Post by Lord Zasham on Jan 9, 2014 10:17:33 GMT -5
‘Ki,’ a term popularized by Dragon Ball Z, is the Japanese pronunciation of the Chinese word ‘chi’ which translates to ‘life force.’ However, in the Dragon Ball series, ‘Ki’ and ‘Chi’ are separate. Life force is its own, rarely seen, energy source. It is only mentioned when referring to the Crane School’s Tri-Beam technique (in Dragon Ball Awakening, this move is taught by Earth’s Guardian). It is also witnessed when Majin Vegeta self-destructs in vain.
These moves are incredibly powerful, as you are putting your very life into them. In order to give weight to such techniques, and balance them, we are instituting Life Force Charges. Everyone has five of these charges, and are expended when activating, sustaining, or firing a Life Force enhanced technique.
In order to use life force you must either create a tech that uses it, or tier it on as an option to an existing tech. As far as the strength of a move which uses life force, it is stronger than moves of its level though it does not overlap with the next level, i.e. a standard tech using life force is superior to an average standard but is still inferior to a master tech.
With regards to beams, blasts, balls, etc. you have the ability to ‘jump’ your charge count. This can happen in two ways, you may jump from 1 to 3 or from 3 to five. So, first turn it becomes a charge 1, second turn it jumps to 3, and on the third turn you may fire it as such. After three turns of charging it is charge 3, fourth turn it jumps to 5, and on the fifth you may release it. A minor jump (1-3) costs two life force charges while a major jump (3-5) costs three. It may seem steep, but when you are trying to level/rescue a city or destroy/save a planet, it can make all the difference.
You may, in fact, spend all five to get to a charge 5 two turns early, however it will kill you. Which brings us to the drawbacks of using life force; 1 – you’ll feel it though it won’t impede you, 2 – you’re hurting and it will begin to show, 3 – complete exhaustion, 4 – unconsciousness, and finally, 5 – death. Your charge count resets at the end of a thread.*
However life force, like ki, can be applied in a manner of ways, not just in a simple chargeable attack. These will be dealt with on a case to case basis, though they will always have a time limit (generally 3 posts). Unlike normal techs where the time limit is often indicative of a cool down, Life Force has its own drawbacks and thus cool downs will rarely be applied. Instead, you may choose to spend an additional charge to sustain the technique, which will reset the time limit post count.
As for Androids, this still applies, though you may describe it differently. While some androids like 17 or 18 (or rather cyborgs like 17 or 18) will have a life force due to their original organic nature, others may not. You may choose to describe it as your ‘internal reserves’ or what have you. It entirely depends on the character.
*This is dependent on the thread. While most are set in different days than others, sometimes they are not, as is the case with some saga threads. Should this be the case, your charge count carries over from the previous thread.*
These moves are incredibly powerful, as you are putting your very life into them. In order to give weight to such techniques, and balance them, we are instituting Life Force Charges. Everyone has five of these charges, and are expended when activating, sustaining, or firing a Life Force enhanced technique.
In order to use life force you must either create a tech that uses it, or tier it on as an option to an existing tech. As far as the strength of a move which uses life force, it is stronger than moves of its level though it does not overlap with the next level, i.e. a standard tech using life force is superior to an average standard but is still inferior to a master tech.
With regards to beams, blasts, balls, etc. you have the ability to ‘jump’ your charge count. This can happen in two ways, you may jump from 1 to 3 or from 3 to five. So, first turn it becomes a charge 1, second turn it jumps to 3, and on the third turn you may fire it as such. After three turns of charging it is charge 3, fourth turn it jumps to 5, and on the fifth you may release it. A minor jump (1-3) costs two life force charges while a major jump (3-5) costs three. It may seem steep, but when you are trying to level/rescue a city or destroy/save a planet, it can make all the difference.
You may, in fact, spend all five to get to a charge 5 two turns early, however it will kill you. Which brings us to the drawbacks of using life force; 1 – you’ll feel it though it won’t impede you, 2 – you’re hurting and it will begin to show, 3 – complete exhaustion, 4 – unconsciousness, and finally, 5 – death. Your charge count resets at the end of a thread.*
However life force, like ki, can be applied in a manner of ways, not just in a simple chargeable attack. These will be dealt with on a case to case basis, though they will always have a time limit (generally 3 posts). Unlike normal techs where the time limit is often indicative of a cool down, Life Force has its own drawbacks and thus cool downs will rarely be applied. Instead, you may choose to spend an additional charge to sustain the technique, which will reset the time limit post count.
As for Androids, this still applies, though you may describe it differently. While some androids like 17 or 18 (or rather cyborgs like 17 or 18) will have a life force due to their original organic nature, others may not. You may choose to describe it as your ‘internal reserves’ or what have you. It entirely depends on the character.
*This is dependent on the thread. While most are set in different days than others, sometimes they are not, as is the case with some saga threads. Should this be the case, your charge count carries over from the previous thread.*