Post by Lute on Jun 29, 2018 21:21:20 GMT -5

You may only learn one legendary technique. To learn it you must first heave reached Lv.5 in the Technique mastery. A legendary technique gets its own special technique slot. Ranking up a Legendary Technique costs 4 MP each rank.

ABSORPTION
You consume an foe's body and soul, granting you their knowledge and power.
Type. Legendary Utility
Activate. Full Turn
Prerequisite. Must be a Majin, Android, or Bio-Android.
Effect. As a full turn you can attempt to absorb a foe who is at 0 HP. Your defense is lowered by 50 until end of next turn as you complete the action. Absorbing will cause Instant Death to your foe. However, you gain a permenent PL bonus equal to 20% of their natural PL at the moment of absorption
Cost. None
Limit. Once per battle. Also can only gain PL bonus once per 4 Weeks (28 days). Countdown begins as soon as you successfully absorb someone. If you absorb someone else at a later date, the PL you gain from them replaces the PL from your previous absorption (its not cumulative.)
Ranks. Rank 2 bonus becomes equal to 40% of their natural PL. Rank 3 you gain access to one non-legendary technique (with its own special slot) the person you absorb.

DAMAGE NULLIFICATION
You weave your aura into your flesh, turning you into a living tank.
Type. Legendary Defense
Prerequisite. Must have a Resilience skill of 30.
Activate. Bonus Action
Effect. As a bonus action you negate half the damage taken from all non-critical attacks for the duration.
Duration. 3 turns.
Cost. 25 ki
Limit. Once per battle.
Ranks. Rank 2 tech costs 20 ki. Rank 3 tech costs 15 ki.

DEAD ZONE
You open a rift into the void of darkness and hurl your foe into it, trapping them there.
Type. Legendary Utility
Activate. Standard Action
Prerequisite. Must have an Energy Control skill of 30.
Effect. As a standard action you have a 60% chance to inflict the special status effect Banish. However, for this to work the target must be below 25% of their max HP. While Banished, their character is out of the fight. If you are brought to 0 ki or 0 HP during the fight the Banish status effect ends. In a one versus one battle the fight is won but you cannot kill them. They are able to break out of the banishment sometime after the battle is over.
Special Effect. Chance to Banish increased by +10% against NPCs during events. It also only requires them to be below 30% HP. Once Banished, an NPC may never break out.
Cost. 15 ki
Limit. Once per battle.
Ranks. Rank 2 is a 65% chance to Banish. Rank 3 tech costs 10 ki.

DEMON MARK
You conjure a magical mark that lets you transfer some of your power to a willing subject.
Type. Legendary Utility
Prerequisite. Must know Magic Materialization.
Activate. At-Will to funnel / Bonus Action to Cripple them.
Effect. Outside of battle you can place your demon mark on a person on the same team as you. All you need to do is write a 1,000 word adventure or 5 post spar with them where you make them your thrall. They have to agree to it in character. While they bear your mark, you can funnel your power into them as an at-will action. They can receive a base PL bonus equal to 50% of your natural PL. If they do not follow your order, you can also take the power away as an at-will action, or use a bonus action to immediately inflict one stack of the Cripple status effect on them.
Cost. None.
Limit. One mark placed at a time.
Ranks. Rank 2 lets you use an at-will action to heal them for 25 HP (once per battle.) Rank 3 gives them access to one of your traits (so long as they meet the requirements.)
Learn. After learning this tech, Magic Materialization no longer takes a slot.

DESTRUCTO DISC
You create a flat plane of ki that rotates at immense speeds and hurl it. It can easily bisect a person if they're not careful.
Grade. Legendary Super Attack
Type. Single
Prerequisite. Fighting skill of 30.
Action. Standard Action.
Base Damage As a standard action make an attack that rolls two damage dice.
Major Effect. Slashing
Minor Effects. Wound 50%
Special Effect. On a hit the target is inflicted with the special status effect Amputated. Amputated deals 1 status damage per turn for the remainder of battle. It can stack twice for 2 status damage per turn for the remainder of battle.
Cost. 15 ki
Limit. Four times per battle.
Ranks. At Rank 2 tech costs 10 ki. Rank 3 tech costs 5 ki.

