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The 'Door-Buster Kick'
Prerequisite: Psychokinesis
Ever need to open a door but didn't have the key? Look no further! By simply concentrating Ki Energy in the bottom of your foot, just bring your knee to your chest and let go! Great for parties! Try it out on your friends!
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Apologies. I've been really slow as of late.
Door Buster Kick - 15 XP
[SIGPIC][/SIGPIC]
Fighting to the bitter end is an advantage when your opponent does not wish to perish.
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11-14-2011, 09:04 AM
(This post was last modified: 11-14-2011, 09:07 AM by Carter.)
Hadouken- Carter's go to signigture move, this blast is fired from a fighting stance. During the load Carter channels the energy at his side and thrust his palms out together for the blast. Carter's Hadouken can do moderate to destructive damage depending on the amount of spirit energy used. He also has the ability to manipulate this into three variations: Blast of energy, continious beam, and a dangerous short range charge.
Hadouken Shell- Though reckless and dangerous Carter has found a way to chamber a fully charged, max powered Hadouken. Note, Carter can only hold one charge. While this is extremly advantageous (imagine dumping a Kamahama Wave you charged for five minutes, instantly!) it is also very painful and harmful for Carter to cage this kind of destructive power in, but Carter is a one of a kind energy beast... Afterall...
Ashe Wrote:Attention all - SHUT UP BEFORE I SUCK THE FART OUT OF YOUR ASSHOLES.
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02-01-2012, 12:18 AM
(This post was last modified: 02-01-2012, 12:18 AM by Mza.)
Demon Pulse:
Mza puts his father’s contribution to his creation to work although he’d be the last to admit it. The half breed collects water by waving his hands in a wide circular motion to form what resembles a sea dragon (think Lugia), and then pulls his arms back thrust them forward simultaneously sending it towards his target. It is a high-speed attack that creates a powerful impact and dissipates shortly after. Mza can also use this to transport people or goods over small gaps and/or through bodies of water. It’s needless to say he too can use this as a method of transportation.
Shivering Swipe: Mza channels his energy into his hands and covers them with water which he quickly transforms into ice, allowing the substance to conform to the shape of his claws. He then uses them to increase his damage output in battle. Their durability is low so after like 5 hits the ice shatters. If used defensively they wouldn’t really help any more then your ordinary block. If used in rapid succesion this attack has been known to fatigue him because it is physically taxing as well as draining of his spiritual energy.
Spikequake:
With a fist pump like action from Mza, spikes erupts at the feet of nearby enemies to knock them down and cause damage over time. For the much weaker foes (NPCs) these spikes have been known to lead to instant death from time to time, though Mza has yet to realize how or why it reacts differently and is nowhere near mastering it.
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This is gonna seem weird to you, but ice and water are separate elements as far as abilities go
A man in a wheelchair with a rocket launcher can make a big explosion once, then he's as weak as any other cripple.
-Some dude on the SWTor Forums
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Not weird at all...that was my fault. Should read more thoroughly. Thanks for the heads up.
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Mza Wrote:Shivering Swipe: Mza channels his energy into his hands and covers them with water which he quickly transforms into ice, allowing the substance to conform to the shape of his claws. He then uses them to increase his damage output in battle. Their durability is low so after like 5 hits the ice shatters. If used defensively they wouldn’t really help any more then your ordinary block. If used in rapid succesion this attack has been known to fatigue him because it is physically taxing as well as draining of his spiritual energy.
Spikequake:
With a fist pump like action from Mza, spikes erupts at the feet of nearby enemies to knock them down and cause damage over time. For the much weaker foes (NPCs) these spikes have been known to lead to instant death from time to time, though Mza has yet to realize how or why it reacts differently and is nowhere near mastering it. .:BUMP:.
Also hope to add this in place of the water move.
Cold Shoulder:
Mza lowers the water particles in the air enough for them to become ice, taking the physical form of a plow that he pushes forward at at enemy. He uses this tech to make paths, as crowd control and/or force enemies to retreat. If there is a wall in its trajectory it can also ram opponents into them potentially impaling them under certain circumstances.
