TECHNIQUES
Techniques are another huge part of the Dragonball series. Here, on Dragonball: Omni, you'll be able to create techniques of your own and even have chances to learn some of the special techniques in the canon series. There are different types of techniques: PHYSICAL, ENERGY, DEFENSE, EVADE, SPECIAL PHYSICAL, SPECIAL ENERGY, SPECIAL DEFENSE, SPECIAL EVADE, FEAT and ULTIMATE. Every single technique type except for Ultimates has power tiers. These power tiers are WEAK, MODERATE, STRONG and SUPER. Power tiers determine how strong or powerful a technique is. A technique can be used at any of the four power tiers. The strength of a technique is dependent on the user's level plus a certain modifier that differs per technique type and tier. Here's an example of how techniques are structured and how they work. This is how all techniques should look whenever they are applied for.
WEAK [ENERGY] KAMEHAMEHA -- Goku cups his palms together and begins to charge up energy in his hands. Then, he thrusts his palms forward and unleashes a bright, wide blue beam of ki towards his target.
Now, the Kamehameha can be used as a WEAK attack if he wants or he could put more effort into it and use it as a MODERATE attack; it is all still the same technique. Whenever you use a technique, be sure to put its power tier as shown above. It should be noted that basic ki blasts and physical strikes do not need to be registered as techniques and are considered default skills usable by everyone.
IN BATTLES, YOU MAY ONLY USE ONE OFFENSIVE TECHNIQUE PER POST.TECHNIQUE POINTS AND TECHNIQUE COSTS
To gain new techniques, you must use Technique Points or TP to buy them. You can 2 TP per level unless otherwise stated. Normal techniques (PHYSICAL, ENERGY, etc), including feats, cost 4 TP each. Special techniques (SPECIAL PHYSICAL, SPECIAL ENERGY, etc) cost 5 TP each. Ultimates cost 15 TP each.
STAMINA POINTS
Whenever you use techniques,
it costs SP or Stamina Points. Stamina Points determines how much energy you have. Stronger techniques require more stamina.
Everyone starts with 5 Stamina Points maximum in a thread by default. For every post that you go through without using Stamina Points, you gain 2 stamina back. Stamina Point costs for each type of technique are described below.
WHENEVER YOU ACTIVATE A NEW TRANSFORMATION FOR THE FIRST TIME, YOU GAIN ALL OF YOUR STAMINA POINTS BACK. Feats and transformations don't require Stamina Points to use.
It is mandatory to use Stamina Points whenever you are in a death-enabled or a saga thread. However, outside of that, you are allowed to freeform combat so long as everyone participating in the fight agrees.
CHARGING AND COMBINATION ATTACKS
It is possible to charge attacks and defenses in order to make them stronger than they normally are. As such, charging is a great way to overcome level differences. For every turn that you spend charging a technique, your technique's level will increase by the level modifier. For example, if you are level 50 and you charge an SUPER [ENERGY] technique for two turns before releasing it, the attack's level will be 350 instead of 150. However, while you are charging, you are unable to use any other attacks or techniques. You can use Natural Blocks and Natural Evades while you are charging up a technique, but you must have enough stamina points for your charging technique afterwards. If not, you'll stop charging your technique. If you are hit and take damage while charging, then your charging is interrupted and the attack that you're charging will disappear.
Combining attacks with others is also able to be done to create a more powerful attack. When combining attacks, simply add up all of the attacks' levels together in order to find out the total attack level of the combination attack.
BEAM STRUGGLES
When two offensive techniques clash, whether they are physical-based or energy-based, a Beam Struggle will occur. A Beam Struggle determines which attack manages to consume the other and how much damage it’ll proceed to do to the loser. In all cases, the technique with the higher level will win the Beam Struggle. The damage it’ll do to the loser varies. If the weaker technique’s level is
LESS THAN 75% of the stronger technique’s level, the loser will suffer
FULL DAMAGE from the winner’s technique. If the losing technique is
EQUAL TO OR MORE THAN 75% of the winning technique’s level, the loser will only receive
HALF DAMAGE.