DIMENSIONAL RIFT
You create a rift in front of you, just as an attack is about to hit. You then open a second one up behind your foe, sending their own attack back at them.
Type. Legendary Defense
Prerequisite. Must know Magic Materialization.
Activate. Bonus Action - Reactive
Effect. As a bonus action you open a dimensional rift that allows you to avoid two non-critical Basic Attacks that would have hit you during your turn and deal their full damage directly back at the attacker.
Cost. 15 ki
Limit. Once per battle.
Ranks. Rank 2 can be used twice per battle. Rank 3 tech costs 10 ki.
Learn. After learning this tech, Magic Materialization no longer takes a slot.

ENERGY FEINTS
You are able to distort and move your ki signature, making it seem as though there are three or four of you.
Type. Legendary Utility
Prerequisite. Must have a Reflexes skill of 30.
Activate. Bonus Action
Effect. As a bonus action you inflict the special Misdirected status effect on your foe. While Misdirected any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. Considered a Movement technique.
Duration. 1 turn.
Cost. -15 ki
Limit. Twice per battle.
Ranks. Rank 2 costs 10 ki and Rank 3 costs 5 ki.

FINAL EXPLOSION
You sacrifice your life in a massive burst of energy.
Grade. Legendary Special Attack
Prerequisite. Your character must be able to die (cannot be Immortal.)
Type. Special Area
Activate. Standard Action.
Effect. As a standard action you deal four damage dice worth of direct damage to up to three foes. (Note: direct damage means there is no accuracy roll for this technique, the damage is simply inflicted.) Cannot be avoided by Light Bullet.
Cost. Causes Instant Death.
Limit. Cannot be used in a Spar or Adventure.
Ranks. Rank 2 tech is upgraded to five damage dice. Rank 3 tech is upgraded to six damage dice.

FUSION DANCE
You and a teammate perform a dance to join together as one more powerful being.
Type. Legendary Utility
Prerequisite. Must have a Fighting skill of 30. Must have visited Other World.
Activate. Full Turn
Effects. As a full turn you perform the dance with a willing comrade and fuse (only you need to know the technique.) Your bodies combine into one being and the fused being can act again at on your comrade's turn. Fusion uses special rules:
- Upon combining the participant's power levels are added together.
- They achieve the highest level transformation between the pair. Perks are chosen from the the two. Ascendancy Points from either can be used.
- All skills are set to 40. Max and current HP is set to 90/90. Ki is set to base 100/100.
- Choose one fighting style from either participant. Share both participants techniques, traits, and equipped items. Add in their effects. Any duplicate instances of techniques, items, and traits between the two participants do not stack. Spent uses of items, techniques, or traits are not reset when fusing.
Cost. -10 ki per turn from fused being.
Limit. May only fuse once per battle.
Ranks. This technique does not have ranks.

GENOCIDE ATTACK
You hold up your palm towards the sky and unleash a torrent of millions of small ki blasts that all home in on their intended targets with deadly consequence.
Grade. Legendary Super Attack
Prerequisite. Must be a Demon, Majin, or have killed another player character.
Type. Area Attack
Action. Standard Action.
Base Damage. As a standard action you make an attack that rolls three damage dice.
Major Effect. Seeking
Special Effect. Inflicts Instant Death on any target at 15 HP or below, even if you hit with Seeking.
Cost. 20 ki for first target. Additional targets past the first cost 2 ki each.
Limit. Three times per battle. Cannot be used in a Spar or Adventure.
Ranks. Rank 2 tech costs 15 ki for first target. Rank 3 tech costs 10 ki for first target.

GIANT FORM
You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your foe. Must be roleplayed as giant, at least 40 feet tall.
Type. Utility
Prerequisite. Must be a Namekian, a Saiyan, or have a Resilience skill of 30.
Activate. Bonus Action / At-Will
Effect. As a bonus action you grow in size into Giant Form. Your current PL is increased by 50% (x1.5.) Increases your damage tier by 1 with Basic Attacks. As an at-will action you can spend 5 additional ki to enhance a Basic Attack so it can hit up to three targets in an area attack.
Duration. Can be exited as an at-will action. Automatically exit when you hit 0 HP, or become Exhausted.
Cost. 3 ki per turn.
Limit. Once per battle.
Ranks. Rank 2 you gain 15 toughness when you enter Giant Form. Rank 3 area Basic Attacks cost 0 ki.

INSTANT TRANSMISSION
You lock onto a ki signature and teleport directly to a location in an instant. Much quicker to pull off than teleportation.
Type. Legendary Utility
Prerequisite. Must have a Reflexes skill of 30.
Action. Bonus Action - Reactive
Effect. As a bonus action you avoid one attack (even a critical hit) that would have hit you during your turn. Alternatively as a bonus action you can increase the critical hit range of one Super Attack during your turn by 20 (75+/65+ with Slashing.) Considered a Movement technique.
Special Effect. Outside of battle you can use it to travel to Other World without needing a Portal.
Cost. 20 ki
Limit. Once for defense and twice for offense.
Ranks. Rank 2 tech costs 15 ki. Rank 3 tech costs 10 ki.