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Shivering Swipe - 15 XP
Spikequake - 18 XP
Cold Shoulder - 15 XP
Sorry for the wait, good sir.
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02-08-2012, 08:08 AM
(This post was last modified: 02-08-2012, 08:12 AM by Orion.)
Carter Wrote:Hadouken- Carter's go to signigture move, this blast is fired from a fighting stance. During the load Carter channels the energy at his side and thrust his palms out together for the blast. Carter's Hadouken can do moderate to destructive damage depending on the amount of spirit energy used. He also has the ability to manipulate this into three variations: Blast of energy, continious beam, and a dangerous short range charge.
Hadouken Shell- Though reckless and dangerous Carter has found a way to chamber a fully charged, max powered Hadouken. Note, Carter can only hold one charge. While this is extremly advantageous (imagine dumping a Kamahama Wave you charged for five minutes, instantly!) it is also very painful and harmful for Carter to cage this kind of destructive power in, but Carter is a one of a kind energy beast... Afterall...
Hadouken - Standard kamehameha strength? 15 XP
Hadoken Shell - 20 XP
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Lightning After Image: Tyr can charge his after images with lightning, causing them to electrify anything they come in contact with. People can give chase, but they will taste the thunder.
Requisites: Elemental Ki: Lightning, After Image
Thunderstruck: Tyr can charge himself with external sources of lightning, using himself as a conductor or charge himself as a battery, storing the power for later use.
Requisites: Elemental Ki: Lightning, Absorb (?)
Discharge: Discharging ki from every available point in his body, the infiltration specialist creates a momentary lightning burst from his body. This technique is mostly used in order to create distance between himself and his opponents.
Requisites: Elemental Ki: Lightning, Ki Control.
Conduit: Amassing ki into his hands, Tyr unleashes a flying lightning orb that levitates around him in a pattern. Alone, the conduit is simply an extension of his power, as he can use it to adjust the trajectory of his lightning ki. The Conduits can only travel around hundred yards and Tyr can control no more than three.
Requisites: Elemental Ki: Lightning, Ki Control, Absorb (?)
Corrupted Conduit: Like a normal Conduit, Tyr releases a flying lightning orb, but instead he overcharges it, using it as a remotely controlled lightning grenade that explodes upon impact or after ten seconds of flight, in which the lightning becomes too unstable for him to control.
Requisites: Elemental Ki: Lightning, Ki Control, Conduit.
Titan Bolt: Aligning all three of his Conduits in a line, Tyr channels lightning through the Conduits one after one, increasing the power of the lightning bolt tremendously after passing through each Conduit. The weakness of the technique lies in the Conduits range and the time it takes to charge this powerful blast.
"Unleash the Titans, your monstrous band."
Requisites: Elemental Ki: Lightning, Ki Control, Conduit.
Overload: For when a lightning user just wants to unleash it all in one go. Tyr channels all his remaining ki outside his body, covering himself from head to toe in electricity. The efficiency of this technique varies depending on when the specialist uses the technique and how much ki he has left.
Requisites: Elemental Ki: Lightning, PP cost?
Twisted Lightning: Tyr discharges lightning from his fingertips in a shower of electricity. Depending on his intended target, the lightning can split into forks to hit more than one target.
Requisites: Elemental Ki: Lightning, Ki Control.
Chain Lightning: Tyr hurls a bolt of lightning at a target, which then jumps to the nearest target with similar body heat. The way the technique works enables friendly fire, which is why Tyr rarely use this technique unless he's alone.
Requisites: Elemental Ki: Lightning, Ki Control.
thanks to anyone who goes through this and price it <3
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Winds of Change- Nova releases an aura that spreads across the field within the wind. Anyone in stealth or shape changed, or any other trickery will be revealed to the Jade Fiend.
Prerequisites needed: Elemental Ki: Wind, Stealth, Shape Change.
Is this allowed? =D
Reb: ya know
Reb: I think you're a fucking moron OOC
Reb: but I have to hand it to you
Reb: you've become a really great writer
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Bumping, I need ma' techniques.
