Post by Captain Verst on May 30, 2023 4:39:22 GMT -5
Arcosian Traits:
Supremacy: When engaged with a foe that has sustained 100% or more damage, you gain a +10% boost to all techniques when attacking or defending against them, but you may not boost these techniques with momentum. If the target heals below 100%, this effect is lost.
Durability: Once per thread, after all other damage reductions, reduce an incoming attack's power by an additional 50%. This is reduced to 25% if you are not within 60% PL of the attack's user.
Resilience: 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.
General Traits:
Metamorphoisis: When transforming, you may choose to retain the MP that you currently have. However, you cannot use a Sparking Technique on that turn.
Additionally, when you transform into your strongest form for the first time, you remove 1 turn or instance of a debuff from yourself.
Restrained Might: Gain a bonus of +10% to all techniques when fighting below your final transformation. Additionally, when you transform into your strongest form for the first time, you may spend momentum in increments of 2 to regain KP at a cost of 2 MP to 1 KP.
Avenger: Once per thread, upon the defeat of an ally, you regain all your momentum. For your next three posts, all momentum effects are boosted as follows:
Power Boost - Additional +10%
Transformation Boost - Gain an additional +x1 per 150k base PL, starting at 0. Caps at +x3.
Ki Boost - Subtract an additional -1 KP from cost.
If a Companion is defeated and their base PL is not within 50% of your base PL, Avenger is not triggered. Guardians are exempt from this.
Techs:
Light Defense || Willed Ignorance
30k slot - Verst Assses an attack coming towards him as sub par, and simply flares his aura to block the attack
Power: 20%
KP Cost: 1 KP
Variants None
Light Attack || Finger Beam
A yellow beam coiled with red launches towards a target from the tip of Verst's finger
Power: 40%
KP Cost: 2 KP
Variants:
Light Defense || Faster than Flight
The speed which Verst can control allows him to be able to out maneuver many attacks.
Power: 60%
KP Cost: 2 KP
Variants: Evasive
Medium Attack || Whirling Blows
Verst launches a flurry of blows emphasising using kicks and tail attacks
Power: 60%
KP Cost: 3 KP
Variants: None
Medium Attack || Taming Strikes
Verst launces a string of attacks with all of his limbs including his tail, aiming to identify weaknesses in the opponent, this can then inspire his comrades
Power: 60%
KP Cost: 4 KP
Variants: Inspiring
50k slot Medium Attack || Captain's Contribution
Captain Verst strikes towards an enemy contributing to his companions blows.
Power:40%
KP Cost: 3KP
Variants: Merging
Heavy Attack || Heavy Blows
10k slot - Verst's yellow form becomes wreathed in a red aura, especially around his arms, which he uses to strike repeatedly in the form of large hammer blows.
Power: 100%
KP Cost: 5 KP
Variants:
Support Technique || Solar Blast
40k Slot - This is an ESCAPE TECHNIQUE. You release a blinding flash of light, replicating the sun's rays. This allows you to attempt to escape any thread or travel between splits in an Action Thread more safely. This technique valued at 60% of your total power and requires 2 KP to use. In order to stop you, a player must use an attack that is superior in power to your Solar Flare. You cannot undo your escape via Solar Flare if you are successful, but you can use KP to defend if it is overcome.
Support Technique || Max Power
20k slot - Max Power must be your post's first action and requires at least 1 MP to activate. While active; it empowers your Techniques by +10% and drains 1MP at the start of each turn, you cannot naturally gain MP unless specified by a trait, you can't block escapes, use Evasive or Escape techniques, or defend others. It can only be deactivated as the last action on a post BUT only on your next post or later. If you hit 0 MP for any reason, Max Power ends immediately and you gain the Winded status effect.
Power: __%
KP Cost: _ KP
Variants:
SPARKING! Medium Defense || Shield of Home
Verst concentrates his energy to create a Sun like shield, that can be moved in front of an ally, it can then also absorb attacks and return them, embued with Verst's own energies.
Power: 60%
KP Cost: 4 KP 4 MP
Variants: Reflective, Reflective +, Distanced
Utility Technique || Flight
Can use Ki to fly.
Utility Technique || Planetary telepathy
Is able to communicate telepathically with anyone on the planet.
