TRAITS: Replacing Burning Ki with Engineered Persistence (Adrenaline) Replacing Masterful Design with Enhanced DNA (Saiyan Pride) Replacing the Combat Learning from Assimilated Power with Unscathed Antisense updated Mimicry updated
Yakito’s outstanding resilience and ruthless fighting spirit allow him to weather fatal punishment and push past his limits. This Utility technique can be used to reflavor any Defensive technique, Defensive item, or Restoration item.
#2 Utility Technique || Imperial Arsenal: Experimental Ray Gun ("Ki for Dummies" Guidebook #4)
A state-of-the-art ray gun is safely stored in a drop leg holster worn by Yakito. This experimental firearm’s safety catch can only be triggered by Yakito’s fingerprints. Once drawn by its rightful proprietor, microscopic needle-like protrusions jut out from the ray gun’s grip to feed on his ki.
Depending on how hard Yakito pulls the trigger, one of three projectiles will be fueled and fired:
Intensity 1 - Pellets: A volley of crimson energy pellets. Can be used to reflavor any Light technique ornon-KP attack or Arm Blaster use. Intensity 2 - Laser Beam: A beam of searing crimson. Can be used to reflavor any Medium technique. Intensity 3 - Unstable Orb: A massive orb of warbling crimson energy. Can be used to reflavor any Heavy technique.
The ray gun also has an Overcharged feature making it crackle with crimson sparks - it can be added as a prefix to the fired projectile to reflavor any power boost.
TL;DR — I removed the mention of Defensive item and Arm Blaster since I am selling those items.
Traits Species The Species traits Fastest in the Universe and Survivalist will remain unchanged, while Extraterrestial only receives minor clarification. General Quick Learner stays unchanged, but I'm replacing Impossible Recovery with Hunter
Techniques Editing a technique, and getting a new one with an open slot. Old Technique getting modified
16k Technique Medium Offense || Trick Shot After carefully aiming Tinker launches a ball, intending to catch a dodge with the abnormally fast ricochet. He won't complain if someone just lets him hit with the regular swing though. Power: 40% KP Cost: 3 KP Variants: Homing
Changed to
16k Technique Medium Offense || Trick Shot After carefully aiming Tinker launches a ball, intending to catch a dodge with the abnormally fast ricochet. Though he won't complain if someone just lets him hit with the regular swing, the awkward angle makes it tricky to both intercept and dodge. Power:60% KP Cost:4 KP Variants: Sniper
48k Technique Light Offense || Tagged Out Tinker simply runs chases after an enemy, grabbing them and attempting to slam them to the ground! Sure, it generally doesn't hurt that much, but its more supposed to stop people running than anything. Power: 20% KP Cost: 2 KP Variants: Lock-On
Transformations Changing them a bit with the update
Core Full Sauce -> Full Sauce Durability -> Tough as Nails
Optional Survivalist -> Kinetic Genetics
General Raw Talent -> Raw Talent Impossible Recovery -> Energy Burn TECHNIQUES
[Respec as part of the new update.]
OLD: Technique Type: Sparking Heavy Offensive Technique Name: Mercury Blazar
Description: Garon's strongest technique. By overcharging his Meta-Suit, he can reach beyond his maximum output in both offense and defense. This "Blazing" form is marked by his armor turning a fluorescent, glowing cyan-- a byproduct of its physical form becoming unstable due to a ki overload-- and plumes of smoke jetting from his body. Garon then unleashes a furious barrage of supercharged attacks. As of character creation, his record for holding the form is four seconds, but this can be extended with time to further overcharge, or even with sheer willpower. This technique leaves him completely drained.
