Jun 9, 2024 22:52:38 GMT
Post by Admin on Jun 9, 2024 22:52:38 GMT
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[attr="class","opmindtopright"]TECHNIQUES
[attr="class","opmindtop2"]a character's arsenal
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They're your trump cards and give you a higher success rate of winning your fights. They're the best bang for your buck when it comes to dealing out damage and avoiding oncoming techniques. Here on New Horizon, we're going to stick to a simple yet effective system. The easier everything is, the quicker you can get comfortable and get into the action! So, the technique types we have are going to be listed below!
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[OT] Offensive Technique
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[DT] Defensive Technique
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[ST] Support Technique
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Here's a quick rundown on each type of technique and how they operate, all types of techniques can be used off either your energy or your stamina pools. This will be decided on when creating them, if it's a Kamehameha, it'll be an energy attack and if it's something physical, it shall drain your stamina pool! Techniques can also be split to take away from both, this would require a technique that's physical while adding energy!
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[OT] Offensive Technique: These techniques are your main source for damage, either coming from your energy or stamina pool.
They can range from a blast such as a Kamehameha to an energy infused punch, you can have a very broad range of these techniques and so long as it follows the rules, your imagination is the limit!
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[DT] Defensive Technique: These techniques are used to defend yourself against oncoming techniques and even get you out of a pinch,
they're techniques that don't do any damage but will help you avoid or negate incoming damage.
These techniques can be similar to support techniques, though these are used to give the technique a power level to compare to your opponents. Shields, dodges and rapid movements are the most common form of defensive techniques.
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[ST] Support Technique:
These techniques are basically everything that doesn't require a technique to have it's own power level when in combat.
Such as flight, tail mastery, Oozaru mastery, etc. This technique type can range from almost anything! Most of these techniques are usually passive.
Effects are added bonus' that you can add to your offensive techniques, though it would have to make sense for the technique you designed to have it. A solid example would be for a Death Beam to have bleed damage since it can pierce through flesh. A Kamehameha, on the other hand, cannot cause bleed damage since it doesn't pierce.
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These effects also have a three tier system, increasing them slightly with each tier you add to them! Here are the types of effects you can add to your techniques and what they do! Though, keep in mind you can only select one of these to add to a technique!
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Upgrading the effect is separate from upgrading the main technique,
each upgrade for the effect will cost 1 TP and the effect will immediately be applied.
This can also immediately be applied to techniques you've already learned for applying for the effect on an already learned technique.
((The cost of upgrading tiers is as follows below for regular techniques,
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Note: A technique effect must coordinate with the technique tier it's being applied to, meaning you can only put a [C2] on a [OT2] or higher. That being said, the effect will also coordinate within the damages ranges of the effect. Example being, Even if you have a [C3OT3]Cut 3/Offensive 3, but used that [OT3] at say 55% power [OT2] range, only the [C2] will be applied upon successful hit.
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1 TP per tier: In this case techniques will look different with an effect. A technique with bleed 1 on a tier 2 would look like this:
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Accuracy effects are designed to make a technique slightly more difficult to dodge, though no harder to block.
The user will dial in their attack further and sharply fire their technique at their opponent. This will result in more resources being used on the defendant's side to dodge. [The Accuracy effect must be designed with precision in mind, being more accurate than the average Ki based technique. Needles, tracking techniques, Death beams, etc.]
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[A1] 5% additional resources to dodge, this can be in either Ki or Energy. Though one can still block as per normal.
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[A2] 10% additional resources to dodge, this can be in either Ki or Energy. Though one can still block as per normal.
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[A3] 15% additional resources to dodge, this can be in either Ki or Energy. Though one can still block as per normal.
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Example of Technique Layout
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[A1OT3]
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Area of Effect techniques are techniques which consume a larger area when used. Typically, the user will create a large explosion or explosive wave in order to hit multiple opponents at once. This effect will allow you to damage additional targets per technique usage though the damage will be split evenly between the targets. Two targets hit with a 100% technique will be 50% damage to each target. [Examples of techniques with this effect are Final Explosion, Explosive Wave, Volcano Explosion, Blazing Storm, etc..]
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[AE1] This allows hitting two players maximum.
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[AE2] This allows hitting three players maximum.
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[AE3] This allows hitting as many players as you wish.
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Burning techniques are those which require fire, upon adding this effect to your technique, your opponents will gain burn to their burn meter, once it's filled they will receive some damage! Though the burning can be rather slow going, the passive damage won't fade away until the burn is healed or negated by other means! It looks something like this!
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Burn: Adds a meter which, upon filling, deals 15% of the Targets Power Level in damage!
