Post by Deleted on Apr 5, 2019 0:22:47 GMT
Techniques
They're your trump cards and give you a higher success rate of winning your fights. They're the best bang for your buck when it comes to dealing out damage and avoiding oncoming techniques.
Here on Awakening, we've got multiple technique styles that you can learn throughout your journey. Some of which are basic and others which are not. Here's a list of the styles of techniques that you can learn on Awakening.
[AT] Alteration Technique
[BT] Basic Technique
[CT] Concentration Technique
[FT] Fused Technique
[GUT] Guided Technique
[PT] Physical Technique
[PCT] Physical Combo Techinque
[GRT] Grapple Technique
[RPT] Rapid Technique
[ST] Support Technique
[SP] Special Technique
[RPT] Rapid Technique
[ST] Support Technique
[SP] Special Technique
[CONT] Control Technique
Now, I probably know what you're thinking.. something along the lines of "Damn that's a lot of options!"
I see why you'd be thinking this as it may look complicated at first and compared to other RPG's that simplify it, we're looking to create a DBZ RP experience that follows the source material as much as possible, plus.. this system will give you many unique options to customize your techniques to make very unique and awesome moves!
Here's a quick rundown on each type of technique and how they operate, Most will operate on your Energy Bar and some will operate on your Stamina bar. Here's everything you need to know to get you started.
Energy Types
These are most effective at medium range, at close range they cost 10% more stamina/energy to dodge but cannot be charged, they do their normal stuff at medium range, but at long range they lose effectiveness and can be more easily dodged for 10% less stamina/energy than usual.
[BT] Basic Technique:
Basic techniques are common Ki techniques we see in the Dragon Ball series, these range from Kamehameha all the way to Explosive Waves, Big Bang Attacks, etc. In simple terms, these are techniques that only do base damage and have no additional features.
These techniques are common place for vaporizing opponents.
[BT] Basic Technique:
Basic techniques are common Ki techniques we see in the Dragon Ball series, these range from Kamehameha all the way to Explosive Waves, Big Bang Attacks, etc. In simple terms, these are techniques that only do base damage and have no additional features.
These techniques are common place for vaporizing opponents.
[AT] Alteration Technique:
Techniques, where the Ki is manipulated to take on a certain form different from the traditional energy blast, examples of this, would be the Destructo Disc or Spirit Sword. These techniques can cut through flesh and bone with ease and leave an opponent. "Unarmed."
Basically, these techniques can cut limbs off or even cut an opponent in half.
If an attack like this hits undefended, it will remove limbs. It is not recommended to block these moves, however given a good reason and some damage negation it is acceptable.
Techniques, where the Ki is manipulated to take on a certain form different from the traditional energy blast, examples of this, would be the Destructo Disc or Spirit Sword. These techniques can cut through flesh and bone with ease and leave an opponent. "Unarmed."
Basically, these techniques can cut limbs off or even cut an opponent in half.
If an attack like this hits undefended, it will remove limbs. It is not recommended to block these moves, however given a good reason and some damage negation it is acceptable.
[CT] Concentration Technique:
These Techniques are where the ki is concentrated into one part of the body and then fired in a single beam of energy, perfect examples of this style of technique would be the special beam cannon, Death beam, Eye Lasers, etc.
If these attacks hit without having their damage reduced by 50% by the opponent, they can puncture right through an opponent’s body and cause bleed damage. Bleed damage would be 5% the user's Power Level in damage per turn. 100,000 PL would = 5,000 Damage per turn due to bleed damage. Bleed does not stack, the length of time it lasts is dependent on whether you can heal yourself, and the tier of the move in question. At Tier 1 bleed lasts for 3 turns, going up by 1 turn each tier, therefore ending at 7 turns at God Tier
[GUT] Guided Technique:
Guided Techniques are techniques that you can control after they are fired, given this they are in play for up to two turns.
