Post by Kohlrabi on Jun 28, 2016 19:53:23 GMT -5
Aspect of the Dragon
Backstory: Kohlrabi had not had a proper understanding or complete control over her inner fire for most of her childhood and now going into adulthood. She still doesn't, but that only encouraged her more to make this school. While she doesn't know very much herself, the idea is to pool the things she has learned with things others that are interested have learned on their own before meeting Kohlrabi. Whether they be Elemi blissfully unaware of what they are, making it impossible for them to know how to properly control their own powers or an unlucky member of another species with volatile or unstable energy, Kohlrabi wishes to make this pool of knowledge widely available to anyone. Even if it were just a simple person, Kohlrabi is behind the idea that everyone has their own natural element. It's just a matter of finding out what it is and learning how to control and become attuned to it.
The fighting style associated with this school focuses on heavy, hard hitting blows great for breaking down defenses or leaving lingering damage. Someone with anger issues might enjoy this style as it does emphasize learning to control your temper while also letting you utilize it in combat to really put the hurt on someone. The thing it comes closest too is boxing, but that would be mixed with some of the things Kohlrabi has learned from Komatsu at least when it comes to the general stance and blocking attacks.
Dogi: Protective gear, if it is appropriate to the students chosen element. Injury can easily occur in the beginning stages, like how Kohlrabi has a tendency to burn herself when she exerts herself. If someone really takes that much pride in this school, they can wear the symbol somewhere on their clothing or as a tattoo.
Looking for opinions
[BG] [ST-1] Elemental Charge: This is one of the simpler techs an aspiring Dragoon learns during initial training. It is simple for one to learn how to draw strength from their natural element, but the results if successful can be a little overwhelming on the body. Even if they're a master. (The user can naturally draw in the element they represent to themselves. They then store and use that energy to recover +2 stamina, but cannot do anything else that turn (i.e they basically stun themselves))
[IN] [OT-2] Elemental Catalyst: The user conjures up a 'catalyst' that reacts to their element. For example, an earth dragoon could conjure up a monolith that explodes to cause an explosion of sorts when crushed. Or a fire dragoon could create fire mines that hide underneath the ground just waiting to explode when the user snaps their fingers. [One point of stamina is consumed to create the 'catalyst' of the attack. The second point is consumed to set off said catalyst. It can be set off immediately for no drawbacks dealing 50% damage. Leaving the catalyst alone will make it power up over the course of 3 turns gaining 5% more damage every time, capping out at 15% additional charge. The additional charge is dealt back in full to it's user and stamina cannot be restored while the catalyst is out.]
[ADV] [OT-3] Unnatural Disaster: Earthquakes, tsunamis, tornadoes, or somehow even fire raining down from the sky, the user unleashes a devastating attack associated with their element. [Once in a thread, this technique can be overcharged by 25% and gain a barrier shattering effect. But in doing so the 25% overcharge is dealt right back to it's user.]
Techniques: These techniques are based off of Kohlrabi's blue fire but that is just for the sake of example. If your character uses a different element such as ice, water, earth, etc. then you are more than free to change the description of the technique but mechanically it must stay the same. Elemental Focus and Dragon Force should remain mostly the same description-wise, but additional flavor is perfectly fine.
Note: Sapphire Lotus: Fire Dragon's Fist is meant to be upgraded into a VT with either a barrier shatter or stun effect.
~Reference tech for the Stun variation~
[VT-2] Sapphire Lotus: Phoenix Blade: A fiery aura ignites itself around the user before the user propels themselves towards the target, leaving a trail of flames and hitting the opponent with extreme force. [50% PL Damage and stuns for one turn]
[ST-1] Elemental Focus: A talented enough Dragoon is able to completely attune themselves to their element. Exceeding it's current maximum at this point of mastery would be a different technique entirely however this skill still has it's own amazing and separate benefits. [ ST-1 allows it's user to have a percentage damage resistance towards their preferred element and ST-2 is a stronger version of the ST-1. ST-3 is an overcharge for skills only within this school that maxes at 10% so an OT-1 could be charged to 100% normally, but with the ST-3 of Elemental Focus would allow it to be 110% with the 10% being dealt back to the user.
ST-1 costs one stamina and increases the users defensive power level towards attacks based off their element by 10% for one turn. ST-2 costs two stamina but is 20% (maybe 15% if 20% is too much) instead of 10%.
ST-3's overcharge doesn't cost anything extra but the amount of overcharge is dealt back to the user.]
[ULTIMATE] Dragon Force: The ultimate ability of all Dragoons. The power to tap into the aspect of the dragon regardless of race or anything of that sort. Tapping into the ancient power of dragons enhances each of the Dragoon's abilities- though some may possess lethal drawbacks. This ability is meant to be used only as a last resort and will likely end in the user's death if they are not careful.
[Passive: Accessing Dragon Force is pretty much a 'kit change' for the user. The school abilities (BG, IN, AD) are changed to have drawbacks on the user (with some benefits in exchange of course) but they are the only abilities that one in Dragon Force is allowed to use. Upon using any of them they will revert back into a 'normal state', or they can wait two turns for it to deactivate. Waiting the two turns does not use up the 'single use' of Dragon Force but using a technique in Dragon Force does. Can only be used once in a thread unless no tech is ever fired. In Dragon Force, the user CANNOT benefit from other melee enhancers. Only the 5% bonus that comes as part of being in this state and it cannot exceed the 20% cap.]
~Dragon Force Techs~
Note: User may only use these WHILE under the effects of Dragon Force and they may only use Dragoon techs.
[Dragon Force BG] [ST-2] Elemental Body: The user's body gains defining features related to their chosen element if they aren't already an Elemi. The user's body is also consumed by their element, having it become part of their physical being to act as a barrier and or power conduit. There are very few defensive skills at a Dragoon's disposal as more often than not the power they unleash hits them back for a fraction they dished out. This one by far is the most potent and popular of the ones available, though it comes with certain drawbacks just as any Dragon Force technique should. [Costs 2 Stamina. For the next 3 turns the user takes 10% less tech damage and their attacks gain a 15% damage bonus, but this 15% damage bonus is dealt back to them once this tech wears off. The damage dealt back to oneself is not affected by defensive techs of any kind.]
[Dragon Force IN] [OT-3 or VT-2] Volatile Reaction: As to be expected by the name of the technique, it has a mostly devastating effect and though it has a nice bit of power behind it more than what is normal it still has a nice bit of drawback to keep things mostly even. [This technique is either a regular OT-3 or a VT-2 'stun', whichever makes more sense for the element it's based off of. As an OT-3 it begins at 100%, going up to 223% on the next charge like so: 100% > 223% > 346% > 460%. All overcharge is dealt back to it's user in full regardless of any defensive techs. As a VT-2 it can stun up to 3 targets and damage 1 for 50% but deals 10% damage back to it's user.]
[Dragon Force AD] Cataclysm: The user draws their natural element into themselves from the surrounding area and begins to charge up their energy. Once they either unleash the energy of their own volition or their body is destroyed by the overwhelming amount of power a great disaster or massive attack associated with their element is unleashed. [ 300% Set damage. This technique can be charged over 3 turns (100% per charge, maxing out at 600%) and does not benefit from offensive enhancers be it in the form of racials or in other school techs such as Spirit of the Saiyans. Firing it without charging knocks the user out for the thread, leaving them at their opponent's mercy. Adding any additional charges then firing it will kill them instantly.]
[/ul]