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Meter: Equal to target’s PL
Ex: PL: 50,000 = Meter: 0/50,000
Damage From filled Meter: Equal to 20% Targets PL
Ex: PL: 50,000 || 20% of 50,000 = 10,000 damage to Targets HP
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T1: Adds 20% of Opponents PL to the Burn Meter Per turn
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T2: Adds 40% of Opponents PL to the Burn Meter Per Turn
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T3: Adds 60% of Opponents PL to the Burn Meter Per Turn
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Burn Effect remains consistent unless somehow removed from Target!
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Percentage of Meter rolls over to new Meter upon dealing Burn Damage!
Ex: [T1] Burn Effect increases Meter by 20% Per Turn; meaning Burn Damage is Dealt in 5 turns. Meter resets to 0, and continues to build again.
Ex 2: [T3] Burn Effect increases Meter by 60% Per Turn; meaning burn Damage is Dealt in 2 turns. Remaining 20% is added to the new meter on the second turn, and meter continues to build again.
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[B1OT1] Burn
[B2OT2] Etc.
Cut effects has the potential to amputate an opponents limbs and leave them severely injured, this comes with slash attacks or techniques like destructo disk, this type of damage can give you a massive edge! Though the technique has to land at a very high damage rate!
[Techniques with this effect must be able to cut either naturally through Ki, Ki blades, Claws, destructo disk, etc or with the assistance of a weapon.]
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[C1] If the attack lands with a maximum of 10% deducted, the limb it hits will be amputated! (2% bleed damage added per turn.)
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[C2] If the attack lands with a maximum of 20% damage deducted, the limb it hits will be amputated! (3% bleed damaged added per turn.)
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[C3] If the attack lands with a maximum of 30% damage deducted, the limb it hits will be amputated! (4% bleed damage added per turn.)
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[C1OT2] Slash attack.
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If both the technique and effect are maxed, it would simply look like..
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[COT3] Slash attack
The homing effect is particularly useful for those who wish to guide their technique towards their target or even have a second chance to strike, the cost will be a little bit more for similar damage rates, but will be harder for your opponent to avoid and if the attack completely misses and isn't destroyed, you can bring it back around for another attempt! Though an attack will be homing, you have the option to not steer it, meaning it can still work like a normal technique, though the homing will work like this: [Most ranged techniques are able to have the homing effect applied.]
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40% energy to direct 33% damage it towards your opponent on the first post, if it misses you can use an addition 10% Stamina each turn to guide it back towards them.
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80% energy to direct 66% it towards your opponent on the first post, if it misses you can use an addition 7.5% Stamina each turn to guide it back towards them.
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100% energy to direct an attack with 85% damage towards your opponent on the first post, if it misses you can use an addition 5% Stamina each turn to guide it back towards them.
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Techniques will be formatted as such,
[H1OT1], [H3OT2] Ect.
Pierce effects is exactly what it sounds like' used with a technique that pierces such as the Death Beam. If an attack equipped with this lands to its maximum potential, meaning your opponent doesn't negate any of the damage and it hits with the full force you launched it with, they shall receive bleed damage. [ The pierce effect is applied to techniques that must be able to puncture the body, either a technique designed to stab or finger beam style techniques.]
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[P1] 2.5% of their health in bleed damage per turn. (Until they stop it.)
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[P2] 5% of their health in bleed damage per turn. (Until they stop it.)
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[P3] 7.5% of their health in bleed damage per turn. (Until they stop it.)
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[P2OT3], [P1OT2] Etc
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Toxin effects are used by more devious fighters, trying to make a simple attack more deadly while keeping it rather simple. Usually this is in the form of a point or natural needle in their body. Toxin's affect the rate at which a character stat's will drain. They'll look like this! These attacks MUST hit in order for the Toxin to be effective! [The toxin effect must be applied to techniques that create a situation so when it hits, the opponent is affected through inhalation, injection or ingestion.]
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[T1] 2.5% additional stats for one turn.
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[T2] 5% additional stats for two turns.
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[T3] 7.5% additional stats for three turns.
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[T2OT3], [T1OT2] Etc
Techniques all have a starting point of course, and here is where we’ll explain that as well as how to upgrade your techniques.
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There are four tiers for all techniques:
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Tier 1 (1 - 33% PL in Damage)
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Tier 2 (34 - 66% PL in Damage)
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Tier 3 (67 - 100% PL in Damage)
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Ultimate Tier (100 - 150% PL in Damage) (Drains 50% of total Ki/Stamina cost in the opposite resource until 350,000 Power Level)
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All techniques on first making your profile start at Tier 1 but can be worked up to higher tiers, the only exception to this are Special Techniques which don’t have tiers and are instead balanced around their unique ability. You can make a higher tier move later without upgrading any existing moves so long as you have the same number of training points as it would take to upgrade a move to that level.