Utility Technique || Raider's Axe
Verst creates an axe out of his ki for use in non-KP and KP attacks
Supremacy: When engaged with a foe that has sustained 100% or more damage, you gain a +10% boost to all techniques when attacking or defending against them, but you may not boost these techniques with momentum. If the target heals below 100%, this effect is lost.
Durability: Once per thread, after all other damage reductions, reduce an incoming attack's power by an additional 50%. This is reduced to 25% if you are not within 60% PL of the attack's user.
Resilience: 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.
General Traits:
Metamorphoisis: When transforming, you may choose to retain the MP that you currently have. However, you cannot use a Sparking Technique on that turn.
Additionally, when you transform into your strongest form for the first time, you remove 1 turn or instance of a debuff from yourself.
Restrained Might: Gain a bonus of +10% to all techniques when fighting below your final transformation. Additionally, when you transform into your strongest form for the first time, you may spend momentum in increments of 2 to regain KP at a cost of 2 MP to 1 KP.
Avenger: Once per thread, upon the defeat of an ally, you regain all your momentum. For your next three posts, all momentum effects are boosted as follows:
Power Boost - Additional +10%
Transformation Boost - Gain an additional +x1 per 150k base PL, starting at 0. Caps at +x3.
Ki Boost - Subtract an additional -1 KP from cost.
If a Companion is defeated and their base PL is not within 50% of your base PL, Avenger is not triggered. Guardians are exempt from this.
Techs:
Light Defense || Willed Ignorance
30k slot - Verst Assses an attack coming towards him as sub par, and simply flares his aura to block the attack
Power: 20%
KP Cost: 1 KP
Variants None
Light Attack || Finger Beam
A yellow beam coiled with red launches towards a target from the tip of Verst's finger
Power: 40%
KP Cost: 2 KP
Variants:
Light Defense || Faster than Flight
The speed which Verst can control allows him to be able to out maneuver many attacks.
Power: 60%
KP Cost: 2 KP
Variants: Evasive
Medium Attack || Whirling Blows
Verst launches a flurry of blows emphasising using kicks and tail attacks
Power: 60%
KP Cost: 3 KP
Variants: None
Medium Attack || Taming Strikes
Verst launces a string of attacks with all of his limbs including his tail, aiming to identify weaknesses in the opponent, this can then inspire his comrades
Power: 60%
KP Cost: 4 KP
Variants: Inspiring
50k slot Medium Attack || Captain's Contribution
Captain Verst strikes towards an enemy contributing to his companions blows.
Power:40%
KP Cost: 3KP
Variants: Merging
Heavy Attack || Heavy Blows
10k slot - Verst's yellow form becomes wreathed in a red aura, especially around his arms, which he uses to strike repeatedly in the form of large hammer blows.
Power: 100%
KP Cost: 5 KP
Variants:
Support Technique || Solar Blast
40k Slot - This is an ESCAPE TECHNIQUE. You release a blinding flash of light, replicating the sun's rays. This allows you to attempt to escape any thread or travel between splits in an Action Thread more safely. This technique valued at 60% of your total power and requires 2 KP to use. In order to stop you, a player must use an attack that is superior in power to your Solar Flare. You cannot undo your escape via Solar Flare if you are successful, but you can use KP to defend if it is overcome.
Support Technique || Max Power
20k slot - Max Power must be your post's first action and requires at least 1 MP to activate. While active; it empowers your Techniques by +10% and drains 1MP at the start of each turn, you cannot naturally gain MP unless specified by a trait, you can't block escapes, use Evasive or Escape techniques, or defend others. It can only be deactivated as the last action on a post BUT only on your next post or later. If you hit 0 MP for any reason, Max Power ends immediately and you gain the Winded status effect.
Power: __%
KP Cost: _ KP
Variants:
SPARKING! Medium Defense || Shield of Home
Verst concentrates his energy to create a Sun like shield, that can be moved in front of an ally, it can then also absorb attacks and return them, embued with Verst's own energies.
Power: 60%
KP Cost: 4 KP 4 MP
Variants: Reflective, Reflective +, Distanced
Utility Technique || Flight
Can use Ki to fly.
Utility Technique || Planetary telepathy
Is able to communicate telepathically with anyone on the planet.
Utility Technique || Raider's Axe
Verst creates an axe out of his ki for use in non-KP and KP attacks