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Progression


For each advanced technique that you learn, you must have already learned at least 3 fundamental moves. This means to learn all 7 advanced techniques, you must already know all 15 fundamental ones. Also, to learn a finisher, you must already know at least 2 advanced techniques.




Damage Levels


As a general rule the more ki you use, the stronger the attack. Every technique also has a base damage rating out of 10. A rating of 10 would be the most damaging and a rating of 1 would be the weakest. Each damage level is twice as strong as the level preceding it. For example a technique that has level 6 damage is twice as powerful as a technique with level 5 damage. There are also some moves that have half levels. Since charging techniques with extra actions increases it's damage by 1 full level, there are some moves that can be charged off of the scale to become level 12's or level 13's. These are devastating and would most likely kill instantly if hit.




Technique Effects


Certain techniques will have an added effect on critical strikes (as determined by ref). Each effect lasts for 6 battle actions. Below is a list of all such effects: 

Burn: -10% toughness and hp 
Poison: -10% hp and doubles ki drain
Slice: -20% hp.
Immobilize: doubles action cost.
Pierce: -10% hp and toughness per action. Chance of instant kill.
Crush: -5% all stats, can cancel entire turn.
Blind: temporarily blinds opponent (basically for realism during roleplaying).
Confusion:: -15% intelligence, charisma, and determination




Beams vs. Blast


In this RPG there are three types of ki attacks: beams, blasts, and other. Blasts are ki attacks that explode on contact with something or someone. A beam, on the other hand, keeps going even if it hits a person it will simply engulf them. "Other" are neither beam nor blast but something unique to that tech.




Fundamental Moves


Each character holds 15 fundamental technique slots. This means you can learn up to 15 moves in this category. There is no limit to the amount of times you may use each fundamental move (provided you have enough ki). Fundamental moves cannot be charged but can be leveled up once by paying an additional 2 SP. A level 2 fundamental move will have an increased damage level increase of +0.5 and it's name should be changed to have the prefix of Lv 2 before it.




Advanced Moves


Each character holds 7 advanced technique slots. Advanced techniques are the moves that your character should be best known for in battle. Each advanced technique may only be used three times per battle. When firing an advanced ki attack, your power level will be temporarily boosted by the % of ki used with an additional 2% added for each damage level (total boost capped at +40% your max pl). 

The action system most directly affects this category. The number in the actions column is how many actions in battle the move requires for you to perform it. If a move has a range of actions such as 1-2 or 2-3 then that means it can be charged (if you know the energy charger ability) to increase it's damage and destructiveness. If you know energy doubler, you can even spend one additional action charging past it's maximum to FURTHER increase it's damage. 

Each action spent charging an advanced ki attack will increase ki usage by 2% and increase damage rating by +1.




Power Ups


Each character holds 3 power up slots. A power up is a technique which can enhance you in combat. The bonus of using power ups is that if they are used non-defensively, they may be used in addition to an attacking action. For example, Zanzoken does not itself require an action. You may use power ups as many times per battle as you like. 




Finishers


Each character has a maximum of 3 finisher slots. Finishers are typically used to end battles and cannot be used in your first three posts. Some finishers have the capability of seriously hurting or completely destroying your opponent if they are successful. You may only use a finisher once per battle unless otherwise stated. When firing a finisher that is a ki attack, your power level will be temporarily boosted by the % of ki used with an additional 10% added for each damage level (total boost capped at +125% your max pl). 

Each action spent charging a finisher will increase ki usage by 3% and increase damage rating by +1.




Stances


Each character may learn one stance. Stances can only be used in certain situations in battles and do not require an action to perform. You may always use your stance at the beginning of any battle. After that, you will need to look for a lull in the fighting to get back into your stance. If your opponents last 2 actions in his post are not attacking you, you may use your stance again. Some other examples of when you can use a stance are that you and your opponent take a break to have dialogue or if you are in a group battle you are not currently fighting. 




Specials


Special abilities are miscellaneous skills that can be used both in and out of battle. There is no limit to how many you can have.




Weapon Techniques


To learn a sword technique, you must have a sword equipped and be training with self. You must have a blade level higher or equal to the move you are trying to learn. You can learn 1 sword technique at a time. 

Note: Unless otherwise specified, each attack can only be done once per battle.