Post by Merrick Baliton on Jul 8, 2024 16:49:20 GMT -6
What are Techniques?
Techniques are the core actions that drive Mighty Morphing Power Rangers: Fallen Grid’s battle system forward. With very few exceptions, most of your turns in combat will contain at least one technique in them. Techniques are divided into 4 primary categories: Basic, Utility, Defensive, and Special. You will also find Legendary techniques described in this thread, but Legendary techniques still fall under those 4 primary categories.Techniques Slots
Each character has a limited number of “Technique Slots” that they may fill with non-basic techniques. A character begins play with 5 Technique Slots and may learn 1 non-legendary without any real-life time required(referred to as your “Starter Technique”), but must post a Technique request to begin learning additional techniques. You may expand your number of available technique slots by purchasing levels of Technique Mastery with Mastery Points.Techniques Ranks
Non-basic, non-special, techniques each possess multiple “Ranks”. When you learn a technique, it begins at “Rank 1” and may be upgraded by making a Technique Request and spending the required amount of MP. The amount of MP required to increase a technique’s rank varies from technique to technique and may not be reduced through any means.Technique Sheet Formatting Definitions
Type: This is where a technique will list its “type”. A Technique’s type is a descriptor of what it is, such as “Utility”, “Defensive”, “Ranged Energy Attack”, “Melee Physical Barrage”, etc.Action: This is where a technique lists what type of Action is required to activate it. You may read more about the types of Actions in the Battle System rules.
Damage: This is a technique’s Base Damage.
Effect: This is where a technique would outline its effects. In the case of Special Techniques, this section is split into “Major Effect” and “Minor Effect.
Cost: This is where you find a technique’s cost, most commonly represented by a value to be paid for with Morphing Pool.
Ranks: This is where you would find information about what bonuses each Rank of a technique would possess. Special Techniques do not possess ranks.
Learn: This is where you find the amount of time required to learn a technique, as well as how much MP it costs to increase its Rank.
Techniques Index
Basic Techniques
Special Techniques
Utility Techniques
Defensive Techniques
Basic Techniques
Special Techniques
Utility Techniques
Defensive Techniques
Basic Techniques
These are techniques that are accessible by any character and do not take up any technique slots. Basic Techniques are the fundamentals of combat, and will likely occupy a majority of your actions during a battle. Each Basic Technique is classified by the subcategories of “Utility, Defensive, and Attack”. Once you reach Potential Mastery level 5, you may upgrade a single Basic Technique into its Enhanced version; this costs no MP, but takes an irreducible 1 week to learn. Basic Techniques are what your character starts out with here on Might Morphin' Power Ranger: Fallen Grid. Each player is allowed one free technique to start, as long as it is not a Legendary Technique and you have the correct requirements to use.
FOCUS ENERGY
You infuse extra energy into an attack, boosting its potency right before you release it.
Type: Utility
Action: Bonus Action
Effect: Increase your Accuracy with Energy Attacks on this turn by +15.
Cost: 10 Morphing Pool
Limit: None
Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
DRAGON DASH
Your aura burns around you as you rush forth to launch a violent assault.
Type: Utility
Action: Bonus Action
Effect: Increase your Damage with Melee Attacks used on this turn by +3.
Cost: 7 Morphing Pool
Limit: None
Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST
You fire a crackling bolt of energy that explodes when it makes impact.
Type: Ranged Energy Attack
Action: Standard Action
Damage: 2d6+2
Effects: None
Cost: 2 Morphing Pool
Enhanced: Once per turn, you may use Energy Blast as a Bonus Action.
GRAPPLE
You grab your opponent and put them in a crushing hold.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d6
Effects: This technique has a 40% chance to inflict Immobilize on its target.
Cost: 3 Morphing Pool
Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD
You hunker down against incoming attacks to survive them.
Type: Defensive
Action. Bonus Action - Reactive
Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.)
Cost: 10 Morphing Pool
Limit: Once per turn.
Enhanced: Guard now only costs 7 Morphing Pool.
POWER UP
Your aura bursts around you as your power increases and you draw out your ki.
Type: Utility
Action: Bonus Action
Effect: You regain 25 Morphing Pool at the time of use and increase your Current Battle Power by 25% for 2 turns.
Duration: 2 turns
Cost: None
Limit: Once per turn. Max of 100 Morphing Pool restored.
Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Morphing Pool.
RAPID MOVEMENT
You use your energy to enhance your speed and allow yourself to escape attacks easier.
Type: Defensive
Action: Bonus Action - Reactive
Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type.
