General Traits Feb 17, 2021 23:23:41 GMT -5
Post by Staffbot on Feb 17, 2021 23:23:41 GMT -5
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!
ANTISENSEYour 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 LEARNERYou gain technique slots every 8,000 PL instead of every 10,000 PL. TACTICIANOnce per thread, you can add the Homing or Stasis variant to a Standard Light Offensive Technique, or Distanced or Stasis to a Standard Light Defensive Technique. VAMPIRICOnce per thread, you may designate a Standard Attack as ‘Vampiric.’ If this attack deals any damage, you choose to recover 1 KP or 10% HP. SELF-SACRIFICEYou may activate any one of your Standard Techniques using your life force. This will render it free of cost, but will instantly knock you out, or wound you in Action Threads. Can not be used on the same turn you would normally be knocked out from damage. RESTRAINED MIGHTGain a bonus of +10% to all techniques when fighting below your final transformation. AVENGEROnce 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.
IMPOSSIBLE RECOVERYYou only suffer -75% HP when wounded instead of -100% HP. Once per thread you may use Second Wind even if you have already transformed. BARE-KNUCKLE BRAWLERIf 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. MIMICRYOnce per thread, if a standard or support technique has been used by another character in your thread, you may use that technique as if it was your own. Does not apply to Sparking or Merging Techniques and does not carry over to future threads. TRUMP CARDSparking Techniques created using Light Techniques can be used an additional time. You must use the same Sparking Technique used the first time, and it costs an additional 1 MP on its second use. HOMECOMINGYou 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. 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. DEEP POCKETSYou can carry two additional items into threads. NOMADICMay change your home region without spending experience. Has a cooldown of two months. RECEIPT RECORDS
Refunded items return you 70% of their original cost rather than 50%. If you provide an item to an ally mid-thread and they choose not to use it, you may have it automatically returned to you.
RAW TALENTTwice per thread, when using a Non-Heavy Standard technique, you may gain an additional 1 MP. TENACIOUSOnce 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. METAMORPHOSIS
When transforming, you may choose to retain the MP that you currently have. However, you cannot use a Sparking Technique on that turn.
WEALTHYYou gain Zeni slightly faster! Your ZPW is raised by +0.3 if you do not have Cash Money or Favorable Contracts, and by +0.2 if you do have them. EAGLE EYEDBy 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.
BATTLE BUDDYYou and your Buddies share Standard Technique lists. Sparking Techniques, Utility Techniques and Support Techniques are excluded from this. Does not apply to Guardians or Minions DOUBLE DEFENDEROnce per thread, your Minion or Buddy can take 2 defensive actions if they have the KP required to do so. Does not apply to Guardians. MINION MASTERYIf your Minion's PL is under 20% of Malus, XP put into the Minion in question does not count toward Malus.