Post by Amara on Aug 2, 2022 19:23:07 GMT -5
Hi guys Mori here. I usually start these with big explanatory paragraphs but lemme try to summarize stuff here.
This is a NEW system that works in tandem with existing ones to diversify combat and increase character building choice. Current working name is the "AURA" system. These provide combat effects comparable (or directly the same as) existing balanced trait options for species, increasing in potency when reaching higher PLs.
What's shown here is still a beta of slightly refined ideas, so I'm eager to hear thoughts.
STARTING 100k -
>> Surging: 1/Thread you may gain 1 KP at the END of your turn.
>> Swelling: 1/Thread you may gain 2 MP at the END of your turn.
>> Roaring: 1/Thread, add +20% to any non-Sparking offensive technique.
>> Shielding: 1/Thread, add +20% to any non-Sparking defensive technique.
>> Comforting: 1/Thread, you may heal yourself for 15% damage taken.
>> Destabilizing: 1/Thread, you may add a non-Sparking variant to a non-Sparking technique.
>> Fading: 1/Thread, you may use a free 30% evasive-type technique.
UPGRADE 150k -
Your chosen effect may now be used 2/Thread instead of 1/Thread.
ADDITION 200k -
>> Muted: When fighting below your highest available transformation, your techniques cost 1 less KP (minimum of 1). However, they also lose 10% power as a result.
(I.E., A 100,000 PL Goku fires a 5 KP 100% KAMEHAMEHA for a reduced 90k instead of 100k.)
>> Sturdy: Your non-evasive defensive technique can fizzle at 75% PL instead of 80%.
>> Rigid: Your defensive techniques with the ‘shield’ variant now reduces remaining damage by 40%. This does not take effect if you guard for another player.
>> Volatile: Your medium and heavy tiered offensive techniques do 10% (of your PL) more damage, but are defended against at their regular values.
(I.E., A 100,000 PL Goku fires a 6 KP 100% KAMEHAMEHA for 100k. The enemy can block, evade, or fizzle as per usual - but if the attack lands it deals another 10,000 PL damage.)
>> Erratic: Your light tiered offensive techniques do 5% (of your PL) more damage, but are defended against at their regular values.
(I.E., A 100,000 PL Goku fires a 2 KP 40% KAMEHAMEHA for 40k. The enemy can block, evade, or fizzle as per usual - but if the attack lands it deals another 5,000 PL damage.)
>> Vengeful: You may add two of: Homing / Piercing / Overflowing to a non-sparking offensive technique against an opponent who has dealt at least 50% total damage to you. This effect refreshes at 150% damage taken.
UPGRADE 250k -
>> Muted+: Lose 5% power instead of 10%.
>> Sturdy+: Increase to 70% instead of 80%.
>> Rigid+: Shield increased to 50%.
>> Volatile+: Bonus damage increased to 15%.
(I.E., A 100,000 PL Goku fires a 6 KP 100% KAMEHAMEHA for 100k. The enemy can block, evade, or fizzle as per usual - but if the attack lands it deals another 15,000 PL damage.)
>> Erratic+: Bonus damage increased to 15%, HOWEVER your original technique loses 5% of its actual power in return.
(I.E., A 100,000 PL Goku fires a 2 KP 40% KAMEHAMEHA for a reduced 35k. The enemy can block, evade, or fizzle as per usual - but if the attack lands it deals another 15,000 PL damage.)
>> Vengeful+: The effect refreshes at 100% AND 200% damage taken.
UPGRADE 300k -
**You may opt to switch to a new effect at this tier for free.
>> Surging+: 2/Thread you may gain 2 KP at the END of your turn.
>> Swelling+: 2/Thread you may gain 4 MP at the END of your turn.
>> Roaring+: 2/Thread, add +30% to any non-Sparking offensive technique.
>> Shielding+: 2/Thread, add +30% to any non-Sparking defensive technique.
>> Comforting+: 2/Thread, you may heal yourself for 20% damage taken.
>> Destabilizing+: 2/Thread, you may add an upgraded variant (w/ their Sparking effect) to a non-Sparking technique. This does not include unique Sparking variants.