Cost: 15 Morphing Pool
Limit: Once per turn.
Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
SENSE
You reach out with a sixth sense and can feel the energy of others around you.
Type: Utility
Action: Bonus Action - Reactive
Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Once per turn.
Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
SUPPRESSION
You compress your energy down inside of you and lower your Battle Power.
Type: Utility
Action: At-Will / Reactive At-Will to Release
Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Battle Power is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Battle Power in battle, your opponents may not use their Sense basic technique for 1 turn.
Cost: None
Limit: None
Enhanced: You regain 3 Morphing Pool at the end of your turn if you are suppressed to 50% of your Base Battle Power or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
FLIGHT
Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push Morphing Pool out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits.
Type: Defensive
Action: Bonus Action - Reaction
Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit.
Out of Battle: This technique may lower travel time/word/EP requirements by 25%.
Cost: 15 Morphing Pool
Enhanced: Flight now costs only 10 Morphing Pool in battle and its out of battle effect is increased to 50%.
Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
Team Based Techniques
The below techniques are techniques known to everyone without taking up any slots, but may only be used when battling alongside a player or gm-controlled ally.
COMBINATION ATTACK
You aid your allies in performing an attack far beyond what any of you could achieve alone.
Type: Utility
Action: Standard Action
Effect: You spend 10 Morphing Pool to add a Combination Effect of your choice to a Special Technique performed by one of your allies on their next turn. With the exception of Damaging, no Special Technique may benefit from a Combination Effect more than once per use.
Accurate- Add +15 to the Accuracy of the attack.
Damaging-Double the damage dice of the attack (Single and Barrage); Add +10 to the damage of the attack (Area only)
Homing- Roll your attack twice and take the better result.
Vicious- Add an additional Major and Minor Effect to the attack.
Cost: 10 Morphing Pool.
Limit: Twice per thread.
DISTRACT
You maneuver or feint, sacrificing your action to give an opening to an ally.
Type: Utility
Action: At-Will
Effect: You can give one of your standard actions to an ally that goes in the turn order after you.
Cost: None.
Limit: Each team (or group of allies in an event) shares a total of 3 uses per battle.
INTERCEPT
You rush to the aid of your ally, jumping in front of an attack that targets them.
Type: Defense
Action: Free Action
Effect: You take an attack intended for a team member. It must beat your defense to hurt you. Cannot be used against area attacks.
Cost: None.
Limit: Three uses per battle. Three uses per battle. Protectors can use it without a battle cap, but after 3 it requires a bonus action to use instead of free action.
ENERGY TRANSFER
You funnel your own energy into another person, rejuvenating them and lending them some of your power.
Type: Utility
Action: Bonus Action
Effect: You spend 10 Morphing Pool to restore 25 Morphing Pool to an ally. Their base Battle Power is also boosted by +25% of your current BP. The total boost cannot exceed more than 50% of their current BP.
Cost: 10 Morphing Pool.
Limit: Can only use once per ally.
Special Techniques
Special Techniques are powerful attacks that have a relatively high cost but can shift the tide of a battle in your favor. Each Special Technique takes 1 Standard Action, and its cost in Morphing Pool(or other costs, based on other effects) are paid at the time of their use. If you are unable to pay a Special Technique’s cost for whatever reason, you cannot perform that technique. Unless otherwise stated, a Special Technique targets only a single opponent.
Special Techniques do not possess ranks and may not be ranked up.
Each Special Technique can be customized to your specifications based on the guidelines found below. To construct your Special Techniques, use the template below and follow these steps:
Template
NAME
Describe what your attack looks like and does.
Type: (Physical/Energy, Melee/Ranged, Single/Barrage/Area/Finisher)
Action: Standard Action
Base Damage:
Major Effect:
Minor Effect:
Cost:
Learn: 2 Weeks by Default
Step One: Choose a Type
Physical: Uses the Fighting skill to determine Accuracy values.
Energy: Uses the Energy Control skill to determine Accuracy values.
Step Two: Choose a Range
Melee: Target is engaged in close-range combat- this is typically for Physical Attacks only.
Ranged: Target is shot at from afar- this is typically for Energy Attacks only.
Step Three: Choose a Damage Mechanic
Single: Costs 15 Morphing Pool, Deals 3d10 Base Damage
Barrage: Costs 20 Morphing Pool, Deals 4d6+4 Base Damage
Area: Costs 25 Morphing Pool, Deals 10 Damage to up to 3 Targets and has +15 Accuracy
Finisher: Costs 35 Morphing Pool, Deals 5d8+10 Base Damage, may be used once per thread
Step Four: Choose a Major Effect
Major Effects
Bashing: The target of this attack loses 5 Morphing Pool and -5% of their Base Battle Power on hit. The maximum Base BP loss from all sources is 50%.
