equal to 1 for each 10 points of Failure Level. If the target fails the third check, he dies. This technique can only be used by characters with Blood of The Great Beasts on targets that have grave sins upon themselves.

Effects: Supernatural State (PhR200, PhR Reduction & Characteristics Reductions & Death, Mutual Visual Contact), -2Ki.

Disadvantages: Requirement (Blood of The Great Beasts), Level 2 Maintained Technique (Get Over Here!), Exterminator (Sinners).

CON24 / POW24 / WIL24

MK: 160

Making this tech-tree was very fun, so I thank Sidisessinu for the good opportunity! Also, he authorized me to post these here, and I thank him for this too. Hope you all like it, especially Sidisessinu!

Edited by ElricOfMelnibone

*Picks jaw off floor* O.O This... is... amazing! It captures the pure essence of both characters perfectly! Thank you so much! I LOVE IT!

Just finished this up now, expecting there to be some errors since it's currently 3am here. This set is inspired by one of the characters from the Touhou series of games, Flandre Scarlet. Obviously taken some liberties with it, but I like how it's turned out overall, let me know what you think and any corrections for Ki/MK costs.

Scarlet Destroyer

These techniques were created many years ago by a Vetala that was cursed with the blood of Orochi. Knowing how dangerous she was to those around her she allowed herself to be kept hidden from the world, only coming out when she was called to action by her sister, leaving a trail of destruction behind her.

Techniques: 5 Total MK: 455

Four of a Kind, Level 1 50MK

This technique was created not merely as a method to attack her opponents, but also to play. Due to her long periods of solitude she needed things to occupy herself while alone and so created this clone technique. Unfortunately for her foes her playfulness carried over to battle as a result. This technique creates 4 illusionary versions of the user that require a check of 240 to realize they are illusions and a PsR of 180 to prevent damage from their attacks.

Advantages: Mirage (4 Images, 240 Detection, PsR180), Maintained

Ki Cost: Dex 9(3) Pow 9(3) WP 8(3)

Cranberry Trap, Level 1 50MK

This technique , while carrying a rather childish name, is a highly effective means by which to restrain the users foes. This techniques name comes from the appearance of a multitude of small red orbs that swarm around the user, restraining any opponent they choose. This technique allows for a spirit trap of 12 within an area of 10m from the user, the trap can be maintained through following turns.

Advantages: Trapping 12 (Spirit Trap), Area Attack 10m (Target Choice), Maintained

Ki Cost: Dex 8(2) Pow 8(2) WP 8(2)

Laevatein, Level 2 75MK

This first truly destructive ability of this school, this attack is used to incinerate vast groups of enemies, often demoralizing them to the point that they often no longer wish to fight. Named for the great flaming wand of destruction this ability creates a large blade of flame from the user weapon that when swung affects an area 1km long and 1km across, dealing damage equal to the user presencex2 +Pow bonus that is then tripled.

Advantages: 1km Long Distance Attack, 500m Area Attack (Target Choice), Damage x3, , Damage 2xPresence+Pow

Disadvantages: Requires Blood of Orochi

Ki Cost: Dex 12 Pow 13 WP 13

Starbow Break, Level 2 95MK

This attack while less overtly destructive when compared to Laevatein is still an incredibly powerful ability. This technique destroys the supernatural powers of an opponent, making many of the strongest foes tremble before the user of this ability. The user of this technique seems to create a great bow comprised of stars before drawing back and firing a single large arrow that tracks their target adding 150 to the attacks roll and dealing 2x presence plus Power bonus damage, this is then doubled. Finally, upon being struck the opponent must make a PhR check against the damage dealt plus 100 or have all their maintained or charging abilities canceled.

Advantages: +150 Attack, Damage x2, Ranged Attack 50m, , +60 Interruption(Ki, Magic, Psychic), Damage 2xPresence+Pow

Disadvantages: Predetermined, Require Blood of Orochi

Ki Cost: Dex 23 Pow 23 WP 23

And Then There Will Be None, Level 3 185MK

The final and most powerful ability of this school, and yet it is one that does not initially seem to be an attack. When used the wielder stands with their hand open in front of them. They then clench their fist, causing an invisible pulse of ki to travel out from the user, destroying all foes touched by it. Any hit by the technique collapse to the ground writhing in pain as the energy continues to wreak havoc on their bodies if they are able to survive the initial burst. This technique requires an opponent to pass a roll of 440 or be caught unawares as to the nature of the attack. Every target within 1km of the user suffers an attack that deals double the users presence plus their power bonus which is then tripled and must pass three successive PhR200 checks, the first reducing PhR, the second causing double the failure in damage and the final causing extreme pain if failed.

