King Vegeta's Legacy

Inherent Techniques


Learned By Any Character!
 
 
Inherent techniques are automatically learned by your character whenever you meet the requirements. Inherent techniques also upgrade to the next level(s) whenever you meet the requirements. Because of this, it is a good idea for you to know this page well, for it is not the admins responsibility to know when you can upgrade your inherents!

Speed | Ki Sense | Ki Suppress | Block | Grapple | Ki Battle


Speed:
Speed is the technique that represents the quickness in moving and dodging ability of your character. If you character has a higher speed than the opponent, you can outrun them pertaining to running from a battle, and dodging attacks in combat.
Inherent Technique
Speed 1:
Inherent
Your character cannot dodge with this level of speed, though he can run away from a character with Speed 1 by stunning them or hindering their sight/movement for 2 turns, or Speed 2 by stunning or hindering their sight/movement for 3 turns. Any higher speed cannot be run from
Speed 2:
14 Speed
Your character can dodge 1 attack per spar/battle from a character with Speed 1. He can run away from a character with Speed 1 without stunning or hindering, and with Speed 2 by stunning them or hindering their sight/movement for 2 turns, or Speed 3 by stunning or hindering their sight/movement for 3 turns. Any higher speed cannot be run from
Speed 2:
16 Speed
Your character can dodge 1 attack per spar/battle from a character with Speed 1 or Speed 2. He can run away from a character with Speed 1 and Speed 2 without stunning or hindering, and with Speed 3 by stunning them or hindering their sight/movement for 2 turns, or Speed 4 by stunning or hindering their sight/movement for 3 turns. Any higher speed cannot be run from
Speed 4:
18 Speed
Your character can dodge 2 attacks from a character with Speed 1, and 1 attack from a character with Speed 2 and 3. He can run away from a character with Speed 1, 2, and 3 without stunning or hindering, and with Speed 4 by stunning them or hindering their sight/movement for 2 turns, or Speed 5 and 6 by stunning or hindering their sight/movement for 3 turns. Any higher speed cannot be run from
Speed 5:
20 Speed
Your character can dodge 2 attacks from a character with Speed 1-2, and 1 attack from a character with Speed 3-4. He can run away from a character with Speed 1, 2, 3, and 4 without stunning or hindering, and with Speed 5 by stunning them or hindering their sight/movement for 2 turns, or Speed 6 and 7 by stunning or hindering their sight/movement for 3 turns. Any higher speed cannot be run from
Speed 6:
22 Speed
Your character can dodge 3 attacks from a character with Speed 1, 2 attacks from a character with Speed 2-3, and 1 attack from a character with Speed 4-5 per spar/battle. He can run away from a character with Speed 1-5 without stunning or hindering, and with Speed 6 by stunning them or hindering their sight/movement for 2 turns, or Speed 7 and 8 by stunning or hindering their sight/movement for 3 turns. Any higher speed cannot be run from
Speed 7:
24 Speed
Your character can dodge 3 attacks from a character with Speed 1-2, 2 attacks from a character with Speed 3-4, and 1 attack from a character with Speed 5-6 per spar/battle. He can run away from a character with Speed 1-6 without stunning or hindering, and with Speed 7 by stunning them or hindering their sight/movement for 2 turns, or Speed 8 and 9 by stunning or hindering their sight/movement for 3 turns. Any higher speed cannot be run from
Speed 8:
26 Speed
Your character cannot be hit by a character with Speed 1, can dodge 3 attacks from a character with Speed 2-3, 2 attacks from a character with Speed 4-5, and 1 attack from a character with Speed 6-7 per spar/battle. He can run away from a character with Speed 1-7 without stunning or hindering, and with Speed 8 by stunning them or hindering their sight/movement for 2 turns, or Speed 9 and 10 by stunning or hindering their sight/movement for 3 turns. Any higher speed cannot be run from
Speed 9:
28 Speed
Your character cannot be hit by a character with Speed 1-2, can dodge 3 attacks from a character with Speed 3-4, 2 attacks from a character with Speed 5-6, and 1 attack from a character with Speed 7-8 per spar/battle. He can run away from a character with Speed 1-8 without stunning or hindering, and with Speed 9 by stunning them or hindering their sight/movement for 2 turns, or Speed 10 by stunning or hindering their sight/movement for 3 turns. Any higher speed cannot be run from
Speed 10:
30 Speed
Your character cannot be hit by a character with Speed 1-3, can dodge 3 attacks from a character with Speed 4-5, 2 attacks from a character with Speed 6-7, and 1 attack from a character with Speed 8-9 per spar/battle. He can run away from a character with Speed 1-9 without stunning or hindering, and with Speed 10 by stunning them or hindering their sight/movement for 2 turns.