Charging: Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy.
Draining: This technique costs 5 HP in addition to its Morphing Pool cost, but deals an additional +5 Damage.
Embolden: After using this technique, increase your Accuracy modifier with all Basic Techniques by +10 for 2 turns; this does not compound with itself.
Fortify: Using this technique increases your natural DR by 3 until the end of your next turn; this stacks with itself up to a maximum of +6 DR.
Piercing: This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects.
Smelting: Select one non-artifact, non-outfit item equipped by this technique’s target. The target item cannot be activated on the target’s next turn if they were hit. Smelt may not affect the same item twice in a row and a character may only have 1 item “Smelted” at a time.
Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage.
Temper: If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 Morphing Pool.
Versatile: As an At-Will Action, you may change the Minor Effect on this technique. This may not be used to add the Imbued or Projectile Minor Effects.
Step Five: Choose a Minor Effect
Minor Effects
Crippling: This technique has a 40% chance to inflict Cripple on hit, Physical Attacks only.
Blinding: This technique has a 30% chance to inflict Blind on hit.
Freezing: This technique has a 40% chance to inflict Freeze on hit, Energy Attacks only.
Imbued: This technique is now a Melee Energy attack and uses the Fighting Skill to determine its Accuracy, but increases its Morphing Pool cost by 2. This may be added alongside another Minor Effect, but may not be taken with Projectile.
Immobilizing: This technique has a 40% chance to inflict Immobilize on hit.
Poisoning: This technique has a 40% chance to inflict Poison on hit.
Projectile: This technique is now a Ranged Physical attack and uses the Energy Power Skill to determine its Accuracy, but increases its Morphing Pool cost by 2. This may be added alongside another Minor Effect, but may not be taken with Imbued.
Salving: Apply yourself "Salve" automatically or have a 40% chance of applying "Salve" to a target of your choice.
Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only.
Wounding: This technique has a 40% chance to inflict Wound on hit.
Utility Techniques
Utility techniques are ones that you use to increase your own effectiveness in battle or to reduce an enemy’s. Though Utility techniques are closely related to Defensive techniques, they are not one and the same- meaning effects interact with them differently.
Some Utility techniques may directly target an opponent to inflict them with a Status Effect. These techniques do not have a standard Accuracy roll, but instead have a self-contained “success” roll. If they roll successfully, their targets are automatically inflicted with the respective Status Effect at the beginning of their next turn. Unlike attacks which resolve after an opponent responds to them(or does not, whichever), the aforementioned Utility techniques resolve on your turn. This means that they are subject to the respective Status Effects before they respond to anything else targeting them.
In the instance where a Utility Technique would deal damage, it receives no damage modifiers unless it or another effect specifically states that it increases damage that is otherwise excluded from modifiers.
ABSORB
You take foreign energy into your body and use it to replenish your own.
Type: Utility
Action: At-Will - Reactive
Effect: You regain an amount of Morphing Pool equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Morphing Pool.
Cost: None
Limit: Once per thread.
Ranks: Rank 2 can regain 30 Morphing Pool. Rank 3 can regain 40 Morphing Pool.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FALSE IMAGE
You disappear, leaving behind an illusion of yourself where you were before. It fades after a second, but works to misdirect your opponent.
Type: Utility
Action: Bonus Action
Requirements: Reflexes skill of 40.
Effect: Any reactive techniques, traits, or items a single opponent uses that are At-Will or use a Bonus Action instead require a Standard Action.
Duration: 1 turn.
Cost: 15 Morphing Pool.
Limit: Twice per thread.
Ranks: Rank 2 tech costs 10 Morphing Pool and Rank 3 tech costs 5 Morphing Pool.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEMON EYE
Using magic you hurl tiny beads of cursed energy at your opponent and it sticks to them, wracking them with pain.
Type: Utility
Action: Bonus Action
Requirements: Requires Energy Power skill of 30 or Magic Materialization.
Effect: You have a 70% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%.
Cost: 5 Morphing Pool.
Limit: Three times per thread.
Ranks: Rank 2 is 80% chance to Cripple. Rank 3 of the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. "Cursed" possesses the same duration as Cripple inflicted by Demon Eye and may not stack with itself; while "Cursed", the target loses 3 Morphing Pool at the beginning of their turn.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST
You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on.