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When you use a technique in battle, you choose what percentage of damage you want to put out at the time of the attack, within the current tier of your technique. A Tier 1 is able to be used at any strength from 1-33%, and so on with the higher tiers.
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Note: Techniques that have a wider range and hit more than one opponent will have the damage divided equally among those hit. These techniques can be Explosive Waves, larger explosive attacks, barrage attacks, etc.
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Ultimate Techniques are your trump cards, they've got the capability to change the outcome of a fight simply with their usage. Though there are some things to note about ultimate techniques.
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Firstly, you earn ultimate slots at this rate.
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1st: 0
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2nd: 100,000
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3rd: 200,000
[Break]
4th: 350,000
[Break]
5th: 400,000
[Break]
6th: 550,000
[Break]
7th: 1,000,000
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After this, you'll earn ONE ultimate slot per 1,000,000 PL.
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You'll be allowed to use ONE of each Ultimate per thread, though there MAY be some exceptions to this as they come. For example, an ultimate technique such as Majin Mind Control may be used more than once, simply because of the nature of the technique and how it operates. Those techniques will be specified upon being added to the site.
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Currently, Ultimate techniques cost 2 actions to use. Meaning they'll be the ONLY technique you can use that turn.
Again though, there may be exceptions to this depending on the nature of the technique. This will also be specified upon the technique being created and added to the site.
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Ultimate Techniques CANNOT be charged like normal techniques, this is to prevent TOO much power output being used at once.
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Lastly, you are limited to 4 Masters Ultimates throughout your character's lifetime. So save your slots for those techniques you REALLY want. The rest of the Ultimate slots will be used EXCLUSIVELY for custom ultimates.
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So, to upgrade a technique you'll need to spend some of those TP's! Now, when it comes down to it, it's pretty simply and straight forward. These are the costs of each upgrade.
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Tier 1: Costs 1 TP
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Tier 2: Costs 1 TP
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Tier 3: Costs 1 TP
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Ultimate Tier: Costs 5 TP.
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It costs 1 TP to upgrade to the next step, though this excludes ultimate techniques and adding effects! When you upgrade a technique in Tiers, you don’t lose the previous tiered version of the technique. Instead, you now have the option to use a stronger version of your move you've upgraded as Tier 2 or a weaker variant (which was your original technique when it was at Tier 1).
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Support Techniques also have tiers, although they cannot be upgraded to ultimate tier. They will always max out at Tier 3.
For example:
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[ST-1] Energy Sense: Allows the user to sense the energy of everyone on the same Planet as them
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[ST-2] Energy Sense: Allows the user to sense the energy of everyone in the same Galaxy as them
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[ST-3] Energy Sense: Allows the user to sense anyone from across the universe so long as they don’t have God Ki.
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This may seem useless in battle but the battle system does have a touch of roleplay logic behind it, meaning these could help make or break a battle potentially!
All technique variants are allowed to be charged for maximum damage output. What this means is your techniques will give you more bang for your buck. If you fire a technique or use one to protect from an attack, your damage or protection will be whatever percentage of power you put into it.
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If you decide to hold that attack instead of firing it and charge it for a turn, you'll increase the power. However, charging has its own costs to consider as well.
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If you charge a technique successfully, you will stack its damage output. For example:
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[OT1]Kamehameha = 50%
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If this attack was charged for one turn and fired the second it would be at 100%, and if held an additional turn 150%. An easier way to look at it would be like so:
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50% -> 100% -> 150%
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HOWEVER, charging has an energy cost to it as well. For every successful charge, you put in an additional amount of energy equal to HALF the original cost. Again, let’s look at the above example.
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[OT1]Kamehameha = 50%
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This technique has a damage of 50% of your PL, meaning it costs 50% energy to use. If charged, then an additional cost of 25%, or half of 25%, is added like so:
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25% -> 37.5% -> 50%
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This means that charging, while beneficial, is not unlimited. You must meet the requirements to continue charging your attack. If successful, you could do immense damage for a fraction of the cost!
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Remember, charging a technique can continue so long as you aren't interrupted. Interruption can occur from a number of sources, so they will be listed here. Things that can interrupt a Charge include:
Moving or attacking with anything that is not the charged attack.
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Being moved by a Control Technique.
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The ones listed above are the most likely, however there are other rules to pay attention to.
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If your opponent attacks with any basic attack, they will have the ability to interrupt your charge. If the opponent attacks with another technique of their own through a major action, then you will have the option to clash depending on the type of attacks being used..
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Once interrupted you'll lose all the current charge you have gained. To prevent this, one must have a Support Technique meant for dodging while charging specifically. This will allow you to effectively dodge while holding the charge, so long as you have the ability to do so.