TP Allocation: 2 TP for Back-Up Plan, 2 TP for Preparation, 6 TP for +60%. Total Stats: 6 KP, 130% Power w/ Back-Up Plan & Preparation
Tech Slot: Starter Slot Items Used: N/A
NEW: Technique Type: Sparking Heavy Offensive Technique Name: Mercury Blazar
Description: Garon's strongest technique. By overcharging his Meta-Suit, he can reach beyond his maximum output in both offense and defense. This "Blazing" form is marked by his armor turning a fluorescent, glowing cyan-- a byproduct of its physical form becoming unstable due to a ki overload-- and plumes of smoke jetting from his body. Garon then unleashes a furious barrage of supercharged attacks. As of character creation, his record for holding the form is four seconds, but this can be extended with time to further overcharge, or even with sheer willpower. This technique leaves him completely drained.
TP Allocation: 2 TP for Pressure, 2 TP for Pressure+, 2 TP for Preparation, 4 TP for +40%. Total Stats: 6 KP, 110% Power w/ Pressure+ & Preparation
Tech Slot: Starter Slot Items Used: N/A
[NOT a consequence of the update, but I'll be using my FighterZ Manual to respec one of my Standard Techniques like normal.]
OLD: Technique Type: Standard Heavy Defensive Technique Name: Makemake Panic Description: A defensive technique Garon started learning after several encounters with some impossibly strong opponents. Frustrated with his inability to deal with even basic attacks from strong enemies, he creates a static, massive wall of energy to intercept whatever attacks may come his way. The ki may hurt, but his poor ki control makes him unable to push this wall away from him, crushing its viability as an offensive technique. TP Allocation: 5 TP for +50% power. Total Stats: 6 KP, 120% Power.
Tech Slot: 10k Slot Items Used: N/A
NEW: Technique Type: Standard Heavy Defensive Technique Name: Makemake Panic
Description: A defensive technique Garon started learning after several encounters with certain impossibly strong opponents. Frustrated with his inability to deal with even basic attacks from strong enemies, he creates a static, massive wall of energy to intercept whatever attacks may come his way. Some of the kinetic energy from the impact can be recycled by his power suit, provided the wall isn't overloaded.
TP Allocation: 2 TP for Ki Discount, 2 TP for Swerve, 1 TP for +10% power. Total Stats: 5 KP, 80% Power w/ Swerve Tech Slot: 10k Slot Items Used: FighterZ Manual TRANSFORMATIONS
Previous SAIYAN PRIDE || Core Trait When you have sustained 100% or more damage, you gain a +10% boost to all techniques, but you may not boost techniques with momentum. Healing to the point where you have less than 100% damage sustained deactivates this bonus.
BURNING KI || Core Trait Once per thread, you may spend momentum in increments of 2 to regain KP at a cost of 2 MP to 1 KP.
NOBLE BLOOD || Optional Trait Increases the total damage you can sustain by 20%, and increases your Critical Damage Threshold by 30%.
New SAIYAN PRIDE || Core Trait When you have sustained 100% or more damage, you gain a +10% boost to all techniques, but you may not boost techniques with the momentum power boost. Healing to the point where you have less than 100% damage sustained deactivates this bonus. (No Change)
ZENKAI || Core Trait Upon reaching 100% damage taken, gain a 'Zenkai Charge'. Upon reaching 200% damage taken, gain two. Healing in any way does not refresh this effect.
Zenkai Charges can be spent to activate the Transformation Boost Momentum Effect without using MP to do so. (New/Replaces Burning Ki)
NOBLE BLOOD || Optional Trait Increases the total damage you can sustain by 20%, and increases your Critical Damage Threshold by 30%.
Additionally, you gain a third General Trait during character creation. (Updated)
Previous BARE-KNUCKLE BRAWLER If you enter a thread with no combat items or consumables, your non-sparking Defensive Techniques that do not have the Evasive Variant gain +5% power. Being given an item mid-thread nullifies this trait.
IMPOSSIBLE RECOVERY You only suffer -75% HP when wounded instead of -100% HP. Once per thread you may use Second Wind even if you have already transformed.
