Post by Staffbot on Feb 17, 2021 23:23:41 GMT -5
GENERAL TRAITS |
A character’s species is what they are, but now let’s get to the who. Everyone in life is different, and so are our characters, each having personally different inclinations, talents and strengths based on who they are. Perhaps they have an inclination to learning techniques faster, have hidden potential, resist high levels of damage, are well travelled or simply know how to pack extra tools, who knows! That's for you to decide!
Unless a trait of the character's Species alters this, every character that is created will choose 2 General Traits.Without further ado; here are the currently available General Traits!
ANTISENSE Your ki is invisible to energy sensing and scouters, even in the midst of combat - this can be toggled on and off. In addition, escape techniques have a boost of +20% to their total effectiveness and your first escape technique per thread costs no KP.QUICK LEARNER You gain technique slots every 7,000 PL instead of every 10,000 PL. You also receive a 50% discount to trait respec and technique respec manuals.TACTICIAN Once per thread, you can either add the Homing, Stasis or Exhausting variant to a non-Heavy standard attack technique, or Distanced, Stasis or Sustained to a non-Heavy standard defense technique. VAMPIRICOnce per thread, you may designate a Standard Attack as ‘Vampiric.’ If this attack deals any damage, you choose to recover 1 KP & 1 MP or 15% HP.SELF-SACRIFICE You may opt to use a standard technique for free. In exchange, this trait automatically Wounds you in ATs or KOs you in standard threads after use. When applied, discount the used technique by 1KP. You can further reduce it's KP cost for every 20% remaining HP you have, up to a discount of 6KP at 100% HP. Cannot be activated on the same turn you'd normally be defeated. The technique may be boosted by MP and other effects. At the end of your post you are considered defeated.RESTRAINED MIGHT Gain a bonus of +10% to all techniques when fighting below your current strongest 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 - Increase your current PL by +15% for two posts instead of one.
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.IMPOSSIBLE RECOVERY Your wound HP Penalty is reduced by -25%. You may choose to use Second Wind even if you have already transformed, instead of during a transformation.BARE-KNUCKLE BRAWLER The maximum amount of items you can carry into a thread is reduced to 2 and cannot be raised by any means. You cannot receive any extra items from other players but you may benefit from use of 1 consumable that is not your own. Additionally, you cannot purchase any Super Items unless that item says otherwise.
Due to this however, your non-sparking Defensive Techniques that do not have the Evasive Variant gain +5% power. MIMICRYOnce per thread, when a standard or support technique has been used by another character in your thread, you may declare that technique as 'mimicked'. You may then use that technique as if it was your own three times during that thread. Does not apply to Sparking or Merging Techniques and does not carry over to future threads.TRUMP CARD Your Light Sparking Techniques can be used an additional time. However, they cost an additional 1 MP on the second use.HI-TENSION Once per thread you may opt to immediately gain 2 KP at the start of your turn, but you take 10% recoil and the next time you'd gain KP, you gain 1 less. MINIMALISTYou may split your consumables into two, half-strength uses. Allies may use these half-strength items, but they only persist until the end of the thread. The effectiveness (both the bonus and any detriment) of these half-strength uses are rounded up. Works with the Creator trait.MASOCHIST Once per thread, after being afflicted with a debuff, you may at any point immediately grant yourself the Emboldened buff.ADVENTURER You can select one additional ‘home area’ on a different planet from your initial home area, or expand your home area to cover an entire planet. This allows you to bypass ordinary Action Thread restrictions. Additionally, once every 2 months, you may change this extra home region for free. RECEIPT RECORDSRefunded items return you 75% of their original cost rather than 50%. Once per thread, you may spend 2MP to use a non-super Active Item you already used this thread.RAW TALENT Twice per thread, when using a Non-Heavy Standard technique, you may gain an additional 1 MP.TENACIOUS Once per thread, a Non-Heavy Standard technique you use during combat costs -1 KP. This cannot make it cost 0 KP. It cannot have its power boosted in any way. METAMORPHOSISWhen 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.WEALTHY You gain Zeni twice as fast with a ZPW of 1.0.EAGLE EYED By spending at least one turn with no KP action to focus on a single target, you may glean their true current PL through the veil of Energy Suppression and Energy Setting, but not Antisense.Additionally, your Offensive Techniques gain +20% power against Escape Techniques.AMBIDEXTEROUS You can carry two additional items into threads. You may also use up to two items per turn instead of one. You may not use more than one Super Item per turn, however.HAMSTRING Once per thread, you may double the effect of an EXHAUST you applied to the enemy (-20% to a standard technique). It's use isn't spent if EXHAUST doesn't trigger.AFTERMARKET CONTACTS You gain a 20% discount when purchasing consumables with Zeni, reduced to 5% if you have Salvage.BULKY The total damage you can sustain is increased by 10%.PROVOCATION Your Taunt techniques now grant the Emboldened Status if it survives clashes with any of its power intact. Once per thread, if your technique does not survive a clash and is defeated, gain the Roused Status instead.CALCULATED You can now choose how much power to put into each part of your Splitting techniques. The lowest you can put into a part doing this is 1/10th the original technique strength. In addition, you can add Splitting to any of your standard techniques twice a thread.ENERGY BURN Once per thread, you can substitute part of the required cost of a Momentum Effect using your life force. Cut the cost of a momentum effect you use with this in half (minimum 1 MP reduction). You take 10% damage in recoil for every MP you save doing this.BE PREPARED When under the Charging status effect you can regain 1KP per turn. Additionally, you may use Light Standard Techniques if you have the KP to do so while under the Charging status, but they cannot be boosted with MP.SUPERSTAR Your Light Sparking techniques have their base power increased by +10%.AGGRESSIVE ATTACKER Once per thread, you may take 2 offensive actions in a single turn, but not against the same target or source of damage.DOUBLE DEFENDER Once per thread, you may take 2 defensive actions in a single turn, but not against the same source of damage.LAST HURRAH When you are brought to 50% or less remaining HP, you immediately gain 1 KP and 1 MP. This can only occur once per thread.SADIST Once per thread, you may extend the length of an active BLEED status of an enemy by one turn. DANGER ZONEYou can choose an extra sub-target on your Splash techniques for the additional attacks. The additional techniques created by your Splash and Quake techniques take an additional +10% from the initial technique's power. HUNTERYour techniques gain an additional +10% power if intercepted. This power increase is instead +20% if the intercepting technique originates from an item or other trait.BATTLE BUDDY Standard Technique slots are now shared across you and all Buddies instead of each individual Buddy gaining slots, you and all Buddies have access to each others Standard Techniques. NOW THATS TEAMWORKYour 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.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.