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And remember, any energy attack launched from the opponent can be met with your charged blast to initiate a Struggle.
Beam struggles are another thing in DBZ that can change the outcome of a battle. Whether it be you alone or a friend aiding you, they can come in handy.
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A Struggle can be initiated at any time during a battle when one beam is met by another, however it does not end there. Once a Struggle is initiated, the real fun begins.
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The potential of a Beam Struggle first begins when Player A launches a Beam styled attack; the Struggle is confirmed when Player B counters the oncoming attack with a Beam styled attack of their own.
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For Player B's attempt for a Beam Struggle to succeed, they must use at attack at least 20% more powerful than their opponent.
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If successful, once the attacks collide, Player A has a couple of options listed as follows:
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1. Add more energy to the attack in order to overpower their enemy; to succeed, they must use 20% more power than their opponent(s).
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2. Abandon the attack and dodge out of the way, doing so requires an additional 50% energy.
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3. Allow the enemy to overpower them and block against the resulting damage, incurring the total damage of their own attack and the opponents attack.
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If the struggle continues from there, with Player A putting in more power, then Player B must make a choice from the same list of options.
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Remember, when locked in a Beam Struggle, you cannot use any other attacks, and cannot dodge or block incoming attacks launched by others unless you break from of the Beam Struggle.
Example.
Goku's [OT1] Kamehameha at 120,000 vs Vegeta's [OT1] Galick Gun at 100,000 collide.
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The Kamehameha is 20% stronger than the oncoming Galick Gun, and thus will over power it sending both the 100,000 damage from Galick Gun and 120,000 damage from Kamehameha to Vegeta. For Vegeta to now over power the oncoming attack, he only needs to overpower the Kamehameha, and so needs to send more power to his Galick Gun, increasing his 100,000 damage to 144,000, which is 20% stronger than Kamehameha. At this point, the 120,000 damage of Kamehameha and 144,000 damage of Galick Gun are both being sent at Goku. This struggle continues until someone either runs out of energy and fails the struggle, thus taking all the damage, blocks all the damage, or dodges all the damage.
To learn a technique, You'll need to have an available training point to use. Now, you can either save these from the beginning and start with fewer techniques or use them as you get them.
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Once you reach a specific power level and earn a training point you'll have to apply for the technique you wish to learn in the Technique Applications board. Follow the simple template and post your technique and a staff member will review it.
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Once approved, all you have to do is post a thread of your character learning it. This thread can either be a Solo training session or one with a group. Basically, just play out your character learning the technique and at the end of the thread your technique will be learned and usable in all your threads from there on out. Currently, you can only learn ONE technique per thread. So keep that in mind! This thread must be it's own from a Quest, Dragon Ball Hunt, or a Masters Technique learning thread and cannot be combined with them. You may still learn your own technique in a masters thread but it must be apart from learning that masters techniques.
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Remember to keep your word count reasonable for learning a technique. 1,000 words is the minimum requirement. Also, you can only learn ONE technique PER THREAD.
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You may now skip learning a technique entirely by spending double the TP on it. For example, if learning the [OT1]Super Punch regularly, you will spend 1 TP and have to write 1,000 words. If you spend 2 TP, you do not need to do the 1,000 words.
This rule shall also apply to ultimate techniques.
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The exception to this rule is Master Techniques. If you spend double the TP on a masters technique, you will reduce the word count required by half.
So, here at New Horizon. you start off with 6 Techniques of your choosing but what happens after that?
Well, as your character grows as a fighter and gains power you will earn One training point every 6,500 power level on your character. Every 30,000, you gain two instead. So, gaining techniques will look like this..
Starting Power Level: 6 Training Points
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6,500 Power Level: 7 Training Points
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13,000 Power Level: 8 Training Points
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19,500 Power Level: 9 Training Points
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26,000 Power Level: 10 Training Points
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30,000 Power Level: 12 Training Points
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36,500 Power Level: 13 Training Points
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And so on.
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Remember, You only gain 1 Training Point per 6,500 power level. And TWO per 30,000. So the chart above is your TOTAL training points at that power level.
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You may also opt to trade in your training points for a boost to your PL or Zeni.
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1 Training point = 1,500pl/1,000z
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This cannot be used for your starting points
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Note; Some techniques are not allowed to be learned on the site while others may be learned through our NPC characters.
Some of these techniques could be, but not limited to:
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Time Skip
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Spirit Bomb
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Instant Transmission
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Kaioken
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Time Freeze
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Body Change
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Overview
They're your trump cards and give you a higher success rate of winning your fights. They're the best bang for your buck when it comes to dealing out damage and avoiding oncoming techniques. Here on New Horizon, we're going to stick to a simple yet effective system. The easier everything is, the quicker you can get comfortable and get into the action! So, the technique types we have are going to be listed below!