To figure out whether the loser takes either full damage or half damage, take the stronger technique’s level and multiply it by .75. Compare this number to the weaker technique’s level. If the weaker technique’s level is less than the number gotten, then the loser takes full damage. If it is equal to or greater than the number gotten, the loser takes half damage.
TECHNIQUE TYPES
PHYSICAL TECHNIQUES are techniques that deal damage through physical means such as punches, kicks, grabs, and weapon attacks. These
CANNOT BE CHARGED unless the user has Martial Artist as their sole specialization.
POWER TIER | LEVEL MODIFIER | STAMINA COST |
WEAK | +10 | 1 |
MODERATE | +35 | 2 |
STRONG | +60 | 3 |
SUPER | +85 | 4 |
ENERGY TECHNIQUES are techniques that deal damage through the use of ki, raw energy or magic such as energy beams and blasts. The Kamehameha is an example of a Ki technique. These techniques
CAN BE CHARGED.
POWER TIER | LEVEL MODIFIER | STAMINA COST |
WEAK | +25 | 2 |
MODERATE | +50 | 3 |
STRONG | +75 | 4 |
SUPER | +100 | 5 |
DEFENSE TECHNIQUES are those that solely focus on blocking or negating damage. Defensive techniques can either be traditional, simple blocks or energy barriers; it should be noted that these techniques can defend the user as well as others near them. In order to block an attack, it has to make sense and has to be roleplayed clearly and fairly. Then, you take the defense technique's level and subtract it from the incoming attack's level. Whatever amount remains will be dealt as damage to the defender. If attack's level is 0, then the attack is blocked fully, and the defender takes no damage. These techniques
CAN BE CHARGED and can only be used to block
ONE ATTACK per use unless it's a combination attack.
A natural block is blocking an attack without directly using a [DEFENSE] technique. Natural blocks can be used to block non-technique attacks without a stamina cost; however, when dealing with techniques, natural blocks cost stamina to use.
NATURAL BLOCKS CAN ONLY BE USED TO BLOCK WEAK AND MODERATE TECHNIQUES.
POWER TIER | LEVEL MODIFIER | STAMINA COST | NOTES |
NATURAL BLOCK | +10 | 0 if non-technique. 1 if technique. | Can only be used to block certain techs. Explained above. |
WEAK | +35 | 2 | |
MODERATE | +60 | 3 | |
STRONG | +85 | 4 | |
SUPER | +110 | 5 | |
EVADE TECHNIQUES focus around exactly what they're named after: evading and dodging attacks. Examples of evasion techniques are the Zanzōken or Rapid Movement technique. In order to successfully evade an attack, it first has to make sense, and the evade's level must be either be greater than or equal to the incoming attack. If the evade's level is less than the attack's level
BUT WITHIN 75% OF THE ATTACK'S LEVEL, the evade will count as a
NARROW DODGE and instead of taking full damage from the technique, you'll take half damage instead. If the evade is less than the attack's level
BUT NOT WITHIN 75% OF THE ATTACK'S LEVEL, you will not be able to dodge the attack and will take full damage. One thing to note with evade techniques: in order to evade a STRONG technique, you have to at least use a MODERATE evade, even if you meet the requirement to dodge using a WEAK evade. In order to dodge an SUPER technique, you have to at least use a STRONG evade, even if you meet the requirement to dodge using a WEAK or MODERATE evade. These techniques
CANNOT BE CHARGED and can only be used to dodge
ONE ATTACK per use, unless it's a combination attack.
A natural evade is dodging an attack without directly using a [EVADE] technique. Natural evades can be used to dodge non-technique attacks without a stamina cost; however, when dealing with techniques, natural evades cost stamina to use.
NATURAL EVADES CAN ONLY BE USED TO EVADE WEAK AND MODERATE TECHNIQUES.POWER TIER | LEVEL MODIFIER | STAMINA COST | NOTES |
NATURAL EVADE | +20 | 0 if non-technique. 1 if technique. | Can only be used to dodge certain techs. Explained above. |
WEAK | +100 | 2 | Cannot be used to dodge STRONG or SUPER techniques. |
MODERATE | +150 | 3 | Cannot be used to dodge SUPER techniques. |
STRONG | +200 | 4 | |
SUPER | +250 | 5 | |
SPECIAL TECHNIQUES are techniques that have certain effects tied to them. A special technique can be either a physical technique [SPECIAL PHYSICAL], an energy technique [SPECIAL ENERGY], a defense technique [SPECIAL DEFENSE] or an evade technique [SPECIAL EVADE]. A special technique is allowed to have one effect; the effects available are detailed below. In the description of a Special technique, you must state what effect it has. [SPECIAL PHYSICAL] techniques
CANNOT BE CHARGED unless the user has Martial Artist as their sole specialization. [SPECIAL ENERGY] and [SPECIAL DEFENSE] techniques
CAN BE CHARGED.
