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Transformation Customs
Topic Started: Dec 1 2013, 05:34 PM (1,520 Views)
Ametrine Prime
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One with Nothing
I have almost entirely forgotten that I had a custom from mastering my transformation.

Painebreaker [CUSTOM, MANIPULATED KI, ENERGY]

Description: Manipulating the use of manifested ki glass the user inverts the use of his modified aura, the sleek shine it takes instead spikes outwardly creating an arsenal of javelins to manifest and launch at his opponent.

Effect: If Heart of Glass is activated, switch all instances of "CRITICAL" and "COUNTER" and "defense" with "attack" for purposes of it's effect for the next three turns. Energy attack doing 30% damage, this attack has a base roll of 1d25. If your Dexterity is more than your opponent's Dexterity then this attack gains +3 to the results of the roll replacing the dexterity bonus. Cost 2 KI.

Wondering what exactly warrants an advanced attack's ki cost here.

Edited by Ametrine Prime, Dec 30 2013, 11:31 PM.
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Dario Vess
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So I'm thinking I could maybe make my custom a sig... maybe with something like:

"Your attack roll for this attack gains +1 to the dice result for each time you have COUNTERED this match."

Alternately, maybe with something like:

"SUCCESSFUL - For the remainder of the match, gain 1 KI point whenever you STOP an attack with a defensive roll of 28 or higher."

Not sure how to balance out those potential effects with % Power damage, but I guess I'd be aiming for 6-8 KI cost?
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Kalkavek
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Actual World Ender
110% Damage, "SUCCESSFUL - For the remainder of the match, gain 1 KI point whenever you STOP an attack. For the sake of multi-dice attacks, only the first die counts for this effect." Costs 7 KI Points.
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Dario Vess
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I could probably live with that. How's this?

What Doesn't Kill Me [CUSTOM, ENERGY, MANIPULATED KI]
Description: Pushing his aura outward, Dario sends a massive wave of energy out in a pulse towards his opponent. Clashing with the enemy afterwards brings some of that energy back, recharging him in preparation for another move.
Effect: RESTRICTEDx1. Energy attack doing (110% Power) Damage. SUCCESSFUL - For the remainder of the match, gain 1 KI point whenever you STOP an attack. For the sake of multi-dice attacks, only the first die counts for this effect. Costs 7 KI Points.
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Kalkavek
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Actual World Ender
Approved
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Dario Vess
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Ballin. Thanks!
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Dario Vess
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Strange
Dec 29 2013, 04:51 PM
Thinking of a signature to throw in seeing how a custom AA wont get the same effect going for me from my mastery.

Restrictedx1 physical kick attack dealing (10%power) per hit. Base roll for this attack is 10d34. Successful: If 7 or more hit, attacks with a base cost of 2 or higher cost -1 for the remainder of the match. If Vehemence is activated during this attack, you may choose to deactivate it to bring it down to 6 or more dice hits.

Thoughts? Is the attack too high or to low? Should I swing for 6 or more hitting or what? What do you guys think would balance this more? Also what would be a good cost for this you think? Keeping in mind that at a bare minimum to get the Vehemence effect going I'd have to spend between 1-3 ki pending on if blown fuse it. Could also just switch it to Inner Rage, my custom skill instead.
Hokay so this in more official terms would look kinda like....


[PHYSICAL, KICK]
Effect: RESTRICTEDx1. Physical attack doing (10% Power) Damage. Your attack roll is 10d34 for this attack. SUCCESSFUL - If 7 or more dice rolls are successful, for the remainder of the match your attacks with a base cost of 2 or higher cost -1 KI points to a minimum of 1. If Vehemence is active, you may choose to de-activate it. If you do, the SUCCESSFUL effect of this attack may be triggered when 6 or more dice rolls are successful. Costs ? KI points.


...That's a lot of dice.
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Strange

Dario Vess
Dec 31 2013, 02:06 PM
Strange
Dec 29 2013, 04:51 PM
Thinking of a signature to throw in seeing how a custom AA wont get the same effect going for me from my mastery.

Restrictedx1 physical kick attack dealing (10%power) per hit. Base roll for this attack is 10d34. Successful: If 7 or more hit, attacks with a base cost of 2 or higher cost -1 for the remainder of the match. If Vehemence is activated during this attack, you may choose to deactivate it to bring it down to 6 or more dice hits.

Thoughts? Is the attack too high or to low? Should I swing for 6 or more hitting or what? What do you guys think would balance this more? Also what would be a good cost for this you think? Keeping in mind that at a bare minimum to get the Vehemence effect going I'd have to spend between 1-3 ki pending on if blown fuse it. Could also just switch it to Inner Rage, my custom skill instead.
Hokay so this in more official terms would look kinda like....