[break][break]
[OT] Offensive Technique
[break]
[DT] Defensive Technique
[break]
[ST] Support Technique
[break][break]
Here's a quick rundown on each type of technique and how they operate, all types of techniques can be used off either your energy or your stamina pools. This will be decided on when creating them, if it's a Kamehameha, it'll be an energy attack and if it's something physical, it shall drain your stamina pool! Techniques can also be split to take away from both, this would require a technique that's physical while adding energy!
[break][break]
[OT] Offensive Technique: These techniques are your main source for damage, either coming from your energy or stamina pool.
They can range from a blast such as a Kamehameha to an energy infused punch, you can have a very broad range of these techniques and so long as it follows the rules, your imagination is the limit!
[break][break]
[DT] Defensive Technique: These techniques are used to defend yourself against oncoming techniques and even get you out of a pinch,
they're techniques that don't do any damage but will help you avoid or negate incoming damage.
These techniques can be similar to support techniques, though these are used to give the technique a power level to compare to your opponents. Shields, dodges and rapid movements are the most common form of defensive techniques.
[break][break]
[ST] Support Technique:
These techniques are basically everything that doesn't require a technique to have it's own power level when in combat.
Such as flight, tail mastery, Oozaru mastery, etc. This technique type can range from almost anything! Most of these techniques are usually passive.
Effects
Effects are added bonus' that you can add to your offensive techniques, though it would have to make sense for the technique you designed to have it. A solid example would be for a Death Beam to have bleed damage since it can pierce through flesh. A Kamehameha, on the other hand, cannot cause bleed damage since it doesn't pierce.
[break]
These effects also have a three tier system, increasing them slightly with each tier you add to them! Here are the types of effects you can add to your techniques and what they do! Though, keep in mind you can only select one of these to add to a technique!
[break][break]
Upgrading the effect is separate from upgrading the main technique,
each upgrade for the effect will cost 1 TP and the effect will immediately be applied.
This can also immediately be applied to techniques you've already learned for applying for the effect on an already learned technique.
((The cost of upgrading tiers is as follows below for regular techniques,
[break][break]
Note: A technique effect must coordinate with the technique tier it's being applied to, meaning you can only put a [C2] on a [OT2] or higher. That being said, the effect will also coordinate within the damages ranges of the effect. Example being, Even if you have a [C3OT3]Cut 3/Offensive 3, but used that [OT3] at say 55% power [OT2] range, only the [C2] will be applied upon successful hit.
[break][break]
1 TP per tier: In this case techniques will look different with an effect. A technique with bleed 1 on a tier 2 would look like this:
[break]
(A) Accuracy:
Accuracy effects are designed to make a technique slightly more difficult to dodge, though no harder to block.
The user will dial in their attack further and sharply fire their technique at their opponent. This will result in more resources being used on the defendant's side to dodge. [The Accuracy effect must be designed with precision in mind, being more accurate than the average Ki based technique. Needles, tracking techniques, Death beams, etc.]
[break][break]
[A1] 5% additional resources to dodge, this can be in either Ki or Energy. Though one can still block as per normal.
[break]
[A2] 10% additional resources to dodge, this can be in either Ki or Energy. Though one can still block as per normal.
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[A3] 15% additional resources to dodge, this can be in either Ki or Energy. Though one can still block as per normal.
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Example of Technique Layout
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[A1OT3]
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(AE) Area of Effect
Area of Effect techniques are techniques which consume a larger area when used. Typically, the user will create a large explosion or explosive wave in order to hit multiple opponents at once. This effect will allow you to damage additional targets per technique usage though the damage will be split evenly between the targets. Two targets hit with a 100% technique will be 50% damage to each target. [Examples of techniques with this effect are Final Explosion, Explosive Wave, Volcano Explosion, Blazing Storm, etc..]
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[AE1] This allows hitting two players maximum.
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[AE2] This allows hitting three players maximum.
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[AE3] This allows hitting as many players as you wish.
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(B) Burn:
Burning techniques are those which require fire, upon adding this effect to your technique, your opponents will gain burn to their burn meter, once it's filled they will receive some damage! Though the burning can be rather slow going, the passive damage won't fade away until the burn is healed or negated by other means! It looks something like this!
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Burn: Adds a meter which, upon filling, deals 15% of the Targets Power Level in damage!