Type: Utility
Action: Bonus Action / At-Will to take sips
Requirements: Requires Fighting skill of 40.
Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all the Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips.
--As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip.
--Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 Morphing Pool
Limit: Once per thread. You may only have one stack of Sips active at a time.
Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
EIGHT ARMS
You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique.
Type: Utility
Action: At-Will
Requirements: Requires Fighting skill of 35.
Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.)
Cost: 10 Morphing Pool.
Limit: Twice per thread.
Ranks: Rank 2 tech costs 5 Morphing Pool. Rank 3 tech can be used three times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ENERGY CONSTRUCTS
You form constructs of pure energy that help you fight in various ways.
Type: Utility
Action: Bonus Action / At-Will to use constructs
Requirements: Requires Energy Power skill of 40.
Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn.
--Give +10 to a single Accuracy roll on your turn. One per attack.
--Gain +2 bonus damage for a single attack you make. Two per attack max.
--Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
--As a reaction you gain +5 Defense against all attacks. One per turn.
--As a reaction you gain 2 DR against all attacks during turn. One per turn.
Cost: 15 Morphing Pool.
Limit: Once per thread. You may have only one set of Energy Constructs active at a time.
Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
FREEZE
You unleash a torrent of cold at your opponent to encase them in ice and slow down their movements.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Freeze status on your target and the effect lasts for +1 turn. The max chance to inflict with any effect is 95%.
Cost: 5 Morphing Pool.
Limit: Three times per thread.
Ranks: Rank 2 is 80% chance to Freeze. Rank 3 the effect lasts for +2 turns.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HEAL
You mend flesh and knit bone using a mystical power.
Type: Utility
Action: Bonus Action
Requirements: Requires an Energy Power skill of 25 or the Mystic class.
Effect: You restore 30 HP to a willing ally or yourself.
Cost: 10 Morphing Pool.
Limit: Once per ally.
Ranks: Rank 2 heals 35 HP. Rank 3 heals 40 HP.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
HYPNOSIS
Your opponent gazes into your eyes and is enthralled by telepathic power.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Immobilize status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%.
Cost: 5 Morphing Pool.
Limit: Twice per thread.
Ranks: Rank 2 is 80% chance to Immobilize. Rank 3 of the technique also inflicts the Special Status Effect “Heavy” on its target if it is successful. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 Morphing Pool, even if that action would not usually cost Morphing Pool.
Learn: Rank 1 takes 1 week to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM
You take a giant form. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase.
Type: Utility
Action: Bonus Action
Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 Morphing Pool, irreducible, per attack. Cannot be used while Multi-Form is active.
Duration: Until Temporary HP is depleted.
Cost: 15 Morphing Pool.
Limit: Once per battle.
Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Energy Blade
Combining martial prowess with energy manipulation, you form a weapon out of your energy and use it to fight.
Type: Utility
Action: --
Prerequisite: Requires a Fighting skill of 20.
Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill.
Cost: 2 Morphing Pool per Melee Energy Blast(Same cost as Energy Blast)
Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 Morphing Pool.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
LIGHTNING AURA
A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you
Type: Utility
Action: Bonus Action
Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR.
Duration: 3 turns.
Cost: 15 Morphing Pool.
Limit: Once per thread.
Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
MAGIC MATERIALIZATION
You conjure or summon an object out of thin air using magic.
Type: Utility
Action: At-Will
Requirements: Requires an Energy Control skill of 50.
Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item.
Cost: 2x Morphing Pool, wherein X is equal to the credit cost of the desired item divided by 10,000(rounded to the next largest whole number). If you have the item in your inventory it is a flat 2 Morphing Pool for common items and 3 Morphing Pool for rare items.
Limit: Once per thread.
Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
PARALYZE
You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%.
Cost: 5 Morphing Pool.
Limit: Twice per battle.
Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to targets inflicted and said damage bypasses DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
POISON
You imbue your fists or weapon with a deadly poison.
Type: Utility
Action. Bonus Action
Effect: All melee techniques you use have a 75% chance to inflict the Poison status and the effect lasts for +1 turn.
Duration: 3 turns.
Cost: 10 Morphing Pool.
Limit: Once per battle.
Ranks: Rank 2 increases the duration to 4 turns. Rank 3 increases the duration to 5 turns.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
PSYCHIC POWERS
Using your energy you're able to communicate with other minds telepathically and move objects using telekinesis.
Type: Utility
Action: --
Prerequisite: Requires an Energy Power skill of 20.
Effect: You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Power skill to determine their Accuracy.