KAIO-KEN
You dig deep and draw out the depths of your energy, amplifying it immensely. However, this comes at a harsh cost to your body.
Type. Legendary Utility
Prerequisite. Must have a Resilience skill of 30. Must have visited Other World.
Activate. At-Will
Effect. As an at-will action you increase your base PL by +30% (x1.3) per 1 HP spent to a max of +150% (x2.5) and your damage tier is increased by 1 with all attacks for the duration.
Duration. 3 turns
Limit. First use of this tech counts as a use of Power Up, but this tech has no use limit itself.
Cost. 1-5 HP
Ranks. Rank 2 tech lasts 4 turns. Rank 3 your base PL gain is +40% (x1.4) per 1 HP spent to a max of +200% (x3).

LIGHT EATING
Open your mouth and devour your foe's ki, letting it replenish you.
Type. Legendary Utility
Prerequisite. Must have a Resilience skill of 30.
Activate. At-Will
Effect. As an at-will action you siphon 5 ki from the target. You also subtract 5% of your target's current PL and add it onto your base PL. The total PL bonus you gain from light eating cannot exceed half of your natural PL.
Cost. None
Limit. Twice per battle.
Ranks. Rank 2 can be used three times per battle. Rank 3 can be used four times per battle.

MAFUBA
Using your raw life force--you unleash a powerful torrent of energy that grasps at your opponent's soul. It pulls them into a container and seals them in place.
Type. Legendary Utility
Activate. Standard Action
Prerequisite. Must know Magical Materialization.
Effect. As a standard action you have a 60% chance to inflict the special status effect Sealed. For this to work the target must be below 25% of their max ki. While Sealed, their character is out of the fight. If you are brought to 0 ki or 0 HP during the fight the Sealed status effect ends. In a one versus one battle the fight is won but you cannot kill them. They are able to break out of the seal sometime after the battle is over.
Special Effect. Chance to be Seal increased by +10% against NPCs during events. It also only requires them to be below 30% max Ki. Once Sealed, an NPC may never be freed.
Cost. 10 HP
Limit. Once per battle.
Ranks. Rank 2 is a 65% chance to Seal. Rank 3 tech costs 5 HP.
Learn. After learning this tech, Magic Materialization no longer takes a slot.

MIMICRY
You can recognize an attack for what it truly is and immediately be able to use it for yourself.
Type. Legendary Utility
Prerequisite. Must have a Fighting skill of 30.
Activate. Bonus Action - Reactive
Effect. After witnessing any technique a foe or comrade uses during a battle, you're able to spend a bonus action to learn that technique temporarily. Ignores skill requirements for technique.
Cost. None
Limit. Once per battle. The technique can only be used during the battle its mimicked. May not mimic Absorption.
Ranks. Rank 2 lets you use the technique at Rank 3. Rank 3 lets you mimic twice per battle.

MULTI-FORM
You are able to create copies of yourself that help you fight and can act on their own accord.
Type. Legendary Utility
Prerequisite. Must have a Fighting skill of 30.
Activate. Bonus Action
Effect. As a bonus action you create a number of copies of yourself (you can RP one or multiple, its up to you -- the mechanic works the same). The clone(s) have HP equal to 20% of your max HP. Their PL is the same as your current PL. They receive one standard action. With said action they can make a Basic Attack, Rapid Movement to avoid an attack, or Intercept for you or comrades. They benefit from all of your traits and equipped items, as if they were you. However, they cannot be given any toughness. They can be targeted in area attacks, but cannot be targeted by single-target attacks. Max of one extra Standard Action per turn can be gained.
Cost. 25 ki
Limit. Once per battle.
Ranks. At Rank 2 tech costs 20 ki. Rank 3 tech costs 15 ki.

PERFECT BARRIER
You create a giant sphere of energy around you that protects you and allies from harm.
Type. Legendary Defense
Prerequisite. Must have a Resilience skill of 30.
Activate. Bonus Action - Reactive
Effects. As a bonus action you and a comrade gain 25 toughness.
Cost. 15 ki
Limit. Once per battle.
Ranks. Rank 2 tech costs 10 ki. Rank 3 gives toughness to you and two comrades.


SPIRIT BOMB
You borrow or steal energy from the life forms of nearby planets to help you take down an foe.
Grade. Legendary Super Attack
Prerequisite. Must have an Energy Control skill of 30. Must have visited Other World.
Type. Barrage
Activate. Standard Action+ (See below.)
Base Damage. As a standard action you make an attack that rolls three damage dice.
Major Effect. Charging
Special. As a bonus action before attacking you can add the special status effect Genki Surge to the Spirit Bomb. Genki Surge makes it so the highest damage die on the attack cannot be negated by any means. If the attack is Condensed, it is the two highest damage dice instead.
Cost. 20 ki
Limit. Three times per battle.
Ranks. Rank 2 tech costs 15 ki and Rank 3 tech costs 10 ki.

STONE SPIT
You unleash a magic spit that turns anything it touches to stone.
Type. Legendary Utility
Prerequisite. Must know Magic Materialization.
Activate. Bonus Action
Effects. As a bonus action you have a 65% chance to inflict a special status effect called Petrified on the target. While Petrified a foe is dealt 3 status damage each time they activate anything that requires a Bonus Action for duration. This damage cannot be reduced by toughness or negated.
Duration. Each stack lasts 3 turns.
Cost. 15 ki
Limit. Twice per battle.
Ranks. Rank 2 is 70% chance to inflict Petrified. Rank 3 the target takes 2 stacks of Petrified.
Learn. After learning this tech, Magic Materialization no longer takes a slot.

TELEPORT
You vanish--moving immediately through space and time by some unnatural means.
Type. Legendary Defense
Prerequisite. Must have an Energy Control skill of 30.
Activate. Standard Action - Reactive
Effect. As standard action you avoid all attacks (even critical hits) that would have hit you during your turn. Alternatively, you can use this to immediately flee from a battle.
Special Effect. Outside of battle you can use it to travel to Other World without needing a Portal.
Cost. 25 ki
Limit. Once per battle.
Ranks. Rank 2 tech costs 20 ki. Rank 3 tech costs 15 ki.

THUNDERSHOCK SURPRISE
You fire a crackling blast of ki that encompasses your foe and wracks their body with lightning.
Grade. Legendary Super Attack
Prerequisite. Must have an Energy Control skill of 30.
Type. Single
Activate. Standard Action.
Base Damage. As a standard action you make an attack that rolls two damage dice.
Major Effect. Piercing
Minor Effects. Stun 50% and Freeze 50%.
Special. If the target has stacks of Freeze or Stun on them add an additional damage die.
Cost. 15 ki
Limit. Four times per battle.
Ranks. At Rank 2 tech costs 10 ki. Rank 3 tech costs 5 ki.

TIME FREEZE
You freeze time all around you, giving you a brief moment to take action or escape danger.
Type. Legendary Utility
Prerequisite. Must know Psychic Powers.
Activate. At-Will
Effects. As an at-will action you gain additional standard action on your turn. Max of one extra Standard Action per turn can be gained.
Cost. 20 ki
Limit. Once per battle.
Ranks. Rank 2 tech can be used twice per battle. Rank 3 tech costs 15 ki.
Learn. After learning this tech, Psychic Powers no longer takes a slot.

TIME SKIP
You slow time for a brief moment, making it seem as though you are much faster than you really are.
Type. Legendary Utility
Prerequisite. Must have a Reflexes skill of 30.
Activate. Bonus Action
Effects. As a bonus action you activate time skip. For the duration your target rolls two d100s and takes the lesser of the rolls for accuracy against you. If it is an area attack and targets others, they only count the lesser of the two rolls for you alone.
Duration. 2 turns
Cost. 15 ki
Limit. Once per battle.
Ranks. Rank 2 tech lasts for 3 turns. Rank 3 tech costs 10 ki.

TRANSFIGURATION BEAM
You fire a beam that transmutes the mass of your foe's body info something different with magic.
Grade. Legendary Super Attack
Type. Single
Prerequisite. Must be a Majin or have learned Magic Materialization.
Activate. Standard Action.
Base Damage. As a standard action make an attack that rolls two damage dice.
Major Effect. Bashing
Minor Effects. Immobilize 30%, Cripple 30%, Burn 30%, and Blind 30%. Must roll below 30 with Rush if attack misses.
Cost. 15 ki
Limit. Four times per battle.
Ranks. At Rank 2 tech costs 10 ki. Rank 3 tech costs 5 ki.
Learn. After learning this tech, Magic Materialization no longer takes a slot.