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Meter: Equal to target’s PL
Ex: PL: 50,000 = Meter: 0/50,000
Damage From filled Meter: Equal to 20% Targets PL
Ex: PL: 50,000 || 20% of 50,000 = 10,000 damage to Targets HP
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T1: Adds 20% of Opponents PL to the Burn Meter Per turn
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T2: Adds 40% of Opponents PL to the Burn Meter Per Turn
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T3: Adds 60% of Opponents PL to the Burn Meter Per Turn
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Burn Effect remains consistent unless somehow removed from Target!
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Percentage of Meter rolls over to new Meter upon dealing Burn Damage!
Ex: [T1] Burn Effect increases Meter by 20% Per Turn; meaning Burn Damage is Dealt in 5 turns. Meter resets to 0, and continues to build again.
Ex 2: [T3] Burn Effect increases Meter by 60% Per Turn; meaning burn Damage is Dealt in 2 turns. Remaining 20% is added to the new meter on the second turn, and meter continues to build again.
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[B1OT1] Burn
[B2OT2] Etc.
[C] Cut:
Cut effects has the potential to amputate an opponents limbs and leave them severely injured, this comes with slash attacks or techniques like destructo disk, this type of damage can give you a massive edge! Though the technique has to land at a very high damage rate!
[Techniques with this effect must be able to cut either naturally through Ki, Ki blades, Claws, destructo disk, etc or with the assistance of a weapon.]
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[C1] If the attack lands with a maximum of 10% deducted, the limb it hits will be amputated! (2% bleed damage added per turn.)
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[C2] If the attack lands with a maximum of 20% damage deducted, the limb it hits will be amputated! (3% bleed damaged added per turn.)
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[C3] If the attack lands with a maximum of 30% damage deducted, the limb it hits will be amputated! (4% bleed damage added per turn.)
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[C1OT2] Slash attack.
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If both the technique and effect are maxed, it would simply look like..
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[COT3] Slash attack
[H]Homing
The homing effect is particularly useful for those who wish to guide their technique towards their target or even have a second chance to strike, the cost will be a little bit more for similar damage rates, but will be harder for your opponent to avoid and if the attack completely misses and isn't destroyed, you can bring it back around for another attempt! Though an attack will be homing, you have the option to not steer it, meaning it can still work like a normal technique, though the homing will work like this: [Most ranged techniques are able to have the homing effect applied.]
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40% energy to direct 33% damage it towards your opponent on the first post, if it misses you can use an addition 10% Stamina each turn to guide it back towards them.
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80% energy to direct 66% it towards your opponent on the first post, if it misses you can use an addition 7.5% Stamina each turn to guide it back towards them.
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100% energy to direct an attack with 85% damage towards your opponent on the first post, if it misses you can use an addition 5% Stamina each turn to guide it back towards them.
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Techniques will be formatted as such,
[H1OT1], [H3OT2] Ect.
(p) Pierce
Pierce effects is exactly what it sounds like' used with a technique that pierces such as the Death Beam. If an attack equipped with this lands to its maximum potential, meaning your opponent doesn't negate any of the damage and it hits with the full force you launched it with, they shall receive bleed damage. [ The pierce effect is applied to techniques that must be able to puncture the body, either a technique designed to stab or finger beam style techniques.]
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[P1] 2.5% of their health in bleed damage per turn. (Until they stop it.)
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[P2] 5% of their health in bleed damage per turn. (Until they stop it.)
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[P3] 7.5% of their health in bleed damage per turn. (Until they stop it.)
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[P2OT3], [P1OT2] Etc
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(T) Toxin
Toxin effects are used by more devious fighters, trying to make a simple attack more deadly while keeping it rather simple. Usually this is in the form of a point or natural needle in their body. Toxin's affect the rate at which a character stat's will drain. They'll look like this! These attacks MUST hit in order for the Toxin to be effective! [The toxin effect must be applied to techniques that create a situation so when it hits, the opponent is affected through inhalation, injection or ingestion.]
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[T1] 2.5% additional stats for one turn.
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[T2] 5% additional stats for two turns.
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[T3] 7.5% additional stats for three turns.
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[T2OT3], [T1OT2] Etc
Technique Tiers and Damage
Techniques all have a starting point of course, and here is where we’ll explain that as well as how to upgrade your techniques.
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There are four tiers for all techniques:
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Tier 1 (1 - 33% PL in Damage)
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Tier 2 (34 - 66% PL in Damage)
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Tier 3 (67 - 100% PL in Damage)
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Ultimate Tier (100 - 150% PL in Damage) (Drains 50% of total Ki/Stamina cost in the opposite resource until 350,000 Power Level)
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All techniques on first making your profile start at Tier 1 but can be worked up to higher tiers, the only exception to this are Special Techniques which don’t have tiers and are instead balanced around their unique ability. You can make a higher tier move later without upgrading any existing moves so long as you have the same number of training points as it would take to upgrade a move to that level.