Cost: 1 Morphing Pool per ranged Strike. 5 Morphing Pool per ranged Grapple. (Replaces Strike/Grapple’s base costs.)
Ranks: Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 3 less Morphing Pool.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REMEDY
Use your energy to rid an ally of your choice of deleterious effects.
Type: Utility
Action: Standard Action
Effect: Removes one non-special Status Effect that a target of your choice is inflicted with.
Cost: -3 Morphing Pool turn of Status Effect remaining.
Limit: Once per turn. Four uses total per battle.
Ranks: Rank 2 allows for special status effects to be targeted with Remedy for removal. Rank 3 allows for two status effects a target is inflicted with to be removed in the same use.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
REVENGER CHARGE
You recollect the ambient energy you left behind when you wasted your previous energy attacks.
Type: Utility
Action: At-Will
Prerequisite: Requires Energy Power skill of 35.
Effect: You gain a stack of Ambient Energy each time you or an opponent misses with a Basic or Special Energy Technique. Additionally, a stack is gained each time you take 10 or more damage from a Basic or Special Energy Technique. Three stacks of Ambient Energy can be spent as an At-Will action to increase your Accuracy with a single Energy attack by +30. This effect stacks with Focus Energy and may be used to trigger the Charging Special Technique effect.
Cost: None
Limit: Can spend a total of 6 stacks of Ambient Energy per thread.
Ranks: Rank 2 lets you spend 9 stacks of Ambient Energy per thread. Rank 3 lets you gain stacks of Ambient Energy when your Basic and Special Energy Techniques hit.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FLASH
You use your energy to amplify the light around you into a blinding flash.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%.
Cost: 5 Morphing Pool.
Limit: Twice per thread.
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to targets inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
WILD ATTACK
You swiftly blink in and out of your opponent's defenses using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents.
Type: Utility
Action: At-Will
Effect: Generate 1 Instinct per 2 Morphing Pool paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct. Instinct may be shared between instinctive defense and wild attack, but no more than 4 units of instinct may be spent at a time to increase accuracy.
Duration: N/A
Cost: 2 Morphing Pool per Instinct generated.
Limit: Once per battle.
Ranks: Rank 2 lowers the cost to 1 Morphing Pool per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique used to 8.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Defensive Techniques
These techniques are ones that you may use to mitigate or prevent the effects of an opponent's attacks. They are typically somewhat expensive to use- either in terms of their actual cost, or in terms of what type of Action they take to utilize. A general rule of thumb to use when looking at these techniques is that if it reduces damage somehow, the technique is relatively low cost and takes up a Bonus Action; if a Defensive Technique allows you to entirely avoid an attack and its effects, it will usually take a Standard Action and will possess a cost proportionate to how often it can be used successfully.
AURA GUARD
Your aura condenses into a quick shield, dampening a blow made against you.
Type: Defensive
Action: Bonus Action - Reactive
Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage.
Cost: 15 Morphing Pool
Limit: Once per battle.
Ranks: At Rank 2 tech costs 10 Morphing Pool and Rank 3 costs 5 Morphing Pool.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
AEGIS
You hastily create a protective layer of energy around your body, bolstering your defenses against enemy attacks.
Type: Defensive
Action: Bonus Action - Reactive
Effect: You gain 10 Temporary HP and 5 DR; this Temporary HP and DR stacks with other sources of Temporary HP/DR, but is removed after this turn’s incoming attacks are resolved.
Cost: 15 Morphing Pool
Limit: Once per thread.
Ranks: Rank 2 gives you 15 Temporary HP. Rank 3 gives you 10 DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
BARRIER
You create a shroud of protective energy around your body to soften blows and protect against harmful effects.
Type: Defensive
Action: Bonus Action
Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks.
Duration. Until temp HP is gone.
Cost: 15 Morphing Pool
Limit: Once per thread.
Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CLASH
You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed.
Type: Defensive
Action: 2 Standard Actions - Reactive
Effect: When you activate Clash, choose one unresolved attack targeting you. As a part of Clash, you perform one attack of your choosing in response to the chosen unresolved attack targeting you. Roll damage and accuracy rolls as normal, and calculate the damage you would deal with the technique being used to Clash. If you do not exceed the damage of the incoming attack, negate damage from its roll as if you did. If your total damage from the attack does exceed the damage (after DR) of your opponent's, your chosen attack is considered to be as if it was performed normally in addition to negating the damage incoming; but it also adds an additional equal to the damage of your opponent's attack. Additionally, if your damage roll would reduce an attack's damage to 0, you also resist any effects it would have caused.