STATUS EFFECT IMMUNITY: After someone is inflicted with a status effect, they cannot be afflicted with the same status effect for two posts
AFTER the status effect wears off. This is to prevent people from spamming status effects on a person over and over again. This does not apply to Homing and Piercing.
DAMAGE OVER TIME EFFECTS: For effects that deal damage over a period of posts, the damage is divided equally among the posts. Also, damage over time effects stack with other techniques. For example, a level 10 burn technique will deal level 5 damage over the span of two posts. If someone is hit with a level 10 technique during one of the posts that they are burned, they will take level 15 damage in total.
[SP.EVADE] NARROW DODGING: [SPECIAL EVADE] techniques
CANNOT Narrow Dodge!
PHYSICAL/ENERGY EFFECTS- HOMING - Allows an attack to try and strike again if they are dodged using an [EVADE] technique.
- PIERCING - Allows an attack to ignore [DEFENSE] techniques entirely, pushing through them unaffected.
- WEAKNESS - Reduces the level of an opponent's [PHYSICAL] and [SPECIAL PHYSICAL] techniques by -10 for two turns.
- DRAIN - Reduces the level of an opponent's [ENERGY] and [SPECIAL ENERGY] techniques by -15 for two turns.
- FRAGILE - Reduces the level of an opponent's [DEFENSE] techniques by -20 for two turns.
- CRIPPLED - Reduces the level of an opponent's [EVADE] techniques by -50 for two turns.
- STUN - Interrupts charging and makes an opponent unable to use any techniques for a single turn.
- VULNERABLE - Increases the level of all received attacks by +10 for two turns.
- FATIGUE - Decreases stamina recovery from 2 per turn without technique use to 1 per turn without technique use for two turns.
- CURSED - Increases the Stamina cost for all techniques by +1 for two turns.
- BURN - Deals damage over time for three posts and also lowers the level of the victim’s [PHYSICAL] and [SPECIAL PHYSICAL] attacks by -5 for two posts.
- TORMENT - Deals damage over time for two posts and lowers the level of [ENERGY] and [SPECIAL ENERGY] attacks by -5 for two posts.
- BLEED - Deals damage over time for four posts.
- WOUND - Prevents any sort of healing for two posts -- Senzu Beans included.
- BLIND - The target becomes blinded for two turns. The [FEAT] Ki Sense and all of its variants are unable to be used if the target’s blinded.
- FEAR - Lowers level of all techniques by -5 for two turns. Also, the first turn the target’s affected, they will be unable to attack with offensive techniques.
PHYSICAL
POWER TIER | LEVEL MODIFIER | STAMINA COST |
WEAK | +0 | 1 |
MODERATE | +25 | 2 |
STRONG | +50 | 3 |
SUPER | +75 | 4 |
ENERGY
POWER TIER | LEVEL MODIFIER | STAMINA COST |
WEAK | +15 | 2 |
MODERATE | +40 | 3 |
STRONG | +65 | 4 |
SUPER | +90 | 5 |
DEFENSE EFFECTS- DAMAGING - Defense deals remaining level in damage to attacker.
- SHELL - Defense remains to protect the user after use for three turns or until the defense's level is overcome.
- VENGEANCE - Deal damage back to your attacker after receiving damage from a offensive technique; this damage cannot be blocked or evaded. The damage that Vengeance deals is equal to 10% of the offensive technique’s level (rounded down) without accounting defenses. The maximum damage that Vengeance can deal is equal to the user’s BASE level. Once someone who has Vengance is hit with an offensive technique, Vengeance disappears.
