By empowering your body with cursed energy, you can increase physical strength and durability.
When doing this, add your Cursed Energy stat on-top of your Physical stat for the cursed-energy enhanced attacks along with other boosters. However, this is limited to 2x your base Physical stat.
Example:
John has 30 PHYS and 15 ENERGY
30 + 15 = 45 POTENCY
Do note that this does NOT enhance your physical speed, only the potency of attacks. That being said, you can make Base-Techniques or Sub-Techniques that enhance speed or further enhance Energy enhanced attacks.
The baseline cost for doing this without a CT is 10 per use. Every time you block or attack using this, it takes the full cost.
Example:
John sends out three punches enhanced with Cursed Energy
3 x 10 = 30 cost
ENERGY PHYS can never give more than 2x your base PHYS. So if your BASE PHYS is 20, the most you can get from it is another +20.
Energy boosted by binding vows, CTs, domains etc. does not get added by Energy PHYS.
Black Flash is a distortion in space that occurs when cursed energy is applied within 0.000001 seconds of a physical hit. When a sorcerer is able to achieve this, their cursed energy flashes black. Upon landing a black flash, the sorcerer in question gains an understanding of cursed energy that is far beyond that of the average sorcerer, the awakening being akin to the feeling of unlocking a domain expansion.
In this server, Black Flash's usage is locked behind lore / Is a reward to players for good writing and roleplay, characterisation, etc over their time in the server. The first usage of Black Flash will be granted mid-scene by the moderators, who will determine if a player deserves to hit it or not. After landing the first Black Flash, players gain the ability to perform black flash attempts that work based on a dice roll.
When attempting a Black Flash, you roll a 1d5 before you post and ping the moderators. You must hit a 5 to hit the Black Flash. Black Flash can only be attempted once per turn.
Attempting / Trying to land a Black Flash will apply an added 30 Cursed Energy cost to the attack used to land it.
Whether you fail or succeed the roll, the cost will apply for your next post. You must state to the moderators you are attempting a Black Flash when rolling the 1d10.
--> + 100 PHYS Potency and PHYS SPD to the attack.
--> SPD is applied to Energy PHYS
--> + 20 PHYS for the rest of the scene.
--> Makes it easier to chain more Black Flashes. ( Add a +1 Bonus on the Dice Roll )
--> After chaining 2 Black Flashes, the user has a 25% Reduction on RCT Costs
--> After chaining 2 Black Flashes, the user can self Heal T5s
--> Doesn't stack with Maximum Output
--> Must be used on Energy Phys based attacks
--> Can't attempt till user is within 2 turns into combat and is in some kind of situation that puts them in the fighting zone / Life or death situation.
--> Hitting a black flash adds a single + 1 to the rolls of everyone else in the scene as they also become more likely to hit it.
When you hit a blackflash, a 'chain' begins where you're more likely to hit another black flash. Whenever you roll a d5, add a +1 bonus to your roll. The chain will continue stacking until you either hit a +1 bonus, where no more black flashes can be used, or you fail. Once you fail a chain attempt, the chain gets reset.
Once a player has hit a black flash for the first time, their cursed energy control in relation to their body has exceeded to new heights. They will no longer have to pay the additional 10 CE per use of Energy Phys as a passive benefit for landing a Black Flash.
This only applies to attacks that already cost cursed energy. [ i.e. a sub ability that pays 40 CE to throw a 40 POT punch, so on so forth ]. It does not exclude raw EEP punches.
--> Black Flash can be rolled while a Maximum Output is being charged, however, landing the Black Flash will cancel the Maximum Output charge entirely. The user still has to pay the CE costs they've charged for up until that turn.
--> I.e. Black Flash and MO can no longer be stacked in quick succession, nor with eachother.
--> When fighting someone within a Semi-Grade Higher or below yourself, Maximum Output and Black Flash can be capped at a Tier Four injury.
--> This is to ensure they are no longer end-all be all oneshots while not dampering the amount of potency / the threat they propose.
--> However, using this function requires an action consumed and 60 CE at the bare minimum.