Cost: 20 + (Cost of your Attack) Morphing Pool
Limit: Once per thread.
Ranks: Rank 2 reduces the Morphing Pool cost to 15 + (Cost of your Attack), Rank 3 reduces the Morphing Pool cost to 10 + (Cost of your Attack)
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
COUNTERMEASURES
Predicting your enemy's attacks, you ready yourself to respond to incoming attacks.
Type: Defense
Action: Bonus Action
Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Cost: 15 Morphing Pool
Limit: Once per thread.
Ranks: Rank 2 reduces the cost to 10 Morphing Pool and Rank 3 grants 3 total stacks of ‘Countermeasure’.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT
You deftly parry or knock aside an attack headed towards you.
Type: Defensive
Action: Bonus Action - Reactive
Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation is rounded down and this calculation goes into effect before DR.
Cost: 15 Morphing Pool
Limit: Once per thread.
Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION
Whether through intuition or psychic potential, you glimpse a moment into the future and see what dangers lie ahead.
Type: Defense
Action: Bonus Action
Effect: You gain +35 defense against attacks targeting you on your next turn.
Cost: None
Limit: Once per thread.
Ranks: Rank 2 defense is +40 and Rank 3 defense is +50.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ENERGY SHIELD
You create a sphere of energy around your body that insulates and protects you from incoming damage.
Type: Defense
Action: Bonus Action - Reactive
Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make.
Cost: 15 Morphing Pool
Limit: Once per thread.
Ranks: Rank 2 tech costs 10 Morphing Pool and Rank 3 increases DR gained to 30.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT
You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination.
Type: Defense
Action: Standard Action - Reactive
Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits.
Cost: 15 Morphing Pool
Limit: Twice per thread, once per turn.
Ranks: Rank 2 costs 10 Morphing Pool and Rank 3 costs 5 Morphing Pool.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE
You swiftly blink in and out of your opponent's attacks using your powerful natural instincts.
Type: Defense
Action: At-Will
Effect: Generate 1 Instinct per 2 Morphing Pool paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Instinct may be shared between instinctive defense and wild attack, but no more than 4 units of instinct may be spent at a time to increase defense.
Duration: N/A
Cost: 2 Morphing Pool per Instinct generated.
Limit: Once per battle.
Ranks: Rank 2 lowers the cost to 1 Morphing Pool per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique used to 8.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ENERGY BURST
You unleash a concussive burst of energy to knock away an incoming attacker or their energy attack.
Type: Defense
Action: Standard Action - Reactive
Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn.
This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn.
Cost: 15 Morphing Pool
Limit: Once per thread.
Ranks: Rank 2 tech costs 10 Morphing Pool and Rank 3 increases the critical fail range to natural 60.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
SONIC SWAY
You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills.
Type: Defense
Action: Standard Action - Reactive
Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.)
Cost: 15 Morphing Pool
Limit: Once per battle.
Ranks: Rank 2 costs 10 Morphing Pool and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 week to Learn: Additional ranks do not take time but cost 2 MP.
TELEPORT
You vanish--moving immediately through space and time by some unnatural means.
Type: Defense
Action: Standard Action - Reactive
Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread.
Cost: 25 Morphing Pool.
Limit: Once per battle.
Ranks: Rank 2 costs 20 Morphing Pool and Rank 3 allows you to avoid Critical Hits with Teleport.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Legendary Techniques
Legendary Techniques are exceptionally rare abilities, each with very powerful or unique abilities. To learn a Legendary Technique, a player must first purchase Legendary Mastery in order to obtain their Legendary Technique slot. To gain access to Legendary Mastery, a character must first purchase all 5 ranks of Technique Mastery, though they do not have to fill those associated slots with other techniques. While anyone can acquire Legendary Mastery at any time(if they meet its requirements), actively learning a Legendary Technique requires EP to be spent as well.
Writing a Personal Saga to detail learning a Legendary Technique is highly encouraged!
Legendary Techniques cost 4 MP to rank up.
Burst Rush
You charge your opponent and deliver a powerful combination attack: an elbow to their face, a punch to the stomach, and a kick that sends them airborne. After launching your opponent into the air, you jump up to follow and blast them with energy.
Type: Legendary Melee Physical Barrage
Action: Standard Action
Base Damage: 4d6+4
Major Effect: Temper
Minor Effect: Crippling
Special Effect: When performing this technique, you roll twice for Accuracy. If both accuracy dice land on a successful hit, increase this technique's damage by +5. If the first die fails to hit but the second does, this technique deals 50% damage instead. If either of these Accuracy dice result in a Critical Hit, the technique is then treated as a Critical Hit.