[PHYSICAL, KICK]
Effect: RESTRICTEDx1. Physical attack doing (10% Power) Damage. Your attack roll is 10d34 for this attack. SUCCESSFUL - If 7 or more dice rolls are successful, for the remainder of the match your attacks with a base cost of 2 or higher cost -1 KI points to a minimum of 1. If Vehemence is active, you may choose to de-activate it. If you do, the SUCCESSFUL effect of this attack may be triggered when 6 or more dice rolls are successful. Costs ? KI points.


...That's a lot of dice.
[PHYSICAL, KICK]
Effect: RESTRICTEDx1. Physical attack doing (10% Power) Damage. Your attack roll is 10d34 for this attack. SUCCESSFUL - If 7 or more dice rolls are successful, for the remainder of the match your attacks with a base cost of 2 or higher cost -1 KI points to a minimum of 1. If Vehemence is active, you may choose to de-activate it. If you do, the SUCCESSFUL effect of this attack may be triggered when 6 or more dice rolls are successful. Costs ? KI points.

Or I'll even consider

Effect: RESTRICTEDx1. Physical attack doing (100% Power) Damage. Your attack roll is 1d30 for this attack. SUCCESSFUL - for the remainder of the match, all moves gain (10% power) damage. Costs ? KI points.
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Strange

Wit's End
Description: With a merciless swarm of kicks, Strange can tend to hit people so hard they forget who they are.
[PHYSICAL, KICK] Effect: RESTRICTEDx1. Physical attack doing (10% Power) Damage. Your attack roll is 13d30 for this attack. SUCCESSFUL - Your opponent may not be able to use their racial for X amount of turns, X being the amount of successful hits . Costs 8 KI points.


Playing off my Racial. What do you guys think?
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Kalkavek
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Actual World Ender
Proposal:

Wit's End [FREESTYLE, PHYSICAL, KICK]
Description: With a merciless swarm of kicks, Strange can tend to hit people so hard they forget who they are.
Effect: RESTRICTEDx1. Physical attack doing (10% Power) Damage. Your attack roll is 11d30 for this attack. SUCCESSFUL - Your opponent loses to use their Racial Traits for 1 turn per hit. This effect acts otherwise like the Tuffle Racial Trait. Costs 8 KI points.
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Strange

I'lllllll take it. Sold
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Trellocks
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-Pillage the Countryside[Energy,Manipulated ki]
Description: Odin takes to the air and uses his mighty breath weapon to rain fire down on his enemy. "Once a Dragon takes to the sky, it takes a ballista to bring him down"
-Effect:Restrictedx1-attack doing (100% power) damage. Activate [Eagle Eye], it cannot be deactivated for the next 4 turns.-Successful- Your attacks for the remainder of combat gain the bukujutsu requirement, you cannot lose bukujutsu for the remainder of combat.-If your dice roll was 25 or higher, Your stray bullets no longer gain extra ki cost for the remainder of combat. -Costs 8Ki

Requirements:Bukjutsu

Can I have?
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Kalkavek
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Actual World Ender
How does this look?

Pillage the Countryside [FREESTYLE, ENERGY, BLAST, MANIPULATED KI]
Description: Odin takes to the air and uses his mighty breath weapon to rain fire down on his enemy. "Once a Dragon takes to the sky, it takes a ballista to bring him down"
Effect: RESTRICTEDx1. Energy attack doing (110% Power) Damage. You may pay 1 KI Point to activate Kiihakai Eagle Eye, it cannot be deactivated for the next 4 turns. SUCCESSFUL - Your attacks for the remainder of the match gain "Requirement: Bukujutsu". You cannot lose or forget Bukujutsu or its effects for the remainder of the match. If your attack roll was 25 or higher, Kiihakai Stray Bullet costs 1 KI Point for the remainder of the match. 8 KI Points.
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Togashi
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Warrior of Light
So he can spend 1 ki to get +3 dice sides to all of his attacks and 10% damage, and nothing we can do can remove his ability to fly? Does that include things like Smackdown where they don't actually lose it, but are just considered not to have it for 2 turns?
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Kalkavek
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Actual World Ender
Yes, it does include things like Smackdown, and yes, that is in fact the whole point of his Signature Technique, much like other signature techniques that have match-lasting effects, or balls awesome temporary ones. Also his +3 to dice sides is de-activatable in 5 turns.

Edit: I know it looks like a whole lot of effects, but really it's just "SUCCESSFUL - Your attacks gain +3 dice sides for the remainder of the match. If your attack roll is 25 or higher, 1 of your moves loses its bad quality." for 9 ki points and only dealing 110% (20-40% less than most 9 ki moves). Heck, the first clause can even be removed in 5 turns.
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