- DEFIANCE - Whenever you’re charging a technique, if you take damage from an attack, your charging is not interrupted. Instead, the charging technique’s level is halved. Lasts for two posts.
POWER TIER | LEVEL MODIFIER | STAMINA COST |
WEAK | +25 | 2 |
MODERATE | +50 | 3 |
STRONG | +75 | 4 |
SUPER | +100 | 5 |
EVADE EFFECTS- BLUR - Dodge multiple attacks at once. You MUST dodge techniques in the order that they’re launched. Blur only lasts for a single post -- the same post it was used on.
- DECOY - Dodge so quickly that you produce an extremely convincing afterimage that cannot be distinguished from the creator by ki-sensing abilities. This afterimage is able to mimic any attacks that you do though they’ll not be able to do any damage whatsoever; the decoy will no doubt make reacting to attacks more difficult. One attack, no matter if it’s a technique or not, is all that is needed in order to dissipate the decoy. The decoy lasts two posts before it vanishes automatically.
- STEALTH - Dodge so quickly that you suddenly disappear from sight. If you attack with a technique the VERY next post, its level will be boosted by +10.
- SUPERSPEED - Makes it to where you move at the speed of someone 1.5x your level. This speed increase does not increase the damage or level of your techniques, but it does make your basic physical and ki attacks (attacks that don’t require a technique) harder to react to. Lasts for two posts.
POWER TIER | LEVEL MODIFIER | STAMINA COST | NOTES |
WEAK | +50 | 2 | Cannot be used to dodge STRONG or SUPER techniques. |
MODERATE | +100 | 3 | Cannot be used to dodge SUPER techniques. |
STRONG | +150 | 4 | |
SUPER | +200 | 5 | |
FEATS are techniques that are neither directly offensive or defensive in nature and tend to be more support-related in nature. Abilities such as flight, ki sense, ki suppression and telepathy are examples of feats. Feats don't require Stamina Points to be used and can essentially be used passively. Feats only have one label: [FEAT] with no tiers associated with them. Standard feats are feats that do not need to be approved in order to be used and include the most basic, fundamental feats that everyone can find use out of.
STANDARD FEATS- [FEAT] KI SENSE -- Ki Sense allows the user to be able to sense the location, energy and powerful of anyone and all living things; the stronger the energy, the more powerful the sensation. Mechanics wise, this allows the user to be able to know what level that a living thing or attack is; this technique does not work on Androids.
- [FEAT] KI SUPPRESSION -- Ki Suppression allows the user to be able to lower their power to a specific point, whether it is to mask their location from ki-sensitive individuals or devices or to make a fight more even with a weaker opponent. Mechanics wise, this allows the user to set their level below their maximum to a minimum of 1. Ki Suppression breaks if the user uses the full extent of their power.
- [FEAT] FLIGHT -- By manipulating their ki, the user is able to levitate or fly.
- [FEAT] TELEPATHY -- Telepathy is the ability to communicate with others using only one's mind; this is accomplished by either using ki or magic to establish mental connections with others. Telepathy is able to be used across extremely long distances, enough to where messages can be sent across dimensions (Living World, Other World, Demon Realm).
- [FEAT] TELEKINESIS -- Through careful ki control, the user is able to manipulate people and inanimate objects using the power of their mind. If used against people, this technique does not count as an auto-hit; people still have a chance to resist the user's telekinetic hold.
- [FEAT] POWER BALL -- The Power Ball is a technique originally created by the Saiyans in order to mimic the effects of a full moon. By combining their ki with the planet's atmosphere, the user is able to produce a bright sphere of ki that can then be tossed up into the air; the sphere then releases Blutz Waves, allowing Saiyans to transform into their Great Ape forms even if a full moon isn't out. MUST BE LEVEL 10 IN ORDER TO LEARN THIS FEAT.
ULTIMATE TECHNIQUES are the strongest techniques available for they possess unique, powerful effects that no other technique can replicate. Ultimates include the Spirit Bomb, the Kikoho and the Kienzan. Ultimate techniques are usually only available to special positions or martial arts masters; however, ultimate techniques can be taught to others. One person can know up to two special techniques at a time. Ultimate techniques only have one label: [ULTIMATE] with no tiers associated with them.