Cost: 20 Morphing Pool
Limit: Twice per thread.
Ranks: Rank 2 increases the Accuracy of the first die rolled for this technique by +10. Rank 3 increases the Accuracy of the second die rolled for this technique by +5.
Learn: Requires 4,000 EP and 4 weeks to learn.
Damage Nullification
Through clever use of your Energy, you redirect the impact of blows to the space around you, resulting in severely diminished injury.
Type: Legendary Defensive
Action: Reactive Bonus Action
Effect: For the duration of this technique, reduce all direct, non-critical, incoming damage by 50%(rounded down to the nearest whole number).
Duration: 3 turns
Cost: 25 Morphing Pool
Limit: Once per thread.
Ranks: Rank 2 reduces cost to 20 Morphing Pool; Rank 3 reduces cost to 15 Morphing Pool.
Learn: Requires 4,000 EP and 4 weeks to learn.
The Void
You briefly tear a hole in space and open a portal to the infinite darkness known as the Void and cast a foe temporarily into that dreadful abyss.
Type: Legendary Utility
Action: Standard Action
Effect: This technique targets a single opponent and has a 40% chance to succeed. Upon success, the target opponent is removed from the current battle for four (4) turns, whereupon they may only RP being trapped in the Void during their turns(turns may be simply skipped if the player wishes.) If you are brought to 0 HP or 0 Morphing Pool while an opponent is trapped by the Void, they may return to the battle following your post. If used in a one versus one battle, the battle is immediately ended and you are considered the victor; the opponent must make a 3000 word travel post escaping the Void. This travel post may have its required word-count reduced by standard travel reductions, to a minimum of 500 words. If the target of this technique has 25% or less of their total HP, increase its chance to succeed by 20%.
Special Rule: If you use this technique in an Artifact Challenge and its target is the holder of the Artifact you are hunting, you immediately fail the hunt and must begin again.
Duration: 4 turns
Cost: 20 Morphing Pool
Limit: Once per thread.
Ranks: Rank 2 has a 45% base chance to succeed. Rank 3 costs 15 Ki.
Learn: Requires 6,000 EP and 4 weeks to learn.
Demon Mark
You mark a willing target with a demonic crest, allowing you to transfer some of your power to them.
Type: Legendary Utility
Action: At-Will
Effect: When activating Demon Mark in battle, you may sacrifice up to 50% of your Natural BP to increase your Marked Target’s Base BP by the same amount. This effect may be canceled as an At-Will action on your own turn. You may never transfer more than 50% of your Natural BP to your Marked Target.
Duration: --
Cost: --
Limit: Demon Mark may only be applied out of battle during a Personal Saga. You may only have one (1) Demon Mark active at a time. The recipient of your Demon Mark must consent in-character to having the mark placed on them.
Ranks: Rank 2 allows you to make an At-Will action once per thread that heals your Marked Target for 25 HP. Rank 3 gives your Marked Target 1 additional Trait Slot that they may fill with one of your non-class traits.
Learn: Requires 5,000 EP and 4 weeks to learn.
Death Disk
You create a saucer of energy that spins at high speeds and throws it at a target; the Death Disk is known to cut through nearly any substance.
Type: Legendary Ranged Energy Single
Action: Standard Action
Base Damage: 30
Major Effect: Slashing
Minor Effect: Wounding
Special Effect: This technique receives only Critical-Hit damage modifiers and treats its target as if they had 0 DR.
Cost: 25 Morphing Pool
Limit: Twice per thread.
Ranks: Rank 2 cost 20 Morphing Pool. Rank 3 deals 35 Base Damage.
Learn: Requires 4,000 EP and 4 weeks to learn.
Deus ex Machina
You launch your precious vehicle into your opponent, be it with you behind the wheel, through a minion driving, an automated pilot, or literally swinging it, you use it as a surprise weapon.
Type: Legendary Melee Physical Barrage
Action: Standard Action
Base Damage: 4d6+4
Major Effect: Bashing, Piercing
Minor Effect: Immobilizing
Special Effect: If the target has a higher battle power than you, ignore their edge for the purposes of this technique and consider your edge for accuracy and damage to be 4 for purposes of this technique. Immobilizing has an additional 20% chance to be inflicted by this technique.
Cost: 20 Morphing Power
Limit: Twice per thread.