Ki Sense
Ki Sense is the ability to sense opponent's ki in order to find their location, guess their current and max power level, and counter act the act of the opponent suppressing his ki. This move was first developed on Earth, so as a result that is where you must be located to obtain this technique. Ki Sense is vital to nearly every character, so it is suggested to get.
Inherent Technique, Must be located on Earth
Beginner:
1,000 PL, 12 Ki
When power levels are large compared to you, you can sense their location. You can also tell the difference between a person who is stronger and who is weaker than yourself. If you try to estimate the power level of a foe, you have a wide error range; an exact reading is few and far between. For example, if the opponent’s PL was 1,000, you could estimate it to be 600.
Adept:
5,000 PL, 14 Ki
You can sense most fighting characters that are located on the planet you're on. You can completely distinguish between a weak fighter and a strong fighter compared to you, and compared to other fighters. If you attempt to estimate the power level of an enemy, you have a small amount of error, but still enough to be noticeable. For example, if the opponent's PL was 1,000, you could estimate it to be 785.
Master:
10,000 PL, 16 Ki
You can feel the energies of most beings of the planet your on, and large ones on other planets within your galaxy. At this level, you may even sense the presence of Dragon Balls on the planet you are on. If you attempt to estimate the power level of your opponent, you have a very small, if not non-existent error.

Ki Suppress
With this technique, any character may put a mask on their power level, fooling anyone with a scouter and who doesn't have a proficient level of Ki Sense. This move can be used for hiding and suppressing power level so an enemy doesn't find you, fooling the opponent into false hope in beating you, and other applications.
Inherent Technique
Beginner:
2,000 PL, 12 Intelligence
At this level, Ki Suppress allows you to make any opponent(s) who read your power level with a scouter to be about half less than it normally is.
Adept:
8,000 PL, 14 Intelligence
At this more advanced level, Ki Suppress allows you to make your PL appearing on an opponent(s) scouter to be mostly concealed. A character with Ki Sense Beginner has a tough time trying to locate your position.
Master:
14,000 PL, 16 Intelligence
Now that you have mastered Ki Suppress, it allows you to make any opponent(s) who read your power level with a scouter to be near 0, or any level in which you want up to your max PL. A character with Ki Sense Adept has a difficult time trying to locate your position.

Block:
Sometime a character has to rely on his arms to take the blunt of an attack. This technique is your character's natural ability to block. You may block any attack of any grade, since blocking is the most basic ability.
Inherent Technique
Beginner:
Inherent
Once per spar/battle your character may block as a defense and reduce the incoming damage done by an opponent's attack by 50%
Adept:
25 Block
Once per spar/battle your character may block as a defense and reduce the incoming damage done by an opponent's attack by 75%
Advanced:
50 Block
Once per spar/battle your character may block as a defense and reduce the incoming damage done by an opponent's attack by 90%
Expert:
75 Block
Twice per spar/battle your character may block as a defense and reduce the incoming damage done by an opponent's attack, once by 90% and once by 50%.
Master:
100 Block
Twice per spar/battle your character may block as a defense and reduce the incoming damage done by an opponent's attack, once by 90% and once by 50%. Once per spar/battle, in the place of a block, if your opponent is lower in Battle Level you may deflect a Ki attack back at the opponent for the same damage. This action takes up your action for that turn.

Grapple:
This technique sets your character apart from those who attack randomly in a Grapple. Knowing when to punch, kick, or block in fast pace combat can decide the difference between victory and defeat. As your skill increases, your attacks hit harder, are faster, and come more often than the inexperienced warrior inside of a grapple.
Inherent Technique
Beginner:
25 Grapple
All your attacks do +1 damage inside of a Grapple
Adept:
50 Grapple
You are considered one Battle Level higher inside of a Grapple and all effects from the lower levels of this technique.
Advanced:
75 Grapple
You may perform one extra attack inside of a Grapple and all effects from the lower levels of this technique.
Master:
100 Grapple
You may perform a Grapple two times per spar/battle instead of one and all effects from the lower levels of this technique.

Ki Battle:
Everyone loves a big explosion, and your character is no exception. Ki Battling is a vital tool that not many master, but can turn the tide of battle. As your character increases in Ki Battle proficiency, his beams inside of a Ki Battle will know no match. Other characters will marvel at the power of your blasts.
Inherent Technique
Beginner:
25 Ki Battle
When defending inside of a Ki Battle, your beam is considered to do an additional +KP damage. This additional damage is not added to the damage taken by the looser of the Ki Battle.
Adept:
50 Ki Battle
If any of your Ki Battles end with a tie, the opponent takes 1+(KP x2) damage and all effects from the lower levels of this technique.
Advanced:
75 Ki Battle
When your character ‘Puts everything you’ve got’ into a Ki Battle, it costs [(5+KP) x3] Ki Points instead of reducing your KP to 0 and all effects from the lower levels of this technique.
Master:
100 Ki Battle
You may perform a Ki Battle two times per spar/battle instead of one and all effects from the lower levels of this technique.




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