Post by BERYL ROARKE on Feb 12, 2017 20:51:29 GMT
SPECIALIZATIONS
Specializations tell what your specialties are and essentially what your fighting style is. You can either have one specialization and be a pure specialist or have two and be a hybrid. If you only choose one specialization, you are able to get all the perks in the specialization of your choice. If you have two specializations, then you only get the first two perks in your respective specializations. So, choose wisely!
MARTIAL ARTIST
Martial Artists are hand-to-hand combat masters; they thrive in close-range combat and are able to use physical techniques to a higher degree than most. Master Martial Artists are able to push their bodies to the very limit, allowing them to accomplish amazing, nearly impossible physical feats; it is said that the best martial artists are even able to somehow imbue their physical techniques with extra power -- a technique demonstrated only by a rare selection of fighters.
HARD IMPACT Increases level of [PHYSICAL] and [SPECIAL PHYSICAL] techniques by +5. FLUID COUNTER Instantly retaliate with a WEAK [PHYSICAL] or [SPECIAL PHYSICAL] attack after evading or blocking an offensive technique. The [PHYSICAL] or [SPECIAL PHYSICAL] attack is able to be used without any stamina cost. Can only be used every two posts. ADRENALISE Permanently gain +2 Stamina. However, [ENERGY] and [SPECIAL ENERGY] attacks used by you have their level lowered by -5 and take 2 extra stamina to use. This also applies to energy-based [ULTIMATE] techs. Also, [ENERGY] and [SPECIAL ENERGY] attacks take 2 more TP to learn. GODHAND Allows you to charge [PHYSICAL] and [SPECIAL PHYSICAL] attacks.
SPIRITUALIST
Spiritualists are those who are specially attuned to using ki, magic and other natural energies. Spiritualists are able to use ki and energy-based techniques to a higher degree than most; some are even able to use devastating and powerful techniques at the fraction of the cost that it'd normally require. It's also not unheard of for Spiritualists to somehow modify their techniques to include multiple effects -- an amazing yet frightening feat.
KI PRECISION Increases level of [ENERGY] and [SPECIAL ENERGY] techniques by +5. SPIRITUAL FORCE Allows you to use a basic (doesn't require a technique) ki attack or barrage that hits with the power of a WEAK [ENERGY] technique with no stamina cost. Four post cooldown. KI VARIANCE [SPECIAL ENERGY] technique effects last for one post longer than usual. MASTER'S FOCUS Able to lower the stamina cost of [ENERGY] and [SPECIAL ENERGY] techniques by 1 once every five posts.
BRUISER
Bruisers are tireless, tough fighters who remain determined and composed even in the most dire of situations. They are trained to endure, defend and outlast; the toughest Bruisers are said to be able to guard themselves from the strongest and most damaging of attacks while being able to fight seemingly indefinitely. With solid defenses and immense stamina, the Bruiser is able to wade through the thick of combat while keeping themselves and their allies safe from harm.
THICK SKIN Increases level of [DEFENSE] and [SPECIAL DEFENSE] techniques by +5. PERFECT DEFENSE Allows you to use a [DEFENSE] or [SPECIAL DEFENSE] tech that’s immune to Piercing. The tech also halves the level of any technique that is able to make it through the defense. Three post cooldown. RESISTANCE Level decreasing effects, such as Weakness and Fragile, last one post shorter than usual. VIGOR Instantly gain +3 stamina once per thread.
DERVISH
Dervishes are the embodiment of speed and agility, able to zip around the battlefield at unreal speeds, attack opponents from all angles and deftly avoid incoming attacks with the minimal amount of energy and movement. It's not uncommon for Dervishes to avoid certain death with nothing but a simple movement; the best Dervishes are said to be so fast that not even reality itself can limit their speed.
HIGH SPEED Increases level of [EVADE] and [SPECIAL EVADE] techniques by +10. SPEED BURST When you dodge, the level of the next [PHYSICAL] or [ENERGY] technique is boosted up by +10. Three post cooldown. BLURRED DASH Whenever you dodge your opponent's offensive technique, your opponent will have to spend one extra stamina point for the next offensive technique they use against you; this only affects one opponent at a time. Four post cooldown. LIGHTNING REFLEXES Allows you to use a WEAK [EVADE] or [SPECIAL EVADE] to dodge a STRONG attack or a MODERATE [EVADE] or [SPECIAL EVADE] to dodge a SUPER or [ULTIMATE] attack once every five posts.
ACE
Aces are the naturals; everything they learn and do comes to them easily. Many consider them to be geniuses as they can learn things and develop their skills so quickly that it's almost as if it is all pre-programmed in their minds and bodies. Well-rounded and balanced combatants, Aces may not be a master in a particular area, but they can do a little bit of everything, and they can do it well. Aces can do things that no other fighter has seen before, and they can accomplish them with nothing but raw talent.
KI BATTERY Increases the rate techniques are charged by +5. VERSATILITY Be able to use either a WEAK or MODERATE [PHYSICAL], [ENERGY], [SPECIAL PHYSICAL] or [SPECIAL ENERGY] technique immediately after using another technique. The follow-up technique costs one less stamina point to use than usual. Only usable once every five posts. SAVANT Allows you to add another effect to a [SPECIAL PHYSICAL], [SPECIAL ENERGY] or [SPECIAL DEFENSE] technique once every five posts. Cannot stack HOMING with PIERCING. PURE GENIUS Allows you to use a [SPECIAL PHYSICAL] or [SPECIAL ENERGY] tech with the same power as a regular [PHYSICAL] or [ENERGY] technique once per thread.