New IMPOSSIBLE RECOVERY Your wound HP Penalty is reduced by -25%. Once per thread you may use Second Wind even if you have already transformed. (Updated)
LEGENDARY LACKEY You gain a special type of companion know as a 'Lackey', the mechanics of which can be viewed in the Companion Rules & Types thread. (New/Replacing Bare-Knuckle Brawler)
NOW THATS TEAMWORK Your companions gain access to a special form that is HALF of your strongest modifier (rounded up). Guardians grant theirs to the main. Lackeys instead gain full form effectiveness instead of the usual half. (New/3rd Gen Trait granted via Noble Blood Trait)
PL: 48,048 (30% of Zuqetta's, 160,160PL) Transformation: Super Saiyan (x18)(Full Form granted via "NOW THATS TEAMWORK" general trait, and Zuqetta's, x18 Super Saiyan form)
Techniques
Upon review of the Technique changes, I've determined that none of Zuqetta's techniques require updates.
Last Edit: Aug 18, 2024 19:49:34 GMT -5 by Zuqetta
General Traits Antisense >>> Tenacious Quick Learner >>> Impossible Recovery NEW TRAIT (Noble Blood) >>> Energy Burn
Techniques
OLD TECHNIQUE Medium Attack Technique || Justice Cannon || TECH SLOT 2 The Great Saiyagirl’s signature finishing move. Launching her target with a heavy punch, she takes aim by holding her arm straight and her palm forward, fingers together. Gira’s other hand steadies her aim by holding onto her forearm before launching a blue ball of ki the size of a beach ball in the target’s direction. Generates a powerful blue explosion for a flashy finish! Of course, a true hero always strikes a pose at the end. Power: 60% KP Cost: 4 KP Variants: Homing
NEW TECHNIQUE Medium Attack Technique || Justice Cannon || TECH SLOT 2 The Great Saiyagirl’s signature finishing move. Launching her target with a heavy punch, she takes aim by holding her arm straight and her palm forward, fingers together. Gira’s other hand steadies her aim by holding onto her forearm before launching a blue ball of ki the size of a beach ball in the target’s direction. Generates a powerful blue explosion for a flashy finish! Of course, a true hero always strikes a pose at the end. Power: 60% KP Cost: 4 KP Variants: Sniper
OLD TECHNIQUE Heavy Attack Technique || Serious Kamehameha || TECH SLOT 7 (56,000 PL) Gira gets serious, firing a Kamehameha with a ton more power behind it! Power: 80% KP Cost: 5 KP Variants: Overflowing
NEW TECHNIQUE Heavy Attack Technique || Serious Kamehameha || TECH SLOT 7 (56,000 PL) Gira gets serious, firing a Kamehameha with a ton more power behind it! Power: 80% KP Cost: 5 KP Variants: Wind-Up
Post by Chancellor Cheri on Aug 18, 2024 5:47:42 GMT -5
Traits Moving from Armed & Ready, Salvage, Strategist (Light) to Strategist (Light), Salvage, Underdog. General traits (Trump Card, Deep Pockets) left unchanged.
Oct 20, 2024 18:31:30 GMT -5
Marimba: Yep. Better than ever too.
Oct 20, 2024 21:26:39 GMT -5
Rhuba: I wish I saw Marimba talk more in the Discord.
Oct 21, 2024 16:21:05 GMT -5
Yakito: Marimbus will perish by my hands.
Oct 22, 2024 2:13:57 GMT -5
Chomei: Marimbus will persevere by my hands.
Oct 22, 2024 4:38:31 GMT -5
Rhuba: Why is he preserving your hand?
Oct 22, 2024 15:18:52 GMT -5
Pom: Maybe he likes it?
Oct 22, 2024 17:04:34 GMT -5
Marimba: It'll come in handy some day
Oct 23, 2024 12:26:15 GMT -5
Mister Steel: Chomei's estate is vast, and marriage into the family can only benefit Marimba with access to cattle, pasture land, and much grain to feed his armies.