Advantages: 200PhR Supernatural State (PhR Reduction, Double Damage, Extreme Pain), Camouflage Attack (440), Area Attack 1km, Damage x3, Damage 2xPresence+Pow, -1Ki

Disadvantages: Predetermined, Defenseless, Requires Blood of Orochi

Ki Cost: Dex 37 Pow 37 WP 37

Edited by Kushala

Hi ElricOfMelnibone. I have a character who has just been training under the Guardian in White during the "Time Skip" of 8 years (You know this guy :P http://th02.deviantart.net/fs71/PRE/f/2012/341/c/e/anima__guardian_in_white_by_wen_m-d5ndjdb.jpg ) and I was hoping you could help come up with what sort of techniques he would train me in cause I have no ideas. My character would prefer to avoid killing others if possible while not being afraid to do so if forced.

Four of a Kind: Ok...why not adding Requirement (Orochi's Blood) for a good -10MK?

Cranberry Trap: correct cost would be 9/8/8. More importantly the MK cost is 60, which is too high for a Level1 Technique. Hence once again my suggestion is adding the Requirement (Orochi's Blood) disadvantage to bring it down to 50MK.

Laevatein: My MK count is 115 even taking into account the Requirement (Orochi's Blood). If we want to take the technique to Level2 we have to add a HUGE disadvantage. Since Vetala are all about blood (and life consuming is typical of Orochi) I'd go for a -100Life Sacrifice. The cost goes down to 95. The correct Ki cost is 13/14/14.

Starbow Break: Correct ki cost: 19/18/18 (much lower that that you calculated!)

And Then There Will Be None: My MK count is 195. Also I'd rather substitute the -1Ki with a Target Choice which is more in line with other techniques and makes this final much more usable in combat situations. My final Ki cost is 33/34/34 (using target's choice and no ki cost reduction), which is again much lower than 37/37/37 and balances the 19/18/18 of Starbow Break.

As a final comment: I like this tech-tree but beware that it's really heavy and requires a technician to really accumulate for several turns in order to pull out higher level techniques.

TO COBTAIG: I'll get to work on your tech tree as soon as possible. What weapon is your character using? Which kind of fighter is he supposed to be, more the quickster or the heavy hitter? Any Blood Bond, Elemental Binding or Magnus which might be exploited? BLOCK OR DODGE? Looking at the master I'd go for a group of techniques based on katana graceful sword style mixing both offensive and defensive techniques, putting some debilitating (instead of killing) techniques in the offensive department. How about this kind of concept?

Edited by ElricOfMelnibone

Thanks. I'm going to try and design a sword that's bound into it's sheath (effectively a Bokuto with a Katana inside but better). As he is now the character is built to be both fast and heavy hitting so probably something in between leaning more towards fast. No bonds or the like although I might keep the Physical Increase stuff he has from psychic (this is yet to be decided with my GM before we rewrite). I've been working with Block but I leave that to your discretion. I like it.

Wow, knew I'd be out a little but didn't realize it'd be quite that much, but that's what happens when you're just starting out with making techniques. As expensive as this tree is I had fully expected it to be so, but with some of the names for the techniques they needed to have some real impact when used. So here is the corrected version, and thanks once again for the help.

Scarlet Destroyer

These techniques were created many years ago by a Vetala that was cursed with the blood of Orochi. Knowing how dangerous she was to those around her she allowed herself to be kept hidden from the world, only coming out when she was called to action by her sister, leaving a trail of destruction behind her.

Techniques: 5 Total MK: 465

Four of a Kind, Level 1 40MK

This technique was created not merely as a method to attack her opponents, but also to play. Due to her long periods of solitude she needed things to occupy herself while alone and so created this clone technique. Unfortunately for her foes her playfulness carried over to battle as a result. This technique creates 4 illusionary versions of the user that require a check of 240 to realize they are illusions and a PsR of 180 to prevent damage from their attacks.