WARRIOR
The Warrior is most at home on the battlefield. Through their training, they have learned how to harness their rage and pain and use both to turn themselves into a deadly weapon. Warriors are almost like berserkers; they'll stop at nothing to defeat their opponent, and they aren't above using the most brutal means possible to do so such as tearing off limbs, maiming and vaporizing. The strongest Warriors have been seen to be able to take normally fatal attacks and still be able to keep fighting normally; they are even capable of continuing fighting even with a trashed body out of sheer willpower.
ENDURE PAIN Allows you to completely ignore pain for two posts; this DOES NOT negate damage in any way. Three post cooldown. RAMPAGE Channel your rage to turn into a terrifying combatant; boosts level by +10 for three rounds. Level is lowered by -5 for three posts afterwards. Three post cooldown; the cooldown starts when the level boost ends. TENACITY Allows you to use a WEAK technique even when you have no stamina left. Five post cooldown. DO OR DIE Allows you to survive a normally fatal blow (as long as it doesn’t vaporize you) and to keep fighting for three rounds. If Stamina reaches 0, you will die. You can be healed during this time period to save your life, but you will fall unconscious and still be in critical condition for the remainder of the thread after the three rounds are over.
TACTICIAN
The Tactician is an expert strategist, more focused on using smart thinking and careful planning to overcome their opponents rather than raw power. They are the analytical and predatory type; they inspect their opponents closely, noting everything from their fighting style to their technique use and even their physical and mental capabilities. Then, once the Tactician finds a weak point, they attack and exploit it ruthlessly. Masters of attrition, Tacticians break down their opponents physically and mentally while expending minimal energy themselves.
IMPROVED ATTRITION The level of techniques with damage-over-time effects is increased by +5. INSULT TO INJURY Damage-over-time effects last one post longer than usual. ANALYSIS You pinpoint an opponent’s weakness, causing them to be more susceptible from techniques with a certain status effect of your choosing. Techniques with the chosen status effect will have their level increased by +10, and the status effect will last one post longer than usual. Analysis takes two posts of studying an opponent’s fighting style before it comes to effect; it can only affect one person at a time. Once the status effect are chosen, they cannot be changed for the remainder of the thread. Does not apply to Homing, Piercing or Stun. PRESSURE Grants the ability to create techniques with two damage-over-time effects attached to them. However, if this is done, the technique’s stamina cost is increased by 1.
WEAPON SPECIALIST
Weapon Specialists focus on the usage of a weapon whether that is a bladed weapon, blunt weapon, a firearm or energy weapon or even something unorthodox such as a fan, frying pan or some other improvised weapon. Whatever their weapon or weapons of choice are, Weapon Specialists train to become so familiar with their weapon or weapons that they become a natural extension of their body. While anyone can use weapons to their advantage, only Weapon Specialists can use their weapon to its fullest potential and achieve normally impossible feats thanks to their immense dedication to their craft.
ON GUARD Use your weapon in order to bolster your defenses. Increases level by +10 whenever defending or evading an attack. Three post cooldown. RELENTLESS STRIKES Allows you to use two basic (doesn't require a technique) strikes with your weapon that hit with the power of a WEAK [PHYSICAL] technique each or a single strike that hits with the power of +20 your level. Three post cooldown. RESONATE Makes it to where one [PHYSICAL] technique with your weapon will deal [ENERGY]-level damage instead. Can only be used twice per thread. WEAPON SURGE Channel power through your weapon of choice, allowing you to cause a certain status effect whenever you manage to hit someone with your weapon using non technique based attacks. The status effect’s duration does not stack if multiple hits land. The status effect of choice also has its duration decreased by one. Cannot be used with Stun or Freeze. Lasts for two posts before going onto a five post cooldown.
IMPROVISER
Not everyone has a set fighting style; some fighters instead adapt their fighting style to the situation at hand. This describes the Improviser. An odd fighter, the Improviser uses anything and everything in their arsenal to overcome their opponents. Improvisers are especially known for suddenly modifying their techniques on the spot, turning them into completely new creations that more than often catch their opponents off guard. Some Improvisers are even able to take two of their own techniques and combine them into a single, more powerful technique that carry the effects of both techniques that make it up!
UNPREDICTABILITY Allows you to attach the Homing or Piercing effect to a WEAK [PHYSICAL] or [ENERGY] technique once every four posts. FAKE OUT Use an offensive technique and immediately cancel it before following up with another technique; the follow-up technique may be either a WEAK or MODERATE offensive technique and is unable to be dodged. Cannot be used with Homing , Piercing or Stun effects. Can only be used twice per thread. MIMIC Copy and use a technique that your opponent has used against you. However, due to your inexperience with the technique itself, it will be one power tier lower than usual. If the technique in question is already at the lowest tier possible for its specific type, it’ll instead take a -5 deduction to its level. Can only be used to copy up to STRONG techniques. Cannot be used to copy feats, ultimates, specialization traits or legendary techniques. Mimicked techniques are not permanent, and you can only mimic techniques that you have witnessed in the same thread. Can only be used twice per thread. PERFECT SYNERGY Combine two offensive techniques together into a single technique. The combination technique has a power of the two techniques that make it up added together and carries over both of the parent technique’s effects (if applicable). The stamina cost to use the combination technique is equal to both of its parent technique’s added together. Can only combine techniques that are WEAK or MODERATE. Cannot be used to combine feats, evades, ultimates or legendary techniques. Can only be used once every five posts.