Two good examples of this are Bending Kamehameha's and Spirit Ball. Given that these techniques can last two turns, the maximum damage output will only be up to 50% upon turn one. If the opponent destroys or gets hit by the attack, that's it but if the opponent dodges, You're able to turn the attack back at them for only half the cost. The amount of times you can redirect the attacks depends on the tier
Tier 1 - 1
Tier 2 - 2
Tier 3 - 3
If you go any higher into Ults and god moves it's very unlikely you would be able to redirect more than once.
Meaning; If you use bending Kamehameha at 50% damage (25% energy) and the opponent dodges, the next turn you can redirect towards them for 13% energy instead. The energy is only halved once though depending on tier you can keep redirecting it for that halved cost.
[RPT] Rapid Technique:
Rapid Techniques are basically a barrage of an energy attack, great examples of this would be the Die Die Missile Barrage or Buu's Human extinction Technique. Basically, this allows you to fire a barrage of an attack at your opponent and the mechanic is simple.
Say you learn [RPT]Ki barrage and decide to use it in a fight, you could fire one hundred blasts at 1% energy each at your opponent meaning they'd have a tough time dodging them all but the damage would be slim to none or you could do four blasts at 25% each making them easier to dodge but more costly if they make a mistake. The amount of blasts fired is completely up to you.
Stamina Types
These are only usable at close range for most races, Namekians and Majins can use them at medium range thanks to their biology, but nobody can used them at long range with the sole except being some stamina based control or special techniques.
[PT] Physical Technique:
Physical techniques are techniques that run off your Stamina. Anything involving punching, kicking, headbutting, or even attacking with a weapon.
[PCT] Physical Combo Technique:
Combination Techniques via the use of physical attacks - punches, kicks, shoves, etc. A great example would be the Kaio-ken attack from Goku's fight with Nappa! These attacks are handled statistically the same as Rapid Techniques.
[GRT] Grapple Technique:
Grapple Techniques via the holding of the opponent: The user grabs hold of the opponent dealing 50% of the damage immediately for the technique, but costs stamina for the whole technique off the bat. To defend, they must spend stamina equal to 50% of the damage. Every turn you must spend an additional 10% of the attack's cost in stamina in order to maintain it: increasing by 5%. To escape after being grappled, you can spend stamina equal to the total damage it will deal. Neither player can attack during this grapple, but the grappled target can use Support Techniques to try and break the grappler's focus if they meet the requirements for the technique. Both players take damage for energy attacks fired during this period. At the end of the grapple, the user spends a single action to deal the other 50% of the damage.
Both Types
[PT] Physical Technique:
Physical techniques are techniques that run off your Stamina. Anything involving punching, kicking, headbutting, or even attacking with a weapon.
[PCT] Physical Combo Technique:
Combination Techniques via the use of physical attacks - punches, kicks, shoves, etc. A great example would be the Kaio-ken attack from Goku's fight with Nappa! These attacks are handled statistically the same as Rapid Techniques.
[GRT] Grapple Technique:
Grapple Techniques via the holding of the opponent: The user grabs hold of the opponent dealing 50% of the damage immediately for the technique, but costs stamina for the whole technique off the bat. To defend, they must spend stamina equal to 50% of the damage. Every turn you must spend an additional 10% of the attack's cost in stamina in order to maintain it: increasing by 5%. To escape after being grappled, you can spend stamina equal to the total damage it will deal. Neither player can attack during this grapple, but the grappled target can use Support Techniques to try and break the grappler's focus if they meet the requirements for the technique. Both players take damage for energy attacks fired during this period. At the end of the grapple, the user spends a single action to deal the other 50% of the damage.
Both Types
[CONT] Control Technique
Control Techniques are techniques made to control the battlefield. This type of technique allows things such as trapping players in certain ranges, teleporting to other ranges, and just generally affecting movement on the battle field. When one of these is made the creator of the technique states if it’s stamina or ki type on creation.
Control Techniques are techniques made to control the battlefield. This type of technique allows things such as trapping players in certain ranges, teleporting to other ranges, and just generally affecting movement on the battle field. When one of these is made the creator of the technique states if it’s stamina or ki type on creation.