Advantages: Mirage (4 Images, 240 Detection, PsR180), Maintained

Disadvantages: Requires Blood of Orochi

Ki Cost: Dex 9(3) Pow 9(3) WP 8(3)

Cranberry Trap, Level 1 50MK

This technique , while carrying a rather childish name, is a highly effective means by which to restrain the users foes. This techniques name comes from the appearance of a multitude of small red orbs that swarm around the user, restraining any opponent they choose. This technique allows for a spirit trap of 12 within an area of 10m from the user, the trap can be maintained through following turns.

Advantages: Trapping 12 (Spirit Trap), Area Attack 10m (Target Choice), Maintained

Disadvantages: Requires Blood of Orochi

Ki Cost: Dex 9(2) Pow 8(2) WP 8(2)

Laevatein, Level 2 95MK

This first truly destructive ability of this school, this attack is used to incinerate vast groups of enemies, often demoralizing them to the point that they often no longer wish to fight. Named for the great flaming wand of destruction this ability creates a large blade of flame from the user weapon that when swung affects an area 1km long and 1km across, dealing damage equal to the user presencex2 +Pow bonus that is then tripled.

Advantages: 1km Long Distance Attack, 500m Area Attack (Target Choice), Damage x3, , Damage 2xPresence+Pow

Disadvantages: Requires Blood of Orochi, -100 Life

Ki Cost: Dex 12 Pow 13 WP 13

Starbow Break, Level 2 85MK

This attack while less overtly destructive when compared to Laevatein is still an incredibly powerful ability. This technique destroys the supernatural powers of an opponent, making many of the strongest foes tremble before the user of this ability. The user of this technique seems to create a great bow comprised of stars before drawing back and firing a single large arrow that tracks their target adding 150 to the attacks roll and dealing 2x presence plus Power bonus damage, this is then doubled. Finally, upon being struck the opponent must make a PhR check against the damage dealt plus 100 or have all their maintained or charging abilities canceled.

Advantages: +150 Attack, Damage x2, Ranged Attack 50m, , +60 Interruption(Ki, Magic, Psychic), Damage 2xPresence+Pow

Disadvantages: Predetermined, Require Blood of Orochi

Ki Cost: Dex 19 Pow 18 WP 18

And Then There Will Be None, Level 3 195MK

The final and most powerful ability of this school, and yet it is one that does not initially seem to be an attack. When used the wielder stands with their hand open in front of them. They then clench their fist, causing an invisible pulse of ki to travel out from the user, destroying all foes touched by it. Any hit by the technique collapse to the ground writhing in pain as the energy continues to wreak havoc on their bodies if they are able to survive the initial burst. This technique requires an opponent to pass a roll of 440 or be caught unawares as to the nature of the attack. Every target within 1km of the user suffers an attack that deals double the users presence plus their power bonus which is then tripled and must pass three successive PhR200 checks, the first reducing PhR, the second causing double the failure in damage and the final causing extreme pain if failed.

Advantages: 200PhR Supernatural State (PhR Reduction, Double Damage, Extreme Pain), Camouflage Attack (440), Area Attack 1km (Target Choice), Damage x3, Damage 2xPresence+Pow

Disadvantages: Predetermined, Defenseless, Requires Blood of Orochi

Ki Cost: Dex 33 Pow 34 WP 34

Edited by Kushala

Starbow Break's MK cost should be 85.

AND NOW, the techniques for Cobtaig.

Since his character is the kind of guy who wishes to kill only when necessary I've designed a set of techniques which are supposed to grant complete versatility to the character, allowing him to choose from time to time how to fight and finish a fight. Doing these techniques was very entertaining and I'm rather satisfied with the result. I can only hope Cobtaig feels the same!

BAI JIÀN

Created by a hermit sword master of Shivat, Bai Jiàn (The White Sword) was taught only to very few disciples . The principle of this harmonious sword style, taking energy from Light and Air elements, is that a fighter should always have the option to choose whether to end the opponent’s life or spare it. In order to do so, the master of Bai Jian develops strong defensive techniques that allow him/her to weather off most fights without being too pressed, along with powerful but versatile attack techniques.