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When you use a technique in battle, you choose what percentage of damage you want to put out at the time of the attack, within the current tier of your technique. A Tier 1 is able to be used at any strength from 1-33%, and so on with the higher tiers.
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Note: Techniques that have a wider range and hit more than one opponent will have the damage divided equally among those hit. These techniques can be Explosive Waves, larger explosive attacks, barrage attacks, etc.
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Ultimate Techniques:
Ultimate Techniques are your trump cards, they've got the capability to change the outcome of a fight simply with their usage. Though there are some things to note about ultimate techniques.
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Firstly, you earn ultimate slots at this rate.
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1st: 0
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2nd: 100,000
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3rd: 200,000
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4th: 350,000
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5th: 400,000
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6th: 550,000
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7th: 1,000,000
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After this, you'll earn ONE ultimate slot per 1,000,000 PL.
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You'll be allowed to use ONE of each Ultimate per thread, though there MAY be some exceptions to this as they come. For example, an ultimate technique such as Majin Mind Control may be used more than once, simply because of the nature of the technique and how it operates. Those techniques will be specified upon being added to the site.
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Currently, Ultimate techniques cost 2 actions to use. Meaning they'll be the ONLY technique you can use that turn.
Again though, there may be exceptions to this depending on the nature of the technique. This will also be specified upon the technique being created and added to the site.
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Ultimate Techniques CANNOT be charged like normal techniques, this is to prevent TOO much power output being used at once.
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Lastly, you are limited to 4 Masters Ultimates throughout your character's lifetime. So save your slots for those techniques you REALLY want. The rest of the Ultimate slots will be used EXCLUSIVELY for custom ultimates.
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Upgrading a Technique:
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So, to upgrade a technique you'll need to spend some of those TP's! Now, when it comes down to it, it's pretty simply and straight forward. These are the costs of each upgrade.
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Tier 1: Costs 1 TP
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Tier 2: Costs 1 TP
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Tier 3: Costs 1 TP
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Ultimate Tier: Costs 5 TP.
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It costs 1 TP to upgrade to the next step, though this excludes ultimate techniques and adding effects! When you upgrade a technique in Tiers, you don’t lose the previous tiered version of the technique. Instead, you now have the option to use a stronger version of your move you've upgraded as Tier 2 or a weaker variant (which was your original technique when it was at Tier 1).
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Support Techniques also have tiers, although they cannot be upgraded to ultimate tier. They will always max out at Tier 3.
For example:
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[ST-1] Energy Sense: Allows the user to sense the energy of everyone on the same Planet as them
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[ST-2] Energy Sense: Allows the user to sense the energy of everyone in the same Galaxy as them
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[ST-3] Energy Sense: Allows the user to sense anyone from across the universe so long as they don’t have God Ki.
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This may seem useless in battle but the battle system does have a touch of roleplay logic behind it, meaning these could help make or break a battle potentially!
Charging Techniques
All technique variants are allowed to be charged for maximum damage output. What this means is your techniques will give you more bang for your buck. If you fire a technique or use one to protect from an attack, your damage or protection will be whatever percentage of power you put into it.
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If you decide to hold that attack instead of firing it and charge it for a turn, you'll increase the power. However, charging has its own costs to consider as well.
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If you charge a technique successfully, you will stack its damage output. For example:
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[OT1]Kamehameha = 50%
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If this attack was charged for one turn and fired the second it would be at 100%, and if held an additional turn 150%. An easier way to look at it would be like so:
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50% -> 100% -> 150%
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HOWEVER, charging has an energy cost to it as well. For every successful charge, you put in an additional amount of energy equal to HALF the original cost. Again, let’s look at the above example.
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[OT1]Kamehameha = 50%
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This technique has a damage of 50% of your PL, meaning it costs 50% energy to use. If charged, then an additional cost of 25%, or half of 25%, is added like so:
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25% -> 37.5% -> 50%
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This means that charging, while beneficial, is not unlimited. You must meet the requirements to continue charging your attack. If successful, you could do immense damage for a fraction of the cost!
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Remember, charging a technique can continue so long as you aren't interrupted. Interruption can occur from a number of sources, so they will be listed here. Things that can interrupt a Charge include:
Moving or attacking with anything that is not the charged attack.
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Being moved by a Control Technique.
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The ones listed above are the most likely, however there are other rules to pay attention to.
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If your opponent attacks with any basic attack, they will have the ability to interrupt your charge. If the opponent attacks with another technique of their own through a major action, then you will have the option to clash depending on the type of attacks being used..