[SP] Special Technique:
These techniques can hold a variety of different abilities that aren't listed in the classes above. Some techniques may include Spirit Bomb which characters can share energy to make it stronger, instant transmission and even techniques that require self-sacrifice to be used.
Specials Techniques are obtained either through an NPC or with the dojo base upgrade, you can make 3 specials max. Using the Dojo to develop the skill will cost no TP!
These techniques can hold a variety of different abilities that aren't listed in the classes above. Some techniques may include Spirit Bomb which characters can share energy to make it stronger, instant transmission and even techniques that require self-sacrifice to be used.
Specials Techniques are obtained either through an NPC or with the dojo base upgrade, you can make 3 specials max. Using the Dojo to develop the skill will cost no TP!
[ST] Support Technique:
Support Techniques are basically non-damaging techniques, these techniques can range from flight all the way to Ki rings and even solar flare. Some will be classified as Passive if they are things such as flight, while others like Solar Flare or Ki Ring will cost 20% of your energy/stamina to blind/stun the opponent for one turn. The first tier of blinds/stuns cost 20%, with each tier raising the percentage by 10% and one more turn. The blind/stun counter begins when the attack hits, which means at tier 1 once the attack hits and you fail to dodge, you do not become unstunned until the end of you next turn, and so on. Support techniques can also be based on your Stamina bar, this style of support technique is a technique that doesn't use any Ki energy and is all based on physical movement. Examples of these techniques could be things such as, After-Image, Rapid Movement, Quick Step and other types of dodges that can get you out of harm’s way. Remember, these techniques cannot do damage!
Support Techniques are basically non-damaging techniques, these techniques can range from flight all the way to Ki rings and even solar flare. Some will be classified as Passive if they are things such as flight, while others like Solar Flare or Ki Ring will cost 20% of your energy/stamina to blind/stun the opponent for one turn. The first tier of blinds/stuns cost 20%, with each tier raising the percentage by 10% and one more turn. The blind/stun counter begins when the attack hits, which means at tier 1 once the attack hits and you fail to dodge, you do not become unstunned until the end of you next turn, and so on. Support techniques can also be based on your Stamina bar, this style of support technique is a technique that doesn't use any Ki energy and is all based on physical movement. Examples of these techniques could be things such as, After-Image, Rapid Movement, Quick Step and other types of dodges that can get you out of harm’s way. Remember, these techniques cannot do damage!
[FT] Fused Technique:
Fused Techniques are where your creativity will shine brightly, this is where you can take two of your techniques and combine them together to create something special. These two techniques will need to be of different Technique types to work. A fine example of this would be Frieza's Death Beam Barrage attack. It's a combination of a Rapid Fire Technique and a Concentration Technique.
This would give Bleed damage and a Rapid fire to the attack. All these techniques will need to be examined by the staff team upon application to make sure that they are balanced and fair, but please.. Let your creativity shine! Note: You will have to know the two techniques you want to fuse in order to fuse them. Example: Frieza would've needed to know [CT]Death Beam and [RT]Ki Barrage to create [FT]Death Beam Barrage. You can even mix in Physical type moves!
Fused Techniques are where your creativity will shine brightly, this is where you can take two of your techniques and combine them together to create something special. These two techniques will need to be of different Technique types to work. A fine example of this would be Frieza's Death Beam Barrage attack. It's a combination of a Rapid Fire Technique and a Concentration Technique.
This would give Bleed damage and a Rapid fire to the attack. All these techniques will need to be examined by the staff team upon application to make sure that they are balanced and fair, but please.. Let your creativity shine! Note: You will have to know the two techniques you want to fuse in order to fuse them. Example: Frieza would've needed to know [CT]Death Beam and [RT]Ki Barrage to create [FT]Death Beam Barrage. You can even mix in Physical type moves!
Technique Tiers and Damage
Techniques all have a starting point of course, and here is where we’ll explain that as well as how to upgrade your techniques.
