LIGHT OFFENSIVE || HOT HANDS || [STARTER] A small ball of fire produced from the hands or shoved into Erra's club to rapidly heat it to extreme temperatures. Power: 20% KP Cost: 1 KP Variants: N/A
LIGHT OFFENSIVE || SLAG STRIKE || [STARTER] Erra heats her club to the point where single swings can melt stone. Power: 40% KP Cost: 2 KP Variants: N/A
MEDIUM OFFENSIVE || HEAVY IGNITION || [STARTER] Blue spirit flame screams from Erra's club in a fiery arc of doom. Power: 70% KP Cost: 4 KP Variants: Overflowing
LIGHT DEFENSIVE || SCORCHING SHIELD || TECH SLOT #1 A buckler-sized shield made of spirit flame that can be used to guard against weak attacks. Power: 20% KP Cost: 1 KP Variants: N/A
LIGHT DEFENSIVE || FIREWALL || TECH SLOT #2 Digging a line into the ground (or simply in air if flying), Erra calls forth a sudden torrent of flame to dampen ranged attacks or stop melee attackers in their tracks. Power: 40% KP Cost: 2 KP Variants: N/A
MEDIUM DEFENSIVE || FLAMING WILL! || TECH SLOT #3 Erra internalizes some of her spirit fire, strengthening her body in order to tank an attack head-on and greatly reduce its damage. Power: 60% KP Cost: 4 KP Variants: Shield
LIGHT OFFENSIVE || METEOR MASH || TECH SLOT #4 Erra rears back her club, spending a brief moment to emblazon it in brilliant blue fire before launching at an opponent. Power: 30% KP Cost: 2 KP Variants: Overflowing
LIGHT DEFENSIVE || COMBUSTION GUARD || TECH SLOT #5 Erra embraces an attack head-on, turning the excess energy and damage into fuel for her own attack. Power: 20% KP Cost: 2 KP Variants: Spiteful
LIGHT OFFENSIVE || BRAVE BLAZE || TECH SLOT #6 Erra rushes to meet an attack head on, overpowering it in a wild blaze and rushing down her enemy! Power: 10% KP Cost: 1 KP Variants: Overflowing
MEDIUM OFFENSIVE SPARKING || METEORIC HOME RUN || SPARKING #1 Erra espouses blue flame, swinging her club with reckless abandon in an attempt to smack one foe down in a single attack! She can also pass her weapon to ally to finish the job. Power: 80% KP Cost: 4 KP Variants: Merging+
SUPPORT || WILDFIRE SPIRIT [FREE] Max Power is activated as the first action on your post. While active, it increases the power of all your techniques by +10% and drains 1 MP per post at the start of each turn. You cannot gain MP unless a trait generates it. You cannot use Evasive or Escape techniques, nor can you block escapes or defend others while active. Activating Max Power requires you to have at least 1 MP regardless of traits. Max Power can be deactivated, but only as the last action on a post AND at the end of your second post after activation at the earliest. If you hit zero MP while in Max Power, the effects immediately end and you are inflicted with the Winded status effect.
UTILITY || FLIGHT By some means, usually through a skillful application of your ki, you are able to fly through the air.
UTILITY || KI SENSING A technique that allows you to sense, measure, and differentiate the ki signatures of ki attacks and all living beings without the Anti-Sense trait. Higher ki signatures are easier to sense and can be sensed at greater distances than lower ones. This technique is passive and does not use KP.