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Once interrupted you'll lose all the current charge you have gained. To prevent this, one must have a Support Technique meant for dodging while charging specifically. This will allow you to effectively dodge while holding the charge, so long as you have the ability to do so.
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And remember, any energy attack launched from the opponent can be met with your charged blast to initiate a Struggle.
Beam Struggles
Beam struggles are another thing in DBZ that can change the outcome of a battle. Whether it be you alone or a friend aiding you, they can come in handy.
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A Struggle can be initiated at any time during a battle when one beam is met by another, however it does not end there. Once a Struggle is initiated, the real fun begins.
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The potential of a Beam Struggle first begins when Player A launches a Beam styled attack; the Struggle is confirmed when Player B counters the oncoming attack with a Beam styled attack of their own.
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For Player B's attempt for a Beam Struggle to succeed, they must use at attack at least 20% more powerful than their opponent.
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If successful, once the attacks collide, Player A has a couple of options listed as follows:
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1. Add more energy to the attack in order to overpower their enemy; to succeed, they must use 20% more power than their opponent(s).
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2. Abandon the attack and dodge out of the way, doing so requires an additional 50% energy.
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3. Allow the enemy to overpower them and block against the resulting damage, incurring the total damage of their own attack and the opponents attack.
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If the struggle continues from there, with Player A putting in more power, then Player B must make a choice from the same list of options.
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Remember, when locked in a Beam Struggle, you cannot use any other attacks, and cannot dodge or block incoming attacks launched by others unless you break from of the Beam Struggle.
Example.
Goku's [OT1] Kamehameha at 120,000 vs Vegeta's [OT1] Galick Gun at 100,000 collide.
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The Kamehameha is 20% stronger than the oncoming Galick Gun, and thus will over power it sending both the 100,000 damage from Galick Gun and 120,000 damage from Kamehameha to Vegeta. For Vegeta to now over power the oncoming attack, he only needs to overpower the Kamehameha, and so needs to send more power to his Galick Gun, increasing his 100,000 damage to 144,000, which is 20% stronger than Kamehameha. At this point, the 120,000 damage of Kamehameha and 144,000 damage of Galick Gun are both being sent at Goku. This struggle continues until someone either runs out of energy and fails the struggle, thus taking all the damage, blocks all the damage, or dodges all the damage.
Learning techniques
To learn a technique, You'll need to have an available training point to use. Now, you can either save these from the beginning and start with fewer techniques or use them as you get them.
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Once you reach a specific power level and earn a training point you'll have to apply for the technique you wish to learn in the Technique Applications board. Follow the simple template and post your technique and a staff member will review it.
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Once approved, all you have to do is post a thread of your character learning it. This thread can either be a Solo training session or one with a group. Basically, just play out your character learning the technique and at the end of the thread your technique will be learned and usable in all your threads from there on out. Currently, you can only learn ONE technique per thread. So keep that in mind! This thread must be it's own from a Quest, Dragon Ball Hunt, or a Masters Technique learning thread and cannot be combined with them. You may still learn your own technique in a masters thread but it must be apart from learning that masters techniques.
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Remember to keep your word count reasonable for learning a technique. 1,000 words is the minimum requirement. Also, you can only learn ONE technique PER THREAD.
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You may now skip learning a technique entirely by spending double the TP on it. For example, if learning the [OT1]Super Punch regularly, you will spend 1 TP and have to write 1,000 words. If you spend 2 TP, you do not need to do the 1,000 words.
This rule shall also apply to ultimate techniques.
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The exception to this rule is Master Techniques. If you spend double the TP on a masters technique, you will reduce the word count required by half.
Training Points
So, here at New Horizon. you start off with 6 Techniques of your choosing but what happens after that?
Well, as your character grows as a fighter and gains power you will earn One training point every 6,500 power level on your character. Every 30,000, you gain two instead. So, gaining techniques will look like this..
Starting Power Level: 6 Training Points
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6,500 Power Level: 7 Training Points
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13,000 Power Level: 8 Training Points
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19,500 Power Level: 9 Training Points
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26,000 Power Level: 10 Training Points
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30,000 Power Level: 12 Training Points
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36,500 Power Level: 13 Training Points
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And so on.
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Remember, You only gain 1 Training Point per 6,500 power level. And TWO per 30,000. So the chart above is your TOTAL training points at that power level.
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You may also opt to trade in your training points for a boost to your PL or Zeni.
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1 Training point = 1,500pl/1,000z
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This cannot be used for your starting points
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Note; Some techniques are not allowed to be learned on the site while others may be learned through our NPC characters.
Some of these techniques could be, but not limited to:
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Time Skip
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Spirit Bomb
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Instant Transmission
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Kaioken
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Time Freeze
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Body Change
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