There are four tiers for all techniques
Tier 1 (1 - 25% PL in Damage)
Tier 2 (26 - 50% PL in Damage)
Tier 3 (51 - 75% PL in Damage)
Ultimate Tier (76 - 100% PL in Damage) (Drains 50% of total Ki/Stamina cost in the opposite resource until 350,000 Power Level)
All techniques on first making your profile start at Tier 1 but can be worked up to higher tiers, the only exception to this are Special Techniques which don’t have tiers and are instead balanced around their unique ability. You can make a higher tier move later without upgrading any existing moves so long as you have the same number of training points as it would take to upgrade a move to that level.
When you use a technique in battle, you choose what percentage of damage you want to put out at the time of the attack, within the current tier of your technique. A Tier 1 is able to be used at any strength from 1-25%, and so on with the higher tiers.
Also, as a note for Ultimate techniques.
You are only allowed to learn a maximum of four ultimate techniques,
At this point in time you're allowed one per every 100,000 Power level.
This means it'll look like this..
100,000 Power Level: One Ultimate technique.
200,000 Power Level: Two Ultimate Techniques.
300,000 Power Level: Three Ultimate Techniques.
400,000 Power Level: Fourth and Final ultimate technique.
+ Upgrading a Technique +
So, to upgrade a technique you'll need to spend some of those TP's! Now, when it comes down to it, it's pretty simply and straight forward. These are the costs of each upgrade.
Tier 1: Costs 1 TP
Tier 2: Costs 2 TP
Tier 3: Costs 3 TP
Ultimate Tier: Costs 5TP.
When you upgrade a technique in Tier, you don’t lose the previous tiered version of the technique, instead, imagine it like the jump from Kamehameha to Super Kamehameha.
Fused Techniques have tiers but work differently from others, they start one tier higher than the strongest move of the two.
Support Techniques also have tiers, although they cannot be upgraded to ultimate tier. They will always max out at Tier 3.
For example
[ST-1] Energy Sense: Allows the user to sense the energy of everyone on the same Planet as them
[ST-2] Energy Sense: Allows the user to sense the energy of everyone in the same Galaxy as them
[ST-3] Energy Sense: Allows the user to sense anyone from across the universe so long as they don’t have God Ki.
This may seem useless in battle but the battle system does have a touch of roleplay logic behind it, meaning these could help make or break a battle potentially!
Charging Techniques
All technique variants are allowed to be charged for maximum damage output.
What this means is your techniques will give you more bang for your buck.
If you fire a technique or use one to protect from an attack, your damage or protection will be whatever percentage of power you put into it.
If you decide to hold that attack instead of firing it and charge it for a turn, you'll increase the power. However, charging has its own costs to consider as well.
If you charge a technique successfully, you will stack its damage output.
For example:
[BT-1]Super Kamehameha = 25%
If this attack was charged for one turn and fired the second it would be at 50%, and if held an additional turn 75%. An easier way to look at it would be like so:
25% -> 50% -> 75%
HOWEVER, charging has an energy cost to it as well. For every successful charge, you put in an additional amount of energy equal to HALF the original cost. Again, let’s look at the above example.
[BT-1]Kamehameha = 50%
This technique has a damage of 50% of your PL, meaning it costs 25% energy to use. If charged, then an additional cost of 12.5%, or half of 25%, is added like so:
12.5% -> 25% -> 37.5%
This means that charging, while beneficial, is not unlimited. You must meet the requirements to continue charging your attack. If successful, you could do immense damage for a fraction of the cost!
Remember, charging a technique can continue so long as you aren't interrupted.
Interruption can occur from a number of sources, so they will be listed here.
Things that can interrupt a Charge include:
Moving or attacking with anything that is not the charged attack.
Being moved by a Control Technique.
Being hit with a Stun or Grapple Technique.
The ones listed above are the most likely, however there are other rules to pay attention to.
If your opponent is within close to medium range, they will have the ability to interrupt your charge using a Physical Technique. If the opponent is at far range and has none of the other methods for interruption, they cannot without a move such as Instant Transmission that allows them to close the distance immediately.
Once interrupted you'll lose all the current charge you have gained. To prevent this, one must have a Support Technique meant for dodging specifically. This will allow you to effectively dodge while holding the charge, so long as you have the ability to do so.