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02-21-2012, 12:13 AM
(This post was last modified: 02-21-2012, 12:13 AM by Vad.)
Lightning After Image: 5 XP
Thunderstruck: You don't need Ki Absorb for this. If you were taking electrical charge from other people you would. 20 XP
Discharge: 10 XP
Conduit: You'd need telekinesis. 15 XP
Corrupted Conduit: 10 XP
Tital Bolt: 40 XP
Overload: PP Cost of 1 25 XP
Twisted Lightning: 35 Xp
Chain Lightning: 25 XP
Mal Nova Wrote:Winds of Change- Nova releases an aura that spreads across the field within the wind. Anyone in stealth or shape changed, or any other trickery will be revealed to the Jade Fiend.
Prerequisites needed: Elemental Ki: Wind, Stealth, Shape Change.
Is this allowed? =D
I honestly don't know. I'm a bit rusty and because I don't want to give you false information Mal I need to ask. Bare with me.
[SIGPIC][/SIGPIC]
Fighting to the bitter end is an advantage when your opponent does not wish to perish.
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Mal Nova Wrote:Winds of Change- Nova releases an aura that spreads across the field within the wind. Anyone in stealth or shape changed, or any other trickery will be revealed to the Jade Fiend.
Prerequisites needed: Elemental Ki: Wind, Stealth, Shape Change.
Is this allowed? =D
Clarification has been received. This is not allowed. Sorry.
[SIGPIC][/SIGPIC]
Fighting to the bitter end is an advantage when your opponent does not wish to perish.
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Arctic Cascade:
Frustrated by his inability to fly unlike many others he's come across native to Arlia, Mza has developed a way to conjure a wave-like structure by focusing his elemental energy. Crafting a makeshift wave that is capable of carrying him heights he normally would not be able to reach and sustain, increasing his travel speed in the process. This technique can also be used to break his fall from a high place or even the descent of an ally and serve as a slide to the ground.
Subzero:
Mza's power to control water in its solidified state has blessed him with another innate ability to withstand unusually inclimate weather others would likely die in. Because of this he has devised a technique that tests these limits while giving him an edge in combat. The hybrid lowers his body temperature to such a degree that his very body begins to resemble a humanoid life-form encased in ice. The region of his face resembles anubis of egyptian myth and his body is sculpted to appear as the perfect olympian. Muscular and chiseled. This form allows him to take more damage while still being able to dish it out. The only downside to this tech is that the longer he stays in this form the more likely it is for his internal organs to freeze and him to freeze to death.
Icicle Projection:
Mza fires ice projectiles from his claws which mimic the characteristics of bullets. He can alter his focus to fire single shots or let loose barrages of them on a whim. When blasting single shots he releases them as if his hands were firearms themselves, blowing on his fingertips even on some occasions. When releasing swarms he often relies on using a horizontal swing in an effort to cover more surface area.
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Probing: Through the use of both Possession and Telepathy Na'vi can manipulate her target into recalling their memories so that she may view them. However, she can not simple sense a history of her target, she must have an idea of what she is looking for. This ability is great for extracting information she knows the target is hiding from her.
Mental Grasp: Through the the use of Telepathy Na'vi can gain control of her target without making contact. She has a reach of about 30 yards.
Hive Mind: Na'vi can control multiple targets; two to three at a time. She can only manipulate in tandem like this if her combat ability is far greater than that of her targets.
Shadow Step: through the use of After Image, Na'vi can appear behind her target within an instant. Her target must be within seven to nine yards. As this is a drastic manipulation of the technique, it may only be used a few times a fight.
Shadows Cloak: Na'vi has the ability to extend her stealth ability to a target radius of five yards within a thirty yard radius.
Silence: Through the use of Sound Manipulation Na'vi can eliminate all sound from a five yard radius within a thirty yard radius.
Sex Appeal: Na'vi's power of Possession is somehow stronger on the opposite sex.
Encourage: Na'vi can plant the seed of manipulation through the use of Telepathy. This can be done by passing false thoughts, images, or memories off as the targets own.