Techniques: 5 Total MK: 350.

WÁNMĚI FÁNGYÙ

Level 1

The basilar technique of Bai Jiàn, Wánměi Fángyù (Perfect Defense) is a technique that allows its user to defend proficiently against several attacks, allowing him to maintain a balanced and calm thinking even in the midst of a fray. This technique allows its user to make up to make up to 4 Penalty Free Defenses per turn. This technique can be maintained through following turns. The effects of this technique can be combined with those of other Combinable techniques of Bai Jiàn.

Effects: +3Additional Defenses, Maintained, Combinable, -1Ki.

Disadvantages: Elemental Bond (Air/Light).

DEX3 (Maint.1) / AGI3 (Maint.1) / POW3 (Maint.1)

MK: 30

BÀI SHǍNDIÀN

Level 1

More options allow more choices. With this saying, the white hermit teaches his disciples Bài Shǎndiàn, White Lightning, a technique allowing them to constantly unleash a flurry of attacks at opponents. This technique allows its user to make up to make up to 4 Penalty Free Attacks per turn. This technique can be maintained through following turns.

Effects: +3Additional Limited Attacks, Maintained, -2Ki.

Disadvantages: Elemental Bond (Air/Light).

DEX5 (Maint.1) / AGI5 (Maint.1) / POW5 (Maint.1)

MK: 35

ZHÈNGYÌ JÌNGZI

Level 2

Designed to work in conjunction with Wánměi Fángyù, Zhèngyì Jìngzi (Justice Mirror) was designed to unleash the opponent’s strength and killing instinct against itself. This technique allows its user to Reflect a successfully defended attack against the offender, with a Final Attack value equal to that scored by the Attacker. The effects of this technique can be combined with those of other Combinable techniques of Bai Jiàn.

Effects: Reflect Attack, Combinable.

Disadvantages: Elemental Bond (Air/Light).

DEX8 / AGI8 / POW8

MK: 40

ZUÌHÒU JÙZI

Level 2

This technique is taught to the disciples of Bai Jiàn only after they have learned the first three. In fact this technique is a fast and extremely precise attack that can be used either to kill or to disable the opponent. Only a warrior who has mastered the correct use of the three previous techniques can really assess the correct use of Zuìhòu Jùzi, Final Sentence, on each opponent. The use of this technique is extremely taxing for the body, so the user will take full responsibility each time he uses this lethal technique. This technique grants its user a bonus of +150 to Initiative and allows him to make an attack with a bonus of +125 to the Attack roll and reducing penalties of an Aimed Attack by up to -100. In order to use this technique, the user must spend 6 Fatigue Points in addition to accumulated ki.

Effects: + 150Initiative, +125Attack, -100Aim, -1Ki.

Disadvantages: Elemental Bond (Air/Light), -6Fatigue.

DEX14 / AGI14 / POW14

MK: 65

SHÍJIĀN PÍNGBÌ

Level 3

Only once a disciple of Bai Jiàn has mastered all other techniques can he learn the final technique of the school, a technique that makes their guard practically unbreakable, stopping time with each attack, hence the name Shíjiān Píngbì (Time Shield). This blocks completely the enemies, granting the master of Bai Jiàn to choose about their destiny with complete freedom and an absolutely cold and calm mind. This technique allows its user to make a defense with a bonus of +200 to the Block roll. If the attack is successfully Blocked by the user, the offender must pass a PhR check against a difficulty of 200 or suffer from Total Paralysis for a number of turns equal to the Failure Level. The effects of this technique can be combined with those of other Combinable techniques of Bai Jiàn.

Effects: +200Block, Supernatural State (PhR200, Total Paralysis, Physical Contact), Combinable, -1Ki.

Disadvantages: Elemental Bond (Air/Light).

DEX28 / AGI28 / POW28

MK: 180

PS - Names of the Techniques are in traditional Chinese. For correct pronunciation use Google Translate or something like this (I used Google Translate to translate the names from English to Chinese, so if the translation are not correct make me know about it).

Edited by ElricOfMelnibone

... Wow!! That is seriously awesome man. It looks like it will work really well with the character and the weapon I'm developing. Thank you so much. I'mma have fun with this :P