>> Fading+: 2/Thread, you may use a free 40% evasive-type technique.
This is a NEW system that works in tandem with existing ones to diversify combat and increase character building choice. Current working name is the "AURA" system. These provide combat effects comparable (or directly the same as) existing balanced trait options for species, increasing in potency when reaching higher PLs.
What's shown here is still a beta of slightly refined ideas, so I'm eager to hear thoughts.
STARTING 100k -
>> Surging: 1/Thread you may gain 1 KP at the END of your turn.
>> Swelling: 1/Thread you may gain 2 MP at the END of your turn.
>> Roaring: 1/Thread, add +20% to any non-Sparking offensive technique.
>> Shielding: 1/Thread, add +20% to any non-Sparking defensive technique.
>> Comforting: 1/Thread, you may heal yourself for 15% damage taken.
>> Destabilizing: 1/Thread, you may add a non-Sparking variant to a non-Sparking technique.
>> Fading: 1/Thread, you may use a free 30% evasive-type technique.
UPGRADE 150k -
Your chosen effect may now be used 2/Thread instead of 1/Thread.
ADDITION 200k -
>> Muted: When fighting below your highest available transformation, your techniques cost 1 less KP (minimum of 1). However, they also lose 10% power as a result.
(I.E., A 100,000 PL Goku fires a 5 KP 100% KAMEHAMEHA for a reduced 90k instead of 100k.)
>> Sturdy: Your non-evasive defensive technique can fizzle at 75% PL instead of 80%.
>> Rigid: Your defensive techniques with the ‘shield’ variant now reduces remaining damage by 40%. This does not take effect if you guard for another player.
>> Volatile: Your medium and heavy tiered offensive techniques do 10% (of your PL) more damage, but are defended against at their regular values.
(I.E., A 100,000 PL Goku fires a 6 KP 100% KAMEHAMEHA for 100k. The enemy can block, evade, or fizzle as per usual - but if the attack lands it deals another 10,000 PL damage.)
>> Erratic: Your light tiered offensive techniques do 5% (of your PL) more damage, but are defended against at their regular values.
(I.E., A 100,000 PL Goku fires a 2 KP 40% KAMEHAMEHA for 40k. The enemy can block, evade, or fizzle as per usual - but if the attack lands it deals another 5,000 PL damage.)
>> Vengeful: You may add two of: Homing / Piercing / Overflowing to a non-sparking offensive technique against an opponent who has dealt at least 50% total damage to you. This effect refreshes at 150% damage taken.
UPGRADE 250k -
>> Muted+: Lose 5% power instead of 10%.
>> Sturdy+: Increase to 70% instead of 80%.
>> Rigid+: Shield increased to 50%.
>> Volatile+: Bonus damage increased to 15%.
(I.E., A 100,000 PL Goku fires a 6 KP 100% KAMEHAMEHA for 100k. The enemy can block, evade, or fizzle as per usual - but if the attack lands it deals another 15,000 PL damage.)
>> Erratic+: Bonus damage increased to 15%, HOWEVER your original technique loses 5% of its actual power in return.
(I.E., A 100,000 PL Goku fires a 2 KP 40% KAMEHAMEHA for a reduced 35k. The enemy can block, evade, or fizzle as per usual - but if the attack lands it deals another 15,000 PL damage.)
>> Vengeful+: The effect refreshes at 100% AND 200% damage taken.
UPGRADE 300k -
**You may opt to switch to a new effect at this tier for free.
>> Surging+: 2/Thread you may gain 2 KP at the END of your turn.
>> Swelling+: 2/Thread you may gain 4 MP at the END of your turn.
>> Roaring+: 2/Thread, add +30% to any non-Sparking offensive technique.
>> Shielding+: 2/Thread, add +30% to any non-Sparking defensive technique.
>> Comforting+: 2/Thread, you may heal yourself for 20% damage taken.
>> Destabilizing+: 2/Thread, you may add an upgraded variant (w/ their Sparking effect) to a non-Sparking technique. This does not include unique Sparking variants.
>> Fading+: 2/Thread, you may use a free 40% evasive-type technique.