Ranks: Rank 2 increases the Accuracy of the first die rolled for this technique by +10. Rank 3 increases the Accuracy of the second die rolled for this technique by +5.
Learn: Requires 4,000 EP and 4 weeks to learn.
Dimensional Rift
You create a rift in spacetime, capturing an incoming attack before opening a second rift that sends the same attack back at another target.
Type: Legendary Defensive
Action: Reactive Bonus Action
Effect: Change the target of one incoming attack to another target of your choice, using the same Accuracy and Damage.
Duration: --
Cost: 15 Morphing Pool
Limit: Once per thread.
Ranks: Rank 2 allows you to use Dimensional Rift twice per thread. Rank 3 costs 10 Ki.
Learn: Requires 5,000 EP and 4 weeks to learn.
Infused Energy Fist
You focus an incredible amount of energy into your fist and strike an opponent with enough power to temporarily give your aura a huge boost.
Type: Legendary Melee Physical Finisher
Action: Standard Action
Base Damage: 5d8+10
Major Effect: Bashing
Minor Effect: --
Special Effect: For your next three (3) turns, your Dragon Dash basic technique costs 0 Morphing Pool and adds an additional +2 damage to its effect.
Cost: 35 Morphing Pool
Limit: Once per thread.
Ranks: Rank 2 decreases the cost to 30 Morphing Pool. Rank 3 increases the bonus damage of Dragon Dash to +4.
Learn: Requires 4,000 EP and 4 weeks to learn.
Multi-Form
You split yourself into multiple instances of ‘you’- your copies can greatly assist in battle but are incapable of performing advanced techniques on their own.
Type: Legendary Utility
Action: Bonus Action
Effect: You create a ‘clone’ of yourself that has HP equal to 20% of your total HP, equal BP to you(at all times), and possesses all items and traits you have. This ‘clone’ gains 1 Standard Action of its own to be used on your turn, though it can only use Basic Techniques and Team Techniques. Your ‘clone’ may be targeted by anything that could target you. You may RP this as producing however many copies you would like, but they are always mechanically treated as one ‘clone’.
Duration: --
Cost: 25 Morphing Pool
Limit: Once per Battle; only one ‘clone’ may be active at a time even if you gain additional uses of this technique through other effects.
Ranks: Rank 2 costs 20 Ki. Rank 3 allows your ‘clone’ to use one non-finisher Special Technique per thread.
Learn: Requires 5,000 EP and 4 weeks to learn.
Perfect Barrier
You create a large shell of energy that protects your allies as much as yourself.
Type: Legendary Defensive
Action: Reactive Bonus Action
Effect: You and one target ally reduce the total damage taken from incoming techniques by 30 for this turn(their next turn in the case of your ally.) If a technique’s damage would be reduced to 0 by this effect, it also does not inflict any status effects. This is not considered DR.
Duration: --
Cost: 15 Morphing Pool
Limit: Once per thread.
Ranks: Rank 2 costs 10 Morphing Pool. Rank 3 allows you to target up to two allies.
Learn: Requires 4,000 EP and 4 weeks to learn.
Doomsday
You accumulate energy from the world around you to create a powerful attack- allies near and far can contribute to the Doomsday’s energy to greatly accentuate its power.
Type: Legendary Ranged Energy Finisher
Action: Standard Action
Base Damage: 5d8+10
Major Effect: Charging
Minor Effect: --
Special Effect: When using Doomsday, you may sacrifice up to 2 Standard Actions to increase its damage done by +2d8 for each action sacrificed; similarly, you may sacrifice up to 1 Bonus Actions to increase its damage by +2 for each Bonus Action sacrificed.
Cost: 35 Morphing Pool
Limit: Once per thread.
Ranks: Rank 2 allows you to sacrifice up to 3 Standard Actions and 2 Bonus Actions. Rank 3 increases Doomsday’s accuracy by +10.
Learn: Requires 4,000 EP and 4 weeks to learn.
Lightning Strike
You launch a vein of energy-generated electricity at a target, causing some damage and wreaking havoc on their nervous systems temporarily.
Type: Legendary Ranged Energy Barrage
Action: Standard Action
Base Damage: 4d6 + 4
Major Effect: Bashing
Minor Effect: Shocking, Freezing
Cost: 30 Morphing Pool
Limit: Twice per thread.
Ranks: Rank 2 cost 25 Morphing Pool. Rank 3 increases the base affliction change of Shocking and Freezing by 10%; the maximum chance to afflict a status effect remains at 95%.
Learn: Requires 4,000 EP and 4 weeks to learn.