And remember, any energy attack launched from the opponent can be met with your charged blast to initiate a Struggle.
Beam Struggles/ Combining Techniques
Beam struggles are another thing in DBZ that can change the outcome of a battle. Whether it be you alone or a friend aiding you, they can come in handy.
A Struggle can be initiated at any time during a battle when one beam is met by another, however it does not end there. Once a Struggle is initiated, the battle moves to a different phase for the duration of the struggle.
The First Phase of a Struggle begins when the first beam is fired. From here, we determine the order of turns. Opponent A fires their attack, which is then met by Opponent B, making A the lead and first to react.
Once the attacks collide, Opponent A has a couple of options listed as follows:
Add more energy to the attack in order to overpower their enemy.
Abandon the attack and dodge out of the way.
Allow the enemy to overpower them and block against the resulting damage.
If the struggle continues from there, with Opponent A putting in more power, then Opponent B must make a choice from the same list of options.
Remember, if you cannot overpower your enemy, or the blast is a higher tier than yours, you will only be able to reduce the opponent's incoming damage, not win the Struggle. If that is the case, your options are to dodge, or to pour in as much energy as possible to make the attack easier to block. It'll be up to you to decide which route is safer for you to pick.
Example.
Goku's [BT-1] Kamehameha at 66,000 vs Vegeta's [BT-1] Galick Gun at 100,000 collide.
The Kamehameha will get beat but reduce Vegeta's attack to 34,000 damage. Goku would then get hit by that damage, and be able to reduce it further by blocking.
Another thing to note is that at any point during a Struggle, either side may choose to match the opposing blast, immediately ending the struggle and negating all damage for both sides.
Combining attacks is very basic,
If you and an ally both fire an attack when you're side by side, you will take the Damage from both attacks and combine them.
Goku's Kamehameha at 50,000
With Vegeta's Galic Gun at 50,000
Will equal a total of 100,000 damage being sent out.
An additional note, if you witness a beam struggle between two others, you may choose to combine attacks with either side, continuing the struggle. This can be done until either side becomes overwhelmed or the blast is negated.
Learning techniques
To learn a technique, You'll need to have an available training point to use.
Now, You can either save these from the beginning and start with fewer techniques or use them as you get them.
Once you reach a specific power level and earn a training point you'll have to apply for the technique you wish to learn in the Technique Applications board. Follow the simple template and post your technique and a moderator will review it. If it's flawless it'll be accepted and if it isn't the staff team will work with you to make it balanced.
Once approved, all you have to do is post a thread of your character learning it. This thread can either be a Solo training session or one with a group. Basically, just play out your character learning the technique and at the end of the thread your technique will be learned and usable in all your threads from there on out. Currently, you can only learn ONE technique per thread. So keep that in mind!
Note: Keep your word count reasonable for learning a technique, 1,000 words is typically believed as fair for such a thing.
Reminder: You can only learn ONE technique PER 1000 WORDS IN A THREAD.
Training Points
So, here at Awakening, you start off with Eight Techniques of your choosing but what happens after that?
Well, as your character grows as a fighter and gains power you will earn One training point every 5,000 power level on your character. Every 25,000, you gain two instead.
So, gaining techniques will look like this..
Starting Power Level: 8 Training Points
5,000 Power Level: 9 Training Points
10,000 Power Level: 10 Training Points
15,000 Power Level: 11 Training Points
20,000 Power Level: 12 Training Points
25,000 Power Level: 14 Training Points
And so on..
Remember, You only gain 1 Training Point per 5,000 power level. And TWO per 25,000.
So the chart above is your TOTAL training points at that power level.
You may also opt to trade in your training points for a boost to your PL or Zeni
1 Training point = 1,000pl/1,000z
This cannot be used for your starting points
Note; Some techniques are not allowed to be learned on the site while others may be learned through our NPC characters.
Some of these techniques could be, but not limited to:
Time Skip
Spirit Bomb
Instant Transmission
Kaioken
Time Freeze
Body Change
Etc...