Distraught Aura: This aura can sometimes become visable and harmful to her opponent(s) in which souls, ghosts, and ghouls seem to haunt the general area in which her aura encompasses. They seem to be a subconscious extension of Na'vi's psyche; a psyche that is plagued by the death and loss of her home planet and its people.
Flash Step: Through the use of both Stealth and After Image Na'vi can give off the illusion she is teleporting around her opponent. She's not.
Guile: Na'vi can not be hurt from a fall of any height and generally lands on her feet. Also she has the ability to walk on water.
Sage Vision: Na'vi may view the world through the eyes of a target she has gained Control of. She can do this with or without the host's knowledge and has an extended reach of 50 yards.
Vanish: Once having broken stealth with an assault this technique allows Na'vi to re-enter immediately. This takes toll on Na'vi and has limited use.
Stun Lock: One of the few Possession techniques applicable for combat, this renders the target unable to move for but only a moment.
Mind Block: Through the use of Possession and Telepathy Na'vi shuts down the thought process on weaker foes and makes it difficult for formidable opponents to think. this also lasts but for a moment.
I would like to state that I understand the mechanics of the game and will not take absurd liberties with these techniques. Sorry to overload you, but I needed to get them out of my head.
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Hey yo! Prices will alter Na'vi's fighting style and path I take her down, so yea... Bumptastic!
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02-29-2012, 03:47 AM
(This post was last modified: 02-29-2012, 04:17 AM by Orion.)
MZA
Arctic Cascade: I'd price that about the same as Super Leaping, since it's the same basicness with some personalisation.
Subzero: 20 XP
Icicle Projection: 18 XP
NA'VI
Probing: 20 XP, with the stipulation that use on PCs will not always work.
Mental Grasp: 10 XP, however Possession mentions that there must be initial contact, which I presume to be physical. After this first contact is made, then Mental Grasp can be used.
Hive Mind: I take this is multiple Possessions? 30 XP, with the stipulation that it would be harder to maintain and the period of time would be shorter.
Shadow Step: Sounds the same as After-Image. Is there a functional difference or you'd just like to customise it?
Silence: 20 XP, with the stipulation that further distance covered by this ability is more taxing.
Sex Appeal: I don't think this needs to be a Custom Tech, you could make it part of your character.
Encourage: 15 XP
Distraught Aura: 9 XP
Flash Step: 5 XP
Guile: 12 XP
Sage Vision: 17 XP
Vanish: Sorry, can't allow it. It removes, albeit with a good price, one of the only weaknesses of Stealth.
Stun Lock: 15 XP
Mind Lock: 13 XP
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Orion Wrote:Probing: 20 XP, with the stipulation that use on PCs will not always work.
Mental Grasp: 10 XP, however Possession mentions that there must be initial contact, which I presume to be physical. After this first contact is made, then Mental Grasp can be used.
Shadow Step: Sounds the same as After-Image. Is there a functional difference or you'd just like to customise it?
Vanish: Sorry, can't allow it. It removes, albeit with a good price, one of the only weaknesses of Stealth.
Juno's Detach tech is the same thing as my Mental Grasp and was priced at 40 by Kaden here.
http://www.cdbzrpg.com/forum/showthread....post533917
Sorry, I shoulda posted this in advance!
With Shadow Step, I think your right, I don't need it. After Image will work fine.
As for Vanish...
What is the cool down duration of breaking stealth from an assault?
This technique is already more cosmetic than anything as anyone can purchase a scouter and make it worthless(kinda funny how something people can buy relatively easy with zeni they can earn trumps an ability that can only be gained at creation or with Dragonball searching. Lol! =P!)
Anyway, I am only trying to make this ability more applicable for combat. Would limiting the use of the technique not suffice? Could you maybe just charge me a buttload of XP? Or maybe adding a power point comsumption upon use? That seems a little extreme I think though...
I guess this all really depends on the cooldown of my stealth during combat. Please shed light for me?
I appreciate your time, thanks so much!  !
Oh and I think this may have been overlooked...
Na'vi Wrote:Shadows Cloak: Na'vi has the ability to extend her stealth ability to a target radius of five yards within a thirty yard radius. This is for cloaking things